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So after 3 seconds of standing still, everything like occasional healing, some particle effects, and drinking sounds are all done continuously on the server. Previously I was doing this in the client, sending packets every time there is a sound, every time there are particles, and every time the player should heal. But I modified this after by just sending one packet, notifying the server that the player has stood still for 3 seconds, which will change a new boolean value in the player capability. Everything else is done from the server from there. This way, it's just one packet when the player stood for 3 seconds, and one packet to send if the player moved after these 3 seconds (to stop the particles, healing, sounds, among other server-side actions on the player). Hard to explain, but I hope it makes sense. Actually I like the approach I just described, minimal packets to send instead of sending 1 position packet every tick (which can be bad according to @warjort)
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By MaiTheLord · Posted
I want to render a box that will be part of the entity's head bone using a RenderLayer. it should have some logic (to check the entities data, and render / not render accordingly), and use a different texture than the rest of the model. (note that the texture size is different as well.) how should I implement that? -
just started again and it generated the exact same one again. just ends.
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are you sure it is the full debug.log? since it does not contains any error and it simply ends
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