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Particles on serverside


Juski

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So im trying to create an item that will send particles after RMC in the way that a player is looking. But I have a problem that it isn't seen on server. I created a packet.

sendParticles

won't work for me because it just spawns particles without vector speed. And addParticle only seen on client side(?). So is there a way to send particles with vector speed like addParticle so it will be seen on server?

1 minute ago, Juski said:

So im trying to create an item that will send particles after RMC in the way that a player is looking. But I have a problem that it isn't seen on server. I created a packet.

sendParticles

won't work for me because it just spawns particles without vector speed. And addParticle only seen on client side(?). So is there a way to send particles with vector speed like addParticle so it will be seen on server?

[1.20.2]

 

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Posted (edited)
23 minutes ago, dee12452 said:

spawnParticle is an old version of sendPaticles. As I said sendParticles works just as /particle command on vanilla minecraft, you can't set vector speed to it. I didnt put version on topic but i put it in a quote 1.20.2. So yeah it wont work.

 

Edited by Juski
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Brother, sendParticles literally calls addParticle.

This is forge's implementation of handling sendParticle once it gets back to the client

public void handleParticleEvent(ClientboundLevelParticlesPacket p_105026_) {
        PacketUtils.ensureRunningOnSameThread(p_105026_, this, this.minecraft);
        if (p_105026_.getCount() == 0) {
            double d0 = (double)(p_105026_.getMaxSpeed() * p_105026_.getXDist());
            double d2 = (double)(p_105026_.getMaxSpeed() * p_105026_.getYDist());
            double d4 = (double)(p_105026_.getMaxSpeed() * p_105026_.getZDist());

            try {
                this.level.addParticle(p_105026_.getParticle(), p_105026_.isOverrideLimiter(), p_105026_.getX(), p_105026_.getY(), p_105026_.getZ(), d0, d2, d4);
            } catch (Throwable var17) {
                LOGGER.warn("Could not spawn particle effect {}", p_105026_.getParticle());
            }
        } else {
            for(int i = 0; i < p_105026_.getCount(); ++i) {
                double d1 = this.random.nextGaussian() * (double)p_105026_.getXDist();
                double d3 = this.random.nextGaussian() * (double)p_105026_.getYDist();
                double d5 = this.random.nextGaussian() * (double)p_105026_.getZDist();
                double d6 = this.random.nextGaussian() * (double)p_105026_.getMaxSpeed();
                double d7 = this.random.nextGaussian() * (double)p_105026_.getMaxSpeed();
                double d8 = this.random.nextGaussian() * (double)p_105026_.getMaxSpeed();

                try {
                    this.level.addParticle(p_105026_.getParticle(), p_105026_.isOverrideLimiter(), p_105026_.getX() + d1, p_105026_.getY() + d3, p_105026_.getZ() + d5, d6, d7, d8);
                } catch (Throwable var16) {
                    LOGGER.warn("Could not spawn particle effect {}", p_105026_.getParticle());
                    return;
                }
            }
        }

    }

The last 4 of the `ServerLevel#sendParticles` function represent `xDist; yDist; zDist; maxSpeed;` of this ^ respectively. So this should in theory allow for you to mostly set a speed.

 

If you need more control, send a custom clientbound packet over the Network that directly calls level.addParticle the way you need exactly...

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12 minutes ago, dee12452 said:

Brother, sendParticles literally calls addParticle.

This is forge's implementation of handling sendParticle once it gets back to the client

public void handleParticleEvent(ClientboundLevelParticlesPacket p_105026_) {
        PacketUtils.ensureRunningOnSameThread(p_105026_, this, this.minecraft);
        if (p_105026_.getCount() == 0) {
            double d0 = (double)(p_105026_.getMaxSpeed() * p_105026_.getXDist());
            double d2 = (double)(p_105026_.getMaxSpeed() * p_105026_.getYDist());
            double d4 = (double)(p_105026_.getMaxSpeed() * p_105026_.getZDist());

            try {
                this.level.addParticle(p_105026_.getParticle(), p_105026_.isOverrideLimiter(), p_105026_.getX(), p_105026_.getY(), p_105026_.getZ(), d0, d2, d4);
            } catch (Throwable var17) {
                LOGGER.warn("Could not spawn particle effect {}", p_105026_.getParticle());
            }
        } else {
            for(int i = 0; i < p_105026_.getCount(); ++i) {
                double d1 = this.random.nextGaussian() * (double)p_105026_.getXDist();
                double d3 = this.random.nextGaussian() * (double)p_105026_.getYDist();
                double d5 = this.random.nextGaussian() * (double)p_105026_.getZDist();
                double d6 = this.random.nextGaussian() * (double)p_105026_.getMaxSpeed();
                double d7 = this.random.nextGaussian() * (double)p_105026_.getMaxSpeed();
                double d8 = this.random.nextGaussian() * (double)p_105026_.getMaxSpeed();

                try {
                    this.level.addParticle(p_105026_.getParticle(), p_105026_.isOverrideLimiter(), p_105026_.getX() + d1, p_105026_.getY() + d3, p_105026_.getZ() + d5, d6, d7, d8);
                } catch (Throwable var16) {
                    LOGGER.warn("Could not spawn particle effect {}", p_105026_.getParticle());
                    return;
                }
            }
        }

    }

The last 4 of the `ServerLevel#sendParticles` function represent `xDist; yDist; zDist; maxSpeed;` of this ^ respectively. So this should in theory allow for you to mostly set a speed.

 

If you need more control, send a custom clientbound packet over the Network that directly calls level.addParticle the way you need exactly...

Ok, about sendParticles, why I thought it's just a /particle command.
It has values (particleType,x,y,z,particleCount,xOffset,yOffset,zOffset,speed)
and addParticle(particleType,x,y,z,xSpeed,ySpeed,zSpeed)
And i need those values as xSpeed,ySpeed,zSpeed that's what make particles fly in the directions that player is looking

Quote

If you need more control, send a custom clientbound packet over the Network that directly calls level.addParticle the way you need exactly...

How exactly I can make it, could you help me out with that or just put on the right direction where can I look an information on that topic?
 

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Gotchya, well this will be your best friend then if you're down to read through it and try to understand it. Networking in 1.20.2+ got a fairly large change.

https://docs.minecraftforge.net/en/1.20.x/networking/simpleimpl/

I could post my mod's 1.20.2 networking code with an example but it's going to be a lot because it's a lot to setup. Lemme know if you'd prefer that though, I don't mind.

 

 

Edited by dee12452
phrasing
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I found an answer on side.
For anyone wondering in future, you need to use sendParticles and if you put 0 for particleCount, then xOffset, yOffset, zOffset become xSpeed, ySpeed, zSpeed. And on speed you just put 1.

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