Jump to content

Recommended Posts

Posted (edited)

Hello everyone.

I just started creating mod with forge and i am new to it.

I saw some other post about my question but none resolved my problem.

I tried this code but also with all the other method (move , moveto , lerpMotion) but none would work:

 

public static int movingfunction(CommandContext<CommandSourceStack> context){

        CommandSourceStack source = context.getSource();
        if (!(source.getEntity() instanceof ServerPlayer)) {

            return 0;
        }
        ServerPlayer player = (ServerPlayer ) source.getEntity();



        double moveSpeed = 0.5; 
        for (int i =0; i<10000;i++) {
            LOGGER.info("running for the {} time", i);
            double x =  player.getViewVector(1.0f).x * moveSpeed;
            double y =  player.getViewVector(1.0f).y * moveSpeed;
            double z = 0;

            Vec3 movementVec = new Vec3(x, y, z);
            LOGGER.info("x ={} y ={} z ={}", x, y, z);
            player.moveRelative(0.0F, movementVec);
            ;
        }
        player.jumpFromGround();

        return 1; // Code de retour de la commande
    }

when i tried the code with move function my x and y were calculated this way :

double x = player.getX() + player.getViewVector(1.0f).x * moveSpeed;
double y = player.getY() + player.getViewVector(1.0f).y * moveSpeed;

and when i would log them i could see they were increasing , but my player was still standing firmly on his spot.

I feel like the position was updated on the server but not on the client side maybe ?

 

thanks for your help.

Edited by nyzra
mistake in writing
Posted

Yeah, so deltaMovement and jumping have to be done on the client. The reason it only happens on the client is so that the animations are smooth. Client to server communication for movement is not very smooth. You can move the player with player.setPos(x, y, z) on the server using manually managed velocity, but the player’s movement on the client will not be smooth. I hope this helps 😃

Posted (edited)

Thank you for your answer !

Unfortunatly i have the same problem when i use setPos()

public static int movingfunction(CommandContext<CommandSourceStack> context){

        CommandSourceStack source = context.getSource();
        if (!(source.getEntity() instanceof ServerPlayer)) {

            return 0;
        }
        ServerPlayer player = (ServerPlayer ) source.getEntity();



        double moveSpeed = 0.5;
        for (int i =0; i<10000;i++) {
            LOGGER.info("running for the {} time", i);
            double x = player.getX() + player.getViewVector(1.0f).x * moveSpeed;
            double y = player.getY();
            double z = player.getZ() +  player.getViewVector(1.0f).z * moveSpeed ;



            Vec3 movementVec = new Vec3(x, y, z);
            LOGGER.info("x ={} y ={} z ={}", x, y, z);
            player.setPos( movementVec);

        }
        return 1; 
    }

With the logs i can see that x and z are increasing but once again my player is not moving.

is there a function to use to sync the server and the client ?

I also tried to use LocalPlayer instead of ServerPlayer but my code would stop when i got the object.

Also i will change a bit the main topic but is there a way to similate key press ? i found KeyBinding.setKeyBindState on others post but it look like there is no more KeyBinding in 1.20

 

I found this code :

KeyMapping.click(Minecraft.getInstance().options.keyUp.getKey());

But it doesn't seems to work

 

And i found this one :

Minecraft.getInstance().options.keyUp.setDown(true);

wich works but doesn't exactly do what i want , it doesn't release the key so for exemple i can't make him run.

Minecraft.getInstance().options.keyUp.setDown(true);
Minecraft.getInstance().options.keyUp.setDown(false);
Minecraft.getInstance().options.keyUp.setDown(true);

doesn't make him run

Edited by nyzra

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

    • I also just tried with iron's spellbooks removed, since that seemed related, but i am still having the same problem, even in newly created worlds. https://mclo.gs/AtrAfaj 
    • My Gradle Project for my Minecraft mod isn't building. Terminal: * Where: Settings file 'C:\Users\csonn\OneDrive\Desktop\fusionlucky\settings.gradle' line: 2 * What went wrong: Could not compile settings file 'C:\Users\csonn\OneDrive\Desktop\fusionlucky\settings.gradle'. > startup failed:   settings file 'C:\Users\csonn\OneDrive\Desktop\fusionlucky\settings.gradle': 2: The pluginManagement {} block must appear before any other statements in the script.   For more information on the pluginManagement {} block, please refer to https://docs.gradle.org/9.0.0/userguide/plugins.html#sec:plugin_management in the Gradle documentation.    @ line 2, column 1.      pluginManagement {      ^   1 error * Try: > Run with --stacktrace option to get the stack trace. > Run with --info or --debug option to get more log output. > Run with --scan to generate a Build Scan (Powered by Develocity). > Get more help at https://help.gradle.org.   Setting.Gradle File:   rootProject.name = 'fusion-lucky-block' pluginManagement {     repositories {         gradlePluginPortal()         maven { url "https://maven.minecraftforge.net/" }         mavenCentral()     } }
    • no change still. here's a new log  https://mclo.gs/RXwiZmn 
    • Whenever I go to build my it says "Build failed in " how many seconds   Here is what is said in my terminal * Where: Build file 'C:\Users\csonn\OneDrive\Desktop\fusionlucky\build.gradle' line: 3 * What went wrong: Plugin [id: 'net.minecraftforge.gradle', version: '6.1.51'] was not found in any of the following sources: - Gradle Core Plugins (plugin is not in 'org.gradle' namespace) - Included Builds (No included builds contain this plugin) - Plugin Repositories (could not resolve plugin artifact 'net.minecraftforge.gradle:net.minecraftforge.gradle.gradle.plugin:6.1.51')   Searched in the following repositories:     Gradle Central Plugin Repository     MinecraftForge(https://maven.minecraftforge.net/) * Try: > Run with --stacktrace option to get the stack trace. > Run with --info or --debug option to get more log output. > Get more help at https://help.gradle.org.   Here is what is in my build.gradle file plugins {     id 'java'     id 'net.minecraftforge.gradle' version '6.1+' }   group = 'io.github.csonnic03.fusionlucky' version = '1.0.0' archivesBaseName = 'fusionlucky'   java {     toolchain {         languageVersion = JavaLanguageVersion.of(17)     } }   repositories {     mavenCentral()     maven {         name "forgeMaven"         url "https://maven.minecraftforge.net/<repository>" } }   dependencies {     minecraft 'net.minecraftforge:forge:1.20.1-47.1.0' }   minecraft {     mappings channel: 'official', version: '1.20.1'     runs {         client {             workingDirectory project.file('run')         }         server {             workingDirectory project.file('run')         }     } }   tasks.withType(JavaCompile) {     options.encoding = 'UTF-8' }   jar {     manifest {         attributes(             "Specification-Title": "Fusion Lucky Block",             "Specification-Vendor": "example",             "Implementation-Title": project.name,             "Implementation-Version": project.version,             "Implementation-Vendor": "example",             "ModLauncher-TargetFMLVersion": "[47,)"         )     } }  
  • Topics

×
×
  • Create New...

Important Information

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