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Posted

Because you have to send it (very bottom of the tutorial page) --

makePacket()

just creates the packet and nothing more. When I remove the queue stuff, it doesn't do anything at all.

 

Also, the side variable in OutgoingWormholePacket.execute is being set to SERVER, but it's still executing on the client, which is definitely very strange...

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Posted

Try using an update flag when setting fire block to air:

worldObj.setBlock(x, y, z, 0, 0, 0x02);

0x02 automatically sends update to the server, thus you won't have to mess with packets.

If i helped you, don't forget pressing "Thank You" button. Thanks for your time.

Posted

G'morning.

 

Try using an update flag when setting fire block to air:

worldObj.setBlock(x, y, z, 0, 0, 0x02);

0x02 automatically sends update to the server, thus you won't have to mess with packets.

 

I already tried that out. That was my very first thought, but "Flag 2 will send the change to clients" (description). So I thought to set up a tick handler on server side and make him do the setBlock stuff, but didn't work out. I guess I need to do something with packets.

 

€dit: My main issue is that it MUST be possible without sending packets (see client code). I'll be searching for some more useful code until I get back here.

Posted

You haven't wrote that you tried 0x02 flag.

Also, it's usage supposes you're doing it on client, not «set up a tick handler on server side and make him do the setBlock stuff».

If i helped you, don't forget pressing "Thank You" button. Thanks for your time.

Posted

Sorry, I was a bit unclear. Yes, I used the 0x02 flag earlier, but it didn't work. I used it in client and AFTER that, I tried this server tick handler thing.

Posted

Okay, I solved that issue. I needed to access the world from the integrated server (WorldServer) and set the block there to 0. Finally it worked.

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