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Featured Replies

Minecraft is a client side only class.

You should try to get the entity the player is pointing at in the server side without Minecraft#objectMouseOver.

As it's client only, when the target is not null, it would be always client side.

  • Author

Minecraft is a client side only class.

You should try to get the entity the player is pointing at in the server side without Minecraft#objectMouseOver.

As it's client only, when the target is not null, it would be always client side.

 

Ahhhh i see! Is there anyway to find the entity a player is looking at that will work on server side?

I did it with worldObj#getEntitiesWithinAABB and scan for every entity in the list(Maybe there is a better way, tell me if you have one afterwards).

 

and this is partly(or all? I cant remember) copy from code of enderman to know if the obj is looking at by the player.

		EntityLivingBase obj = (EntityLivingBase) iterator.next();

		Vec3 vec3 = player.getLook(1.0F).normalize();
            Vec3 vec31 = obj.worldObj.getWorldVec3Pool().getVecFromPool(
            		obj.posX - player.posX, 
            		obj.boundingBox.minY + (double)(obj.height / 2.0F) - (player.posY + (double)player.getEyeHeight()), 
            		obj.posZ - player.posZ);
            double d0 = vec31.lengthVector();
            vec31 = vec31.normalize();
            double d1 = vec3.dotProduct(vec31);
            if (d1 > 1.0D - 0.025D / d0 && player.canEntityBeSeen(obj)) {
            	return obj;
            }

  • Author

I did it with worldObj#getEntitiesWithinAABB and scan for every entity in the list(Maybe there is a better way, tell me if you have one afterwards).

 

and this is partly(or all? I cant remember) copy from code of enderman to know if the obj is looking at by the player.

--snip--

 

never heard of that method… :/ what are the 2 params you put in the getEntitiesWithinAABB method? and where does that code get used?

The two params are:

 

1) The entity class you are interested in.

2) An axis aligned bounding box.*

 

It's pretty widely used for things like splash potions and mob spawners.  Also pressure plates, if I recall correctly.

 

*You can get one by calling AxisAlignedBoundingBox.getAABBFromPool(xmin, ymin, zmin, xmax, ymax, zmax) if I am recalling the class and method names correctly.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

  • Author

The two params are:

 

1) The entity class you are interested in.

2) An axis aligned bounding box.*

 

It's pretty widely used for things like splash potions and mob spawners.  Also pressure plates, if I recall correctly.

 

*You can get one by calling AxisAlignedBoundingBox.getAABBFromPool(xmin, ymin, zmin, xmax, ymax, zmax) if I am recalling the class and method names correctly.

 

Right okay I tried this code out: https://gist.github.com/robertcarr22/21f97f33584c3e0b8468

and it works well in the south east direction but doesn't work at all in any other direction.

This is probably because I've don't the maths for the bounding box wrong but Im not entirely sure..

 

EDIT: Seems to be with the calculation of where the player is looking not the bounding box

Use:

 

  Side side = FMLCommonHandler.instance().getEffectiveSide();
                if (side == Side.CLIENT) {
                    if(tickCooldown<=0){
                      ClientSideStuff
                      tickCooldown = 2;
                     }
                }else{
          ServerStuff
}

 

the tick cooldown should be --'d every client side tick also.

  • Author

Use:

 

  Side side = FMLCommonHandler.instance().getEffectiveSide();
                if (side == Side.CLIENT) {
                    if(tickCooldown<=0){
                      ClientSideStuff
                      tickCooldown = 2;
                     }
                }else{
          ServerStuff
}

 

the tick cooldown should be --'d every client side tick also.

 

 

Thanks for this but i don't need to separate the client and server anymore I'm having a different problem :P

  • Author

The two params are:

 

1) The entity class you are interested in.

2) An axis aligned bounding box.*

 

It's pretty widely used for things like splash potions and mob spawners.  Also pressure plates, if I recall correctly.

 

*You can get one by calling AxisAlignedBoundingBox.getAABBFromPool(xmin, ymin, zmin, xmax, ymax, zmax) if I am recalling the class and method names correctly.

 

Right okay I tried this code out: https://gist.github.com/robertcarr22/21f97f33584c3e0b8468

and it works well in the south east direction but doesn't work at all in any other direction.

This is probably because I've don't the maths for the bounding box wrong but Im not entirely sure..

 

EDIT: Seems to be with the calculation of where the player is looking not the bounding box

 

Okay it actually seems to be something wrong with detecting entities in the box. It detects entities in the bounding box when facing south east but not any other direction. I can't figure out what is going wrong :(

Because your xMax is less than your xMin (ditto for z).

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

  • Author

Because your xMax is less than your xMin (ditto for z).

 

oh… arg that means i need to think of another way of doing this :( any suggestions on how to get a bounding box so that the entity the player is pointing at gets selected? :/

 

EDIT: nevermind figured something out! :)

The whole code of mine.

 

public static List GetNearEntityWithPlayer(
		EntityLivingBase player, int range, boolean needToBeSeen) {
	double px = player.posX;
	double py = player.posY;
	double pz = player.posZ;
	List l = player.worldObj.getEntitiesWithinAABB(
			EntityLivingBase.class, 
			AxisAlignedBB.getBoundingBox(px - range, py - range, pz - range,
										 px + range, py + range, pz + range));
	List result = new ArrayList();
	for (int i = 0; i < l.size(); ++i) {
		EntityLivingBase x = (EntityLivingBase) l.get(i);
		if (x != null) {
			if (x.getDistanceToEntity(player) <= range && (!needToBeSeen || x.canEntityBeSeen(player))) {
				result.add(x);
			}
		}
	}
	return result;
}
public static EntityLivingBase GetEntityLookAt(EntityPlayer player, int max_dis) {
	List list = Utils.GetNearEntityWithPlayer(player, 30, true);
	for(Iterator iterator = list.iterator();iterator.hasNext()
	{
		EntityLivingBase obj = (EntityLivingBase) iterator.next();

		Vec3 vec3 = player.getLook(1.0F).normalize();
            Vec3 vec31 = obj.worldObj.getWorldVec3Pool().getVecFromPool(
            		obj.posX - player.posX, 
            		obj.boundingBox.minY + (double)(obj.height / 2.0F) - (player.posY + (double)player.getEyeHeight()), 
            		obj.posZ - player.posZ);
            double d0 = vec31.lengthVector();
            vec31 = vec31.normalize();
            double d1 = vec3.dotProduct(vec31);
            if (d1 > 1.0D - 0.025D / d0 && player.canEntityBeSeen(obj)) {
            	return obj;
            }
	}
	//player.worldObj.spawnParticle(par1Str, par2, par4, par6, par8, par10, par12)
	return null;
}

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