Jump to content
View in the app

A better way to browse. Learn more.

Forge Forums

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Featured Replies

Posted

Gettin' a little tired of putting nether portals all over the place in the game when trying to /home. Since forgeessentials hasn't been worked on for a while I'm trying to code my own.

 

What is the best way to move an entity from one world to an another without creating those obsidian gateways?

  • Author

Unfortuntely I'm trying to avoid those portal all together. The code I'm doing this for is so the player can /home, do what he needs to, then /back to where he went.

 

In most cases, he certainly didn't have a nether portal near him when he left that dimension so... yea.

That's smart, when the teleport happens just make a three for loops increasing the x, y, z like this.

 


for (int i = player.posX - 5; i < player.posX + 5; i++)
{
    for (int j = player.posY - 5; j < player.posX + 5; j++)
    { 
        for (int k = player.posZ - 5; k < player.posX + 5; k++)
        { 
               if (world.getBlock(i, j k) == Blocks.obsidian || world.getBlock(i, j k) == Blocks.portal)
               {
                       world.setBlockToAir(i, j, k);   
               }
        }
    }
}

Something like that.

  • Author

I understand that method would work, though I'm not a real big fan of it because it feels more like a hack than a solution. For example, if they happen to be standing on obsidian, like a lava lake turned obsidian from a firestone, then this'll end up deleting obsidian blocks that didn't come from a portal.

 

I'm looking at possibly grabbing the worldserver for their source and destination worlds and telling them to remove and add the player respectively, then update their position. I don't think this'll work but it's worth a shot.

 

//WorldServer start = DimensionManager.getWorld(plyr.dimension);
//start.getPlayerManager().removePlayer(plyr);

WorldServer overworld = DimensionManager.getWorld(0);
overworld.getPlayerManager().addPlayer(plyr);

ChunkCoordinates c = overworld.getSpawnPoint();
plyr.setPositionAndUpdate(c.posX, c.posY, c.posZ);

 

Edit: This was a fail.

Create your own teleported class and a command to call it.  You will need to specify where to go in the destination dimension somehow.

Long time Bukkit & Forge Programmer

Happy to try and help

  • Author

Create your own teleported class and a command to call it.  You will need to specify where to go in the destination dimension somehow.

 

Do you have some example code to show this? I've yet to see a way to get around making a portal in game without effectively recreating the CommandServerTP class.

I can share one tonight.

 

The basics are you need your own command.  Assuming you know how to do that.

 

From it you call your teleported code.  The trick is to override the methods in such a way it only does what you want.

Long time Bukkit & Forge Programmer

Happy to try and help

  • Author

That would be extremely helpful Delpi, thank you. I have the commands ready to go aside from that one piece.

without effectively recreating the CommandServerTP class.

 

What's wrong with that?  That is probably the way you would want to do it, and I think delpi is proposing to give you such an example.  Logically it sounds like what you want -- a custom command that teleports.

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

Here is something that works for me.  I've done it different ways, but you should be able to modify this to suit your purposes.

 

 

 

 

package clandoolittle.dimension_multiplyer.Common.Worlds.Teleporters;

 

import java.util.ArrayList;

import java.util.Arrays;

import java.util.Iterator;

import java.util.List;

import java.util.Random;

import java.util.logging.Level;

 

import cpw.mods.fml.common.Loader;

import cpw.mods.fml.common.ModContainer;

import clandoolittle.dimension_multiplyer.Dimension_Multiplyer;

import clandoolittle.dimension_multiplyer.Common.Worlds.World.World_Properties;

import net.minecraft.block.Block;

import net.minecraft.entity.Entity;

import net.minecraft.entity.player.EntityPlayerMP;

import net.minecraft.init.Blocks;

import net.minecraft.server.MinecraftServer;

import net.minecraft.util.Direction;

import net.minecraft.util.LongHashMap;

import net.minecraft.util.MathHelper;

import net.minecraft.world.ChunkCoordIntPair;

import net.minecraft.world.Teleporter;

import net.minecraft.world.World;

import net.minecraft.world.WorldServer;

 

public class MyTeleporter extends Teleporter {

 

    // Setup Variables

    public Dimension_Multiplyer instance = Dimension_Multiplyer.instance;

 

    // Setup Specific Variables

    private WorldServer worldserver;

 

    public MyTeleporter(WorldServer worldserver) {

        super(worldserver);

       

        // Setup Variables

        this.worldserver = worldserver;

       

    }

 

    // Move the Entity to the portal

    public void teleport(Entity entity, World world) {

   

        // Setup Variables

        EntityPlayerMP playerMP = (EntityPlayerMP) entity;

       

        // Get name of world

        String world_name = instance.world_manager().name(world.provider.dimensionId);

       

        // Set default location

        double dx = 0;

        double dy = 0;

        double dz = 0;

       

        // Check world_properties for spawn

        World_Properties world_property = instance.world_manager().world_properties().get(world.provider.dimensionId);

 

        if (world_property != null) {

       

            dx = world_property.spawn_x();

            dy = world_property.spawn_y();

            dz = world_property.spawn_z();

           

        }

 

        // check for zeros

        if (dx == 0 && dy == 0 && dz == 0) {

       

            // Set height to something big

            dy = 250;

 

            // Drop down until find solid

            while (world.getBlock((int) dx, (int) dy - 1, (int) dz).equals(Blocks.air) && dy > 0) {

           

                dy--;

               

            }

 

            // Last check if dy == 0

            if (dy == 0) {

           

                dy = 128;

               

            }

           

        }

 

        // Offset locations for accuracy

        dx = dx + 0.5d;

        dy = dy + 1.0d;

        dz = dz + 0.5d;

        entity.setPosition(dx, dy, dz);

       

        // Freeze motion

        entity.motionX = entity.motionY = entity.motionZ = 0.0D;

        entity.setPosition(dx, dy, dz);  // silly to do this multiple time,s but it kept offseting entity until this was done

 

        // Set Dimension

        if (entity.worldObj.provider.dimensionId != world.provider.dimensionId) {

       

            playerMP.mcServer.getConfigurationManager().transferPlayerToDimension(playerMP, world.provider.dimensionId, this);

           

        }

 

        entity.setPosition(dx, dy, dz); // silly to do this multiple time,s but it kept offseting entity until this was done

        // instance.logger.log(Level.INFO, "Teleported to " + world_name + ":" + dx + "/" + dy + "/" + dz);

   

    }

 

    // Override Default BS

    @Override

    public boolean placeInExistingPortal(Entity par1Entity, double par2, double par4, double par6, float par8)

    {

        return false;

    }

 

    @Override

    public void removeStalePortalLocations(long par1)

    {

    }

 

    @Override

    public void placeInPortal(Entity par1Entity, double par2, double par4, double par6, float par8)

    {

    }

   

}

 

 

 

 

Then setup a custom command to call it with something similar to this.

 

 

 

 

new MyTeleporter(minecraftserver.worldServerForDimension(world.provider.dimensionId)).teleport(target, world);

 

 

 

 

 

Let me know how it goes.

Long time Bukkit & Forge Programmer

Happy to try and help

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...

Important Information

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

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.