Jump to content

(1.16.5 MCP) getShooter in DamagingProjectileEntity throws nullPointerException


ElTotisPro50

Recommended Posts

so i have an entity that extends DamagingProjectileEntity and it has tick method and i want to play a sound(inside of my projectile class) when a little time passes but im trying to do getShooter.playsound or getShooter.getEntity().playsound but it doesnt work(as i said it throws nullPointerException) by the way the crash log ONLY says nullPointerException in that line

 

@Override
    public void tick() {
        super.tick();
        ++this.time;
        System.out.println(time);
        if(!world.isRemote) {
            if(time == 70) {
                getShooter().playSound(ModSounds.MYSOUND.get(),1,1); //or getShooter().getEntity().playSound(ModSounds.MYSOUND.get(),1,1); doesnt work either
                 this.remove();
            }
        }
    }

 

Edited by ElTotisPro50
Link to comment
Share on other sites

58 minutes ago, diesieben07 said:

getShooter must be explicitly set by you and even then it can return null (e.g. if the player logged out). So you can't just use it directly, you must check first.

Are you sure you want to play the sound at the shooter's position? Why do you not just use this.playSound?

check if shooter is playerentity?

if(getShooter() instanceof PlayerEntity)

 

this.playsound will play the sound in the throwable entity's position right?if i throw my entity with acceleration or motion the player could'nt hear it because the entity is far enough

Link to comment
Share on other sites

5 hours ago, diesieben07 said:

Yes, this will also ensure the shooter is not null.

Just making sure. If you do want to play it at the player's position then what you did is correct. You just have to actually set the shooter when creating the projectile.

is not throwing nullPointerException or crashing or something it just doesnt do anything

@Override
    public void tick() {
        super.tick();
        ++this.time;
        System.out.println(time);
        if(!world.isRemote) {
            if(time == 70) {
                if(getShooter() instanceof PlayerEntity) { //if(getShooter().getEntity() instanceof PlayerEntity) { this just will throw null again
                    getShooter().playSound(ModSounds.MYSOUND.get(),1,1); //getShooter().getEntity().playSound(ModSounds.MYSOUND.get(),1,1); doesnt work either
                }
                this.remove();
            }
        }
    }

 

Link to comment
Share on other sites

10 hours ago, diesieben07 said:

Show more of your code, specifically the whole projectile class and where you spawn the projectile.

My item class

public class MyItem extends Item {

    public MyItem(Properties properties) {
        super(properties);
    }

	@Override
    public ActionResult<ItemStack> onItemRightClick(World world, PlayerEntity player, Hand handIn) {
        ItemStack stack = player.getHeldItemMainhand();
        if(player.isSneaking()) {
            world.playSound(player,player.getPosition(),ModSounds.SOUND.get(),SoundCategory.MASTER, 1, 1);
        }
        if(!world.isRemote) {
            if (player.isSneaking()) {
                if (stack.getItem() instanceof MyItem) {
                    ThrownMyEntity entity = new ThrownMyEntity(ModEntityTypes.THROWNMYENTITY.get(), world);
                    Vector3d aim = player.getLookVec();
                    entity.setPosition(player.getPosX() + aim.x * 1.7,
                            player.getPosY() + (aim.y + 0.5) * 1.7,
                            player.getPosZ() + aim.z * 1.7);
                    entity.rotationYaw = player.rotationYaw;
                    entity.rotationPitch = player.rotationPitch;
                    double throwSpeed = 0.7;
                    entity.setMotion(aim.x * throwSpeed,aim.y * throwSpeed,aim.z * throwSpeed);
                    world.addEntity(entity);
                    player.setItemStackToSlot(EquipmentSlotType.MAINHAND, ItemStack.EMPTY);
                }
            }
        }
        return super.onItemRightClick(world, player, handIn);
    }
}

 

ThrownMyEntity Class

public class ThrownMyEntity extends DamagingProjectileEntity implements ITickableTileEntity {

    private int time;

    public ThrownMyEntity(EntityType<? extends DamagingProjectileEntity> entityType, World world) {
        super(entityType,world);
    }

    //This makes that the entity cant be pushed
    @Override
    public boolean canBePushed() {
        return false;
    }

    //This makes the entity can be hurt(like a ghost)
    @Override
    public boolean canBeCollidedWith() {
        return false;
    }

	@Override
    public void tick() {
        super.tick();
        ++this.time;
        System.out.println(time);
        if(!world.isRemote) {
            if(time == 70) {
                if(getShooter() instanceof PlayerEntity) { //if(getShooter().getEntity() instanceof PlayerEntity) { this just will throw null again
					getShooter().getEntity.DOSOMETHINGTOTHESHOOTER
                }
                this.remove();
            }
        }
    }

    @Override
    protected void registerData() {

    }

    @Override
    public boolean isInWater() {
        return false;
    }

    @Override
    public boolean isInLava() {
        return false;
    }

    @Override
    public boolean isBurning() {
        return false;
    }

    @Override
    public boolean isGlowing() {
        return false;
    }

    @Override
    public IPacket<?> createSpawnPacket() {
        return NetworkHooks.getEntitySpawningPacket(this);
    }

    @Override
    public boolean isWet() {
        return false;
    }

}

 

Link to comment
Share on other sites

23 minutes ago, ElTotisPro50 said:

right?

no not to getShooter, call setShooter from your Item in onItemRightClick then use the Player which you get as a parameter

4 minutes ago, ElTotisPro50 said:

what i just told you didnt work, throws null again

yeah since:

Entity entity = getShooter(); // shooter is at this point null
setShooter(entity); // the new shooter is null since the old shooter was null

 

Link to comment
Share on other sites

1 hour ago, Luis_ST said:

no not to getShooter, call setShooter from your Item in onItemRightClick then use the Player which you get as a parameter

yeah since:

Entity entity = getShooter(); // shooter is at this point null
setShooter(entity); // the new shooter is null since the old shooter was null

 

it worked :)

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • rp.crazyheal.xyz mods  
    • I'm developing a dimension, but it's kinda resource intensive so some times during player teleporting it lags behind making the player phase down into the void, so im trying to implement some kind of pregeneration to force the game loading a small set of chunks in the are the player will teleport to. Some of the things i've tried like using ServerLevel and ServerChunkCache methods like getChunk() dont actually trigger chunk generation if the chunk isn't already on persistent storage (already generated) or placing tickets, but that doesn't work either. Ideally i should be able to check when the task has ended too. I've peeked around some pregen engines, but they're too complex for my current understanding of the system of which I have just a basic understanding (how ServerLevel ,ServerChunkCache  and ChunkMap work) of. Any tips or other classes I should be looking into to understand how to do this correctly?
    • https://mclo.gs/4UC49Ao
    • Way back in the Forge 1.17 days, work started for adding JPMS (Java Platform Module Support) to ModLauncher and ForgeModLoader. This has been used internally by Forge and some libraries for a while now, but mods (those with mods.toml specifically) have not been able to take advantage of it. As of Forge 1.21.1 and 1.21.3, this is now possible!   What is JPMS and what does it mean for modders? JPMS is the Java Platform Module System, introduced in Java 9. It allows you to define modules, which are collections of packages and resources that can be exported or hidden from other modules. This allows for much more fine-tuned control over visibility, cleaner syntax for service declarations and support for sealed types across packages. For example, you might have a mod with a module called `com.example.mod` that exports `com.example.mod.api` and `com.example.mod.impl` to other mods, but hides `com.example.mod.internal` from them. This would allow you to have a clean API for other mods to use, while keeping your internal implementation details hidden from IDE hints, helping prevent accidental usage of internals that might break without prior notice. This is particularly useful if you'd like to use public records with module-private constructors or partially module-private record components, as you can create a sealed interface that only your record implements, having the interface be exported and the record hidden. It's also nice for declaring and using services, as you'll get compile-time errors from the Java compiler for typos and the like, rather than deferring to runtime errors. In more advanced cases, you can also have public methods that are only accessible to specific other modules -- handy if you want internal interactions between multiple of your own mods.   How do I bypass it? We understand there may be drama in implementing a system that prevents mods from accessing each other's internals when necessary (like when a mod is abandoned or you need to fix a compat issue) -- after all, we are already modding a game that doesn't have explicit support for Java mods yet. We have already thought of this and are offering APIs from day one to selectively bypass module restrictions. Let me be clear: Forge mods are not required to use JPMS. If you don't want to use it, you don't have to. The default behaviour is to have fully open, fully exported automatic modules. In Java, you can use the `Add-Opens` and `Add-Exports` manifest attributes to selectively bypass module restrictions of other mods at launch time, and we've added explicit support for these when loading your Forge mods. At compile-time, you can use existing solutions such as the extra-java-module-info Gradle plugin to deal with non-modular dependencies and add extra opens and exports to other modules. Here's an example on how to make the internal package `com.example.examplemod.internal` open to your mod in your build.gradle: tasks.named('jar', Jar) { manifest { attributes([ 'Add-Opens' : 'com.example.examplemod/com.example.examplemod.internal' 'Specification-Title' : mod_id, 'Specification-Vendor' : mod_authors // (...) ]) } } With the above in your mod's jar manifest, you can now reflectively access the classes inside that internal package. Multiple entries are separated with a space, as per Java's official spec. You can also use Add-Exports to directly call without reflection, however you'd need to use the Gradle plugin mentioned earlier to be able to compile. The syntax for Add-Exports is the same as Add-Opens, and instructions for the compile-time step with the Gradle plugin are detailed later in this post. Remember to prefer the opens and exports keywords inside module-info.java for sources you control. The Add-Opens/Add-Exports attributes are only intended for forcing open other mods.   What else is new with module support? Previously, the runtime module name was always forced to the first mod ID in your `mods.toml` file and all packages were forced fully open and exported. Module names are now distinguished from mod IDs, meaning the module name in your module-info.java can be different from the mod ID in your `mods.toml`. This allows you to have a more descriptive module name that doesn't have to be the same as your mod ID, however we strongly recommend including your mod ID as part of your module name to aid troubleshooting. The `Automatic-Module-Name` manifest attribute is now also honoured, allowing you to specify a module name for your mod without needing to create a `module-info.java` file. This is particularly useful for mods that don't care about JPMS features but want to have a more descriptive module name and easier integration with other mods that do use JPMS.   How do I use it? The first step is to create a `module-info.java` file in your mod's source directory. This file should be in the same package as your main mod class, and should look something like this: open module com.example.examplemod { requires net.minecraftforge.eventbus; requires net.minecraftforge.fmlcore; requires net.minecraftforge.forge; requires net.minecraftforge.javafmlmod; requires net.minecraftforge.mergetool.api; requires org.slf4j; requires logging; } For now, we're leaving the whole module open to reflection, which is a good starting point. When we know we want to close something off, we can remove the open modifier from the module and open or export individual packages instead. Remember that you need to be open to Forge (module name net.minecraftforge.forge), otherwise it can't call your mod's constructor. Next is fixing modules in Gradle. While Forge and Java support modules properly, Gradle does not put automatic modules on the module path by default, meaning that the logging module (from com.mojang:logging) is not found. To fix this, add the Gradle plugin and add a compile-time module definition for that Mojang library: plugins { // (...) id 'org.gradlex.extra-java-module-info' version "1.9" } // (...) extraJavaModuleInfo { failOnMissingModuleInfo = false automaticModule("com.mojang:logging", "logging") } The automatic module override specified in your build.gradle should match the runtime one to avoid errors. You can do the same for any library or mod dependency that is missing either a module-info or explicit Automatic-Module-Name, however be aware that you may need to update your mod once said library adds one. That's all you need to get started with module support in your mods. You can learn more about modules and how to use them at dev.java.
    • Faire la mise à jour grâce à ce lien m'a aider personnellement, merci à @Paint_Ninja. https://www.amd.com/en/support 
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.