Posted April 14, 201411 yr So, here's the code for my projectile and part of the cannon code that launches the projectile. public class Shot_2 extends Entity{ public Shot_2(World par1World) { super(par1World); this.setSize(0.125F, 0.125F); this.entityCollisionReduction = 0.5F; } @Override public void onUpdate(){ this.onEntityUpdate(); } @Override public void onEntityUpdate(){ this.prevDistanceWalkedModified = this.distanceWalkedModified; this.prevPosX = this.posX; this.prevPosY = this.posY; this.prevPosZ = this.posZ; this.prevRotationPitch = this.rotationPitch; this.prevRotationYaw = this.rotationYaw; this.motionX *= 0.95; this.motionY *= 0.95; this.motionZ *= 0.95; if(this.posY < -64.0D){ this.kill(); } this.addVelocity(0, -0.004D, 0); this.doBlockCollisions(); int i = MathHelper.floor_double(posX); int j = MathHelper.floor_double(posY); int k = MathHelper.floor_double(posZ); if(worldObj.getBlockId(i, j, k) > 0){ worldObj.createExplosion(this, this.posX, this.posY, this.posZ, 4.0F, true); } this.posX += this.motionX; this.posY += this.motionY; this.posZ += this.motionZ; this.setPosition(this.posX, this.posY, this.posZ); } public boolean canBeRidden(){ return false; } @Override protected void playStepSound(int par1, int par2, int par3, int par4){ } @Override public AxisAlignedBB getCollisionBox(Entity par1Entity){ if(par1Entity != riddenByEntity && par1Entity.ridingEntity != this){ return this.boundingBox; } return null; } @Override public AxisAlignedBB getBoundingBox(){ return this.boundingBox; } @Override public boolean canBeCollidedWith(){ return false; } @Override public boolean canBePushed(){ return false; } @Override protected void readEntityFromNBT(NBTTagCompound nbttagcompound){ } @Override protected void writeEntityToNBT(NBTTagCompound nbttagcompound){ } } public void onEntityUpdate(){ ... if(shoot){ if(shooting == 0){ if(worldObj.isRemote){ for(byte i = 0; i < 23; i++){ muzzlePos.onUpdate(); worldObj.spawnParticle("explode", muzzlePos.getX(), muzzlePos.getY(), muzzlePos.getZ(), 0, 0, 0); } } worldObj.playSoundAtEntity(this, "row:howitzer_shot", 1.0F, 1.0F); Shot_2 shot = new Shot_2(worldObj); shot.setLocationAndAngles(...); shot.addVelocity(...); worldObj.spawnEntityInWorld(shot); } } } The problem is next — blocks are destroyed only in client world. After I save/load, all damaged blocks are restored. Any ideas how to fix this? If i helped you, don't forget pressing "Thank You" button. Thanks for your time.
April 14, 201411 yr You are spawning the entity in the world client-side. Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support. 1.12 -> 1.13 primer by williewillus. 1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support. http://www.howoldisminecraft1710.today/
April 15, 201411 yr Author You are spawning the entity in the world client-side. No, i'm spawning it in both sides. I only spawn effects on client. If i helped you, don't forget pressing "Thank You" button. Thanks for your time.
April 15, 201411 yr You are spawning the entity in the world client-side. No, i'm spawning it in both sides. I only spawn effects on client. That's the point: don't spawn it on the client, that happens automatically. Same for explosions and destroying blocks - only do that on the server side or you will encounter these "ghost" blocks. The client is updated automatically when blocks are destroyed. http://i.imgur.com/NdrFdld.png[/img]
April 15, 201411 yr Author Idk what was this caused by, but after i re-wrote the code in another way, the problem disappeared. If i helped you, don't forget pressing "Thank You" button. Thanks for your time.
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