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DeltaTimo

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  1. I'm a total noob in programming java and java for minecraft, how can I do ServerTickHandlers, how do I run them, in which file do I put them.. I have no idea.. Edit: You said I have to call them, how exactly do I call tick handlers?
  2. Hey there! I'm pretty new to modding in minecraft ( I have some experience with lua ): I'm trying to make a Jetpack like mod/script which makes my player fly up (addVelocity 0,0.075,0) which worked pretty good using a keybind. Problem is when I fall down, or jump of a tree and thrust up so I land on the ground with almost no speed I still get tons of damage. I tried setting fallDistance to 0 while I hold the key and when I release the key which had (I think) no effect. I've set fallDistance clientside, which is in my guess the problem. But since I just started modding and have no idea (and searched a long while to find out how to do binds) I don't know how to set it serverside. I'm just gonna give you the code I wrote in the proxy: Base File: chatbinds.common.Chatbinds.java package chatbinds.common; import net.minecraft.src.BaseMod; import net.minecraft.src.ModLoader; import cpw.mods.fml.client.registry.KeyBindingRegistry; import cpw.mods.fml.common.Mod; import cpw.mods.fml.common.Mod.Init; import cpw.mods.fml.common.SidedProxy; import cpw.mods.fml.common.event.FMLInitializationEvent; import cpw.mods.fml.common.network.NetworkMod; @Mod(modid = "dt855_chatbinds", name = "Chatbinds", version = "0.1") @NetworkMod(clientSideRequired = true, serverSideRequired = false) public class Chatbinds { @SidedProxy(clientSide="chatbinds.client.ClientProxy", serverSide="chatbinds.common.CommonProxy") public static CommonProxy proxy; @Init public void load(FMLInitializationEvent event) { proxy.registerKeybinds(); } } chatbinds.client.ClientProxy.java package chatbinds.client; import cpw.mods.fml.client.registry.KeyBindingRegistry; import net.minecraft.client.settings.KeyBinding; import chatbinds.common.CommonProxy; public class ClientProxy extends CommonProxy { @Override public void registerKeybinds() { KeyBindingRegistry.registerKeyBinding(new MyKeyHandlerFly()); } } chatbinds.client.MyKeyHandlerFly.java package chatbinds.client; import java.util.EnumSet; import net.minecraft.client.entity.EntityClientPlayerMP; import net.minecraft.client.settings.KeyBinding; import net.minecraft.src.ModLoader; import org.lwjgl.input.Keyboard; import cpw.mods.fml.client.FMLClientHandler; import cpw.mods.fml.client.registry.KeyBindingRegistry.KeyHandler; import cpw.mods.fml.common.TickType; public class MyKeyHandlerFly extends KeyHandler { static KeyBinding myBinding = new KeyBinding("Jetpack", Keyboard.KEY_T); public MyKeyHandlerFly() { //the first value is an array of KeyBindings, the second is whether or not the call //keyDown should repeat as long as the key is down super(new KeyBinding[]{myBinding}, new boolean[]{true}); } @Override public String getLabel() { return "mykeybindings"; } @Override public void keyDown(EnumSet<TickType> types, KeyBinding kb, boolean tickEnd, boolean isRepeat) { if (FMLClientHandler.instance().getClient().currentScreen == null) { EntityClientPlayerMP localPlayer = ModLoader.getMinecraftInstance().thePlayer; localPlayer.addVelocity(0,0.075,0); localPlayer.fallDistance = 0; } } @Override public void keyUp(EnumSet<TickType> types, KeyBinding kb, boolean tickEnd) { //do whatever EntityClientPlayerMP localPlayer = ModLoader.getMinecraftInstance().thePlayer; localPlayer.fallDistance = 0; } @Override public EnumSet<TickType> ticks() { return EnumSet.of(TickType.CLIENT); //I am unsure if any different TickTypes have any different effects. } } Serverside Proxy: chatbinds.common.CommonProxy.java package chatbinds.common; import chatbinds.client.MyKeyHandler; import cpw.mods.fml.client.registry.KeyBindingRegistry; public class CommonProxy { public void registerKeybinds() { } } P.S.: I have no idea what I'm doing, I followed some tutorials and searched around the web to find parts and put everything together. So if you have a solution for my problem I'd be very appreciated if you could describe what the code means.

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