Posted July 4, 201411 yr Hi, im trying to use code like this to make a shift key negate fall damage in a specific sense. Im aware that fallDistance is handled server side and to get keyboard input you must use if(world.isRemote) if(Keyboard.isKeyDown){} in order to get it to work on a server. but i would like to use this in a way similar to this if (world.isRemote) if (Keyboard.isKeyDown(Keyboard.KEY_LSHIFT)) { player.fallDistance = 0; if (player.motionY <= 0) { player.motionY = -floatSpeed; } } is there any way of getting the shift key detection to not crash the server with allowing the server side handle fall distance. BTW im trying to not use packet handlers. Thank you!
July 4, 201411 yr Have a look at Key Binding. You want to do something on the client that should be registered on the server? Sending a packet sounds like a good idea. Alternatively, you could cheat and check whether the player isSneaking() , but I don't know if that is true when falling. Assuming you want the sneak key to be the negate fall damage key. EDIT: diesieben07 said it.
July 5, 201411 yr Author Thank you both for your responses it seems to have worked decently well. Though i have changed my initial mechanics, i am still using the player.isSneaking() method. So once again thank you!
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