Davidthemodder Posted May 15, 2021 Posted May 15, 2021 I want to make the player to do somethingwhen I press V. How? Quote
Luis_ST Posted May 15, 2021 Posted May 15, 2021 (edited) On 5/15/2021 at 1:13 PM, Davidthemodder said: I want to make the player to do somethingwhen I press V. How? Expand create the keybinding Register the keybinding with ClientRegistry#registerKeyBinding in the FMLClientSetupEvent uses the ClientTickEvent to check whether your KeyBinding is pressed and send a custom packet to the server (using a SimpleChannel) execute the code / your action in the handle method of your custom message (packet) okay the whole thing was very theoretical, here a practical example KeyBinding Registration ClientTickEvent Message (Packet) Edited May 15, 2021 by Luis_ST Quote
Davidthemodder Posted May 19, 2021 Author Posted May 19, 2021 On 5/15/2021 at 1:51 PM, diesieben07 said: Subscribe to ClientTickEvent, check if the phase is START. Check if your key binding has been pressed and if so, perform whatever action you want. Expand Thank you for your help. On 5/15/2021 at 1:56 PM, Luis_ST said: create the keybinding Register the keybinding with ClientRegistry#registerKeyBinding in the FMLClientSetupEvent uses the ClientTickEvent to check whether your KeyBinding is pressed and send a custom packet to the server (using a SimpleChannel) execute the code / your action in the handle method of your custom message (packet) okay the whole thing was very theoretical, here a practical example KeyBinding Registration ClientTickEvent Message (Packet) Expand And without you I would never have found out how to run the code. Quote
Davidthemodder Posted May 23, 2021 Author Posted May 23, 2021 On 5/15/2021 at 1:56 PM, Luis_ST said: create the keybinding Register the keybinding with ClientRegistry#registerKeyBinding in the FMLClientSetupEvent uses the ClientTickEvent to check whether your KeyBinding is pressed and send a custom packet to the server (using a SimpleChannel) execute the code / your action in the handle method of your custom message (packet) okay the whole thing was very theoretical, here a practical example KeyBinding Registration ClientTickEvent Message (Packet) Expand I did everything like you did but it always crashes when I try it. Quote
Davidthemodder Posted May 23, 2021 Author Posted May 23, 2021 public static final KeyBinding KEY = new KeyBinding("Fly",GLFW.GLFW_KEY_V, "Ultimate Sheep Mod"); @SubscribeEvent public static void doClientSetup(FMLClientSetupEvent event){ ClientRegistry.registerKeyBinding(UltimateSheepMod.KEY); } @SubscribeEvent public static void fly(TickEvent.ClientTickEvent event){ if(event.phase == TickEvent.Phase.START){ if(UltimateSheepMod.KEY.isKeyDown()){ ModPacketHandler.simpleChannel.sendToServer(new FlyActivateMessage()); } } } public class ModPacketHandler { private static final String version = "1"; private static int id = 0; public static SimpleChannel simpleChannel; public static void init(){ simpleChannel = NetworkRegistry.newSimpleChannel(new ResourceLocation("usm:simple_channel"), () -> version, version::equals, version::equals); simpleChannel.registerMessage(id++, FlyActivateMessage.class, FlyActivateMessage::encode, FlyActivateMessage::decode, FlyActivateMessage::handle, Optional.of(NetworkDirection.PLAY_TO_SERVER)); } } public class FlyActivateMessage { public static void encode(FlyActivateMessage message,PacketBuffer packetBuffer) { } public static FlyActivateMessage decode(PacketBuffer packetBuffer) { return new FlyActivateMessage(); } public static void handle(FlyActivateMessage message, Supplier<NetworkEvent.Context> networkContext) { ServerPlayerEntity player = networkContext.get().getSender(); networkContext.get().enqueueWork(() -> { }); networkContext.get().setPacketHandled(true); } } Quote
Luis_ST Posted May 23, 2021 Posted May 23, 2021 On 5/23/2021 at 1:44 PM, Davidthemodder said: I did everything like you did but it always crashes when I try it. Expand please post your code use the code feature or use github or something similar like that Quote
Davidthemodder Posted May 23, 2021 Author Posted May 23, 2021 On 5/23/2021 at 3:02 PM, Luis_ST said: please post your code use the code feature or use github or something similar like that Expand public static final KeyBinding KEY = new KeyBinding("Fly",GLFW.GLFW_KEY_V, "Ultimate Sheep Mod"); @SubscribeEvent public static void doClientSetup(FMLClientSetupEvent event){ ClientRegistry.registerKeyBinding(UltimateSheepMod.KEY); } @SubscribeEvent public static void fly(TickEvent.ClientTickEvent event){ if(event.phase == TickEvent.Phase.START){ if(UltimateSheepMod.KEY.isKeyDown()){ ModPacketHandler.simpleChannel.sendToServer(new FlyActivateMessage()); } } } public class ModPacketHandler { private static final String version = "1"; private static int id = 0; public static SimpleChannel simpleChannel; public static void init(){ simpleChannel = NetworkRegistry.newSimpleChannel(new ResourceLocation("usm:simple_channel"), () -> version, version::equals, version::equals); simpleChannel.registerMessage(id++, FlyActivateMessage.class, FlyActivateMessage::encode, FlyActivateMessage::decode, FlyActivateMessage::handle, Optional.of(NetworkDirection.PLAY_TO_SERVER)); } } Like this? Quote
Davidthemodder Posted May 23, 2021 Author Posted May 23, 2021 There is no error but it crashes as soon as I press the key Quote
Luis_ST Posted May 23, 2021 Posted May 23, 2021 On 5/23/2021 at 4:03 PM, Davidthemodder said: Like this? Expand yes😀 On 5/23/2021 at 4:04 PM, Davidthemodder said: There is no error but it crashes as soon as I press the key Expand looks okay, do you register the packet handler? Quote
Davidthemodder Posted May 23, 2021 Author Posted May 23, 2021 On 5/23/2021 at 4:58 PM, Luis_ST said: yes😀 looks okay, do you register the packet handler? Expand How? Quote
Luis_ST Posted May 23, 2021 Posted May 23, 2021 On 5/23/2021 at 5:04 PM, Davidthemodder said: How? Expand run the init method of the packet handler in the FMLCommonSetupEvent Quote
Davidthemodder Posted May 23, 2021 Author Posted May 23, 2021 On 5/23/2021 at 5:05 PM, Luis_ST said: run the init method of the packet handler in the FMLCommonSetupEvent Expand Thanks Quote
Davidthemodder Posted May 23, 2021 Author Posted May 23, 2021 It On 5/23/2021 at 5:05 PM, Luis_ST said: run the init method of the packet handler in the FMLCommonSetupEvent Expand It didn´t work. Quote
Luis_ST Posted May 23, 2021 Posted May 23, 2021 On 5/23/2021 at 5:08 PM, Davidthemodder said: It didn´t work. Expand Please post the log because I think the log should show something Quote
Davidthemodder Posted May 23, 2021 Author Posted May 23, 2021 On 5/23/2021 at 5:11 PM, Luis_ST said: Please post the log because I think the log should show something Expand latest.logFetching info... Quote
Davidthemodder Posted May 23, 2021 Author Posted May 23, 2021 On 5/23/2021 at 5:12 PM, Davidthemodder said: latest.log 41.88 kB · 1 download Expand Here the Crash report. crash-2021-05-23_19.08.29-client.txtFetching info... Quote
Luis_ST Posted May 23, 2021 Posted May 23, 2021 On 5/23/2021 at 5:17 PM, Davidthemodder said: Here the Crash report. Expand please post this class "com.Cake.usm.events.ModClientEvent" because a NullPointerException was thrown in this class Quote
Davidthemodder Posted May 23, 2021 Author Posted May 23, 2021 On 5/23/2021 at 5:28 PM, Luis_ST said: please post this class "com.Cake.usm.events.ModClientEvent" because a NullPointerException was thrown in this class Expand @Mod.EventBusSubscriber(modid = UltimateSheepMod.MOD_ID, bus = Mod.EventBusSubscriber.Bus.FORGE, value = Dist.CLIENT) public class ModClientEvent { @SubscribeEvent public static void lightning(AttackEntityEvent event){ if(event.getEntityLiving().getHeldItemMainhand().getItem() == ModItems.LIGHTNING_HAMMER.get()){ LightningBoltEntity lightning = new LightningBoltEntity(EntityType.LIGHTNING_BOLT,event.getEntity().world); lightning.setPosition(event.getTarget().getPosX(), event.getTarget().getPosY(), event.getTarget().getPosZ()); event.getPlayer().world.addEntity(lightning); } } @SubscribeEvent public static void onCrafting(GuiOpenEvent event){ if (event.isCancelable()){ if (event.getGui() instanceof CraftingScreen){ if (event.getResult().equals(Items.APPLE)){ event.setCanceled(true); } } } } @SubscribeEvent public static void fly(TickEvent.ClientTickEvent event){ if(event.phase == TickEvent.Phase.START){ if(UltimateSheepMod.KEY.isKeyDown()){ ModPacketHandler.simpleChannel.sendToServer(new FlyActivateMessage()); } } } @SubscribeEvent public static void doClientSetup(FMLClientSetupEvent event){ ClientRegistry.registerKeyBinding(UltimateSheepMod.KEY); } @SubscribeEvent public static void doCommonSetup(FMLCommonSetupEvent event){ ModPacketHandler.init(); } Quote
Luis_ST Posted May 23, 2021 Posted May 23, 2021 (edited) you only register your packet handler on the client side, move the FMLCommonSetup event to a class without Dist#CLIENT Edited May 23, 2021 by Luis_ST Quote
Davidthemodder Posted May 23, 2021 Author Posted May 23, 2021 On 5/23/2021 at 5:41 PM, Luis_ST said: you only register your packet handler on the client side, move the FMLCommonSetup event to a class without Dist#CLIENT Expand You mean like ModServerEvent? Quote
Luis_ST Posted May 23, 2021 Posted May 23, 2021 On 5/23/2021 at 5:46 PM, Davidthemodder said: You mean like ModServerEvent? Expand the packet handler must be registered on both sides (server and client), there must be no dist in the EventBusSubscriber Quote
Davidthemodder Posted May 23, 2021 Author Posted May 23, 2021 (edited) On 5/23/2021 at 5:51 PM, Luis_ST said: the packet handler must be registered on both sides (server and client), there must be no dist in the EventBusSubscriber Expand Can I just do it twice? EDIT: Like on Server and on the Client in the two classes? Edited May 23, 2021 by Davidthemodder Quote
Luis_ST Posted May 23, 2021 Posted May 23, 2021 On 5/23/2021 at 5:52 PM, Davidthemodder said: Can I just do it twice? EDIT: Like on Server and on the Client in the two classes? Expand no, do this in one class, if you have a class for server event and one for client events then create one for both (ModCommonEvent) Quote
Davidthemodder Posted May 23, 2021 Author Posted May 23, 2021 On 5/23/2021 at 5:56 PM, Luis_ST said: no, do this in one class, if you have a class for server event and one for client events then create one for both (ModCommonEvent) Expand Ok Quote
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