Jump to content

Recommended Posts

Posted

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.

Posted

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?

Posted

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;
            }

Posted

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?

Posted

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.

Posted

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

Posted

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.

Posted

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

Posted

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 :(

Posted

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.

Posted

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! :)

Posted

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;
}

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Back then there was a number which determined the tier of an item and block. If the block tier is lower or equal to the item number, the block would be mined. this however, has changed and now it goes by "needs_netherite_tool" which is fine, until you realized that some mods had items and blocks that exceeded these values. You can make you own "needs_mod_tool" but I feel that this is more limiting(and just more work) than before. So is there anyway to use something similar to the old tier system while also still being compatible with a lot of other mod tools?
    • Well, when I log in to the server, sometimes within an hour, sometimes within a minute, the server closes and informs me that there was a Ticking entity error. Below is the crash report
    • Try switching to Windowed or Borderless Window mode in Minecraft. These modes make it easier for the recorder to capture gameplay, as it still has access to the display without the game taking up all of the graphics resources.
    • This forum is for Forge, not NeoForge. Please go to them for support.
    • Forge version: 55.0.0 Minecraft version: 1.21.5 Downloads: As this is the start of a new version, it is recommended that you check the downloads page and use the latest version to receive any bug fixes. Downloads page Intro: Good evening! Today, we have released our initial build of Forge 55.0 for Minecraft 1.21.5. 1.21.5 is the newest member of the 1.21 family of versions, which was released yesterday on March 25, 2025. As a reminder, the first minor (X.0) of a Forge version is a beta. Forge betas are marked as such on the bottom left of the title screen and are candidates for any breaking changes. Additionally, there are a couple of important things to note about this update, which I've made sure to mention in this post as well. Feel free to chat with us about bugs or these implementation changes on GitHub and in our Discord server. As always, we will continue to keep all versions of 1.21 and 1.20 in active support as covered by our tiered support policy. Cheers, happy modding, and good luck porting! Rendering Refactor For those who tuned in to Minecraft Live on March 22, 2025, you may already know that Mojang have announced their intention to bring their new Vibrant Visuals overhaul to Java in the future. They've taken the first steps toward this by refactoring how rendering pipelines and render types are handled internally. This has, in turn, made many of Forge's rendering APIs that have existed for years obsolete, as they (for the most part) can be done directly in vanilla. If there was a rendering API that was provided by Forge which you believe should be re-implemented, we're happy to discuss on GitHub through an issue or a pull request. Deprecation of weapon-like ToolActions In 1.21.5, Minecraft added new data components for defining the characteristics of weapons in data. This includes attack speed, block tags which define efficient blocks, and more. As such, we will begin marking our ToolActions solution for this as deprecated. ToolActions were originally added to address the problem of creating modded tools that needed to perform the same actions as vanilla tools. There are still a few tool actions that will continue to be used, such as the shears tool action for example. There are some existing Forge tool actions that are currently obsolete and have no effect given the way the new data components are implemented. We will continue to work on these deprecations and invite you to chat with us on GitHub or Discord if you have any questions.
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.