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Posted

I remember there used to be such an entity group tag but I can't seem to find any Proof!?

Then I have to find another way, are there any other ways to dodge mixins?

If not then i really need help with mixins!

Posted

You can probably do something with

PlayerTickEvent (to restrict the player's movement and check for leash breaking),

a player capability (to store who owns the leash)

and a subclass of PlayerInteractEvent (to do the leash attachment)

With code that emulates what the Mob class does.

 

But the actual main leashing code is part of the mob's AI and obviously players don't have those. 🙂 

I would guess whatever leashing code you do add to restrict the player's movement needs to be done on the client since that is where player movement is (usually) calculated.

I imagine there are all sorts of edge cases you need to consider, e.g. what happens if a player switches dimension, rides an entity, dies, logs out, teleports with an ender pearl, etc.

 

Mixins are not supported in this forum.

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

Posted
28 minutes ago, warjort said:

With code that emulates what the Mob class does.

That's exactly what i am searching for

29 minutes ago, warjort said:

PlayerTickEvent (to restrict the player's movement and check for leash breaking),

I don't really want/need to restrict the player movement

 

What I am trying to do is make the player swing when using something like a grappling hook, i am not really the best developer so I found that the leash is an easy nearly done kind of swing mechanic in game, firstly, ofc it sucks to keep teleporting the player to an already leashed entity because another problem that procedures run on tick and not continually, so i had to give that up, my last choice was making the player leachable which is what I am trying to do now!

Posted

Why don't you just do something simple like each tick in a PlayerTickEvent add to the deltaMovement in the direction of where the grappling hook is attached?

https://en.wikipedia.org/wiki/Centripetal_force

Maybe with an amount varying by distance to represent tension?

 

Like I said above, you will probably need to do this on the client.

There are some cases where the server calculates player movement, e.g. riding a pig without a carrot on a stick.

See Entity.isControlledByLocalInstance() and LivingEntity.isEffectiveAi()

But you probably don't want your grappling hook to work in those cases?

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

Posted
22 hours ago, warjort said:

Why don't you just do something simple like each tick in a PlayerTickEvent add to the deltaMovement in the direction of where the grappling hook is attached?

https://en.wikipedia.org/wiki/Centripetal_force

Maybe with an amount varying by distance to represent tension?

 

Like I said above, you will probably need to do this on the client.

There are some cases where the server calculates player movement, e.g. riding a pig without a carrot on a stick.

See Entity.isControlledByLocalInstance() and LivingEntity.isEffectiveAi()

But you probably don't want your grappling hook to work in those cases?

WOW that was absolutely helpful! and such a nice suggestion of you for the pull player mechanic, i still didn't come to that part but the part i am having a problem with is how to make player swing on rope if they are attached mid air or grappled but didn't pull

Posted

You should never "bump". You should ask yourself why nobody is responding.

In this case, you don't have an answerable question.

 

We aren't going to design or write your mod for you. Nor teach you mechanics or vector calculus.

If you have a specific question about forge or minecraft then feel to ask.

But first try to implement your mod, then when you hit a roadblock post a question that is based on specifics.

Not the "it doesn't work" style of information you posted above.

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

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