Posted September 21, 201312 yr Hi, I've been using isCollidedHorizontally to add ladder/spider-like behavior onLivingUpdate, but the entity takes damage when coming down even if I set fallDistance to 0. I tried sending packets to the client only to discover that the code was only being called client side. // in LivingUpdateEvent, no preceding 'if' statements if (event.entity.isCollidedHorizontally) { if (event.entity.isSneaking()) { event.entity.motionY = -0.1F; } else { event.entity.motionY = 0.1F; } // This part doesn't work; player still takes damage when coming down even when sneaking event.entity.fallDistance = 0.0F; } As you can see, it's very simple code that allows the player to climb up and down walls. I checked out Entity's moveEntity method since that's where isCollidedHorizontally is set, but didn't see anything there to suggest it is client-side only; however, it's obviously only called client side. Is there a way to avoid updating the server from a client packet but still get it to work? http://i.imgur.com/NdrFdld.png[/img]
September 21, 201312 yr Maybe your code is too simple. I am not sure that isCollidedHorizontally would be true if the entity is only going up or down. Which would mean that fallDistance is not set to 0.
September 21, 201312 yr Author Perhaps, but I've used event.entity.fallDistance = 0 with other checks and it works properly for both client and server, whereas here, I'm able to climb up and down but I still take damage on fall. This suggests that isCollidedHorizontally is only true on the client side. Printing output to the console within the 'if' statement proves this to be true: event.entity.fallDistance = 0.0F; if (!event.entity.worldObj.isRemote) System.out.println("[EVENT] Server side: On update fall distance: " + event.entity.fallDistance); else System.out.println("[EVENT] Client side: On update fall distance: " + event.entity.fallDistance); Only the client side prints. http://i.imgur.com/NdrFdld.png[/img]
September 23, 201312 yr Author It's true when going up/down because the player is still moving forward, just like the way ladders/vines work. I'm still not sure why it's only true client side. This has the unfortunate side-effect of forcing me to update the server with client information, which I don't want to do if I can help it. Any ideas how to avoid that? http://i.imgur.com/NdrFdld.png[/img]
September 23, 201312 yr You right, but is isCollidedHorizontally true when the player is falling ? Which is when the fallDistance will be used...
September 23, 201312 yr Author It's true when pressing forward into a block, even when going down, but NOT falling, you are right. That's what is weird. If I go up like a ladder and come down like a ladder, I still take damage even though I technically wasn't falling, except that 'isOnLadder' is not true, since I'm not on a ladder. That's why I was trying to use onCollidedHorizontally, as it is still true coming down or I wouldn't be able to come down using the sneak key, I would just fall. So the problem is, even though onCollidedHorizontally is true client side, allowing me to move correctly, server side it is NOT true, so it thinks I'm falling and increments fallDistance regardless of whether I'm actually falling or not, because I have downward motion and the server doesn't know about onCollidedHorizontally, from what I can tell. http://i.imgur.com/NdrFdld.png[/img]
September 28, 201312 yr Author I have yet to sort this one out, if anyone has suggestions. Cheers. http://i.imgur.com/NdrFdld.png[/img]
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