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SHiLLySiT

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Everything posted by SHiLLySiT

  1. Is there a way to execute code on the server when a player executes a command? Here's what I've been trying: I've tried this in both my common and server proxy: public void serverLoad(FMLServerStartingEvent e) { e.registerServerCommand(new CommandQuest()); } And here's the command: public class CommandQuest implements ICommand { private final ArrayList<String> _aliases; public CommandQuest() { _aliases = new ArrayList<String>(); _aliases.add("quest"); } @Override public int compareTo(Object arg0) { return 0; } @Override public String getCommandName() { return "quest"; } @Override public String getCommandUsage(ICommandSender sender) { return "quest"; } @Override public List<String> getCommandAliases() { return this._aliases; } @Override public void processCommand(ICommandSender sender, String[] args) { if (args.length == 0) { sender.addChatMessage(new ChatComponentText("Requires parms.")); } else { if (args[0].equalsIgnoreCase("reload")) { if (sender.getEntityWorld().isRemote) { QuestManager.getInstance().loadQuests(); sender.addChatMessage(new ChatComponentText("Quests reloaded.")); System.out.println("server reloaded quests!"); } } } } @Override public boolean canCommandSenderUseCommand(ICommandSender sender) { return true; } @Override public List<String> addTabCompletionOptions(ICommandSender sender, String[] args) { return null; } @Override public boolean isUsernameIndex(String[] sender, int index) { return false; } } In the processCommand function I'm checking if the sender is remote, but it only ever seems to be called once for the client and never on the server. Is there a special way to register a server side command?
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