Jump to content

[1.7.x][SOLVED] Tracking Player Left server


Ernio

Recommended Posts

Hello,

I have CLIENTSIDE mod that does some reflection with:

onEntityJoinWorld() -> if (event.entity instanceof AbstractClientPlayer)

To override some player visual stats (head and graphics).

 

It's making an update of properties for EVERY player (listed on my website txt file, it's kinda like "for this nick, change his head to a TNT") that joins (including the client that is logged in).

 

Now, i need to make a cleanup when the client-player leaves the server (client-player = the guy who is now using my CLIENTSIDE mod).

 

1. How can I track down when you disconnect from server?

-Player 'you' left the game.

2. Also: how would I do that check for any other player?

-Player 'other' left the game.

 

NOTE: I want it WITHOUT holding player list inside some 20/sec ticker.

 

1.7.10 is no longer supported by forge, you are on your own.

Link to comment
Share on other sites

Oh,

Last time I was doing something with login/out events they were located in different place (or I just made mistake lol).

Well, started using NetworkHandler, but I can see now that it can be done MUCH easier with this event u gave me, thanks.

 

SOLVED

1.7.10 is no longer supported by forge, you are on your own.

Link to comment
Share on other sites

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



×
×
  • Create New...

Important Information

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