Posted July 9, 201411 yr Hello, I have made a dynamic lighting system that uses pakets to send the info from a client tickhandler to the server to create and update the lightsource! In Netty im just get the server world and used world.setLightValue(EnumSkyBlock.Block, x, y, z, 15). In SimpleNetworkWrapper i get the world like so: ctx.getServerHandler().playerEntity.worldObj. Now the light isn't created somehow. It has to work both client and server side. I tested out its something with world.setLightValue and EnumSkyBlock because every other function is working! Just in case here is my PacketHandler: Registerred with: snw.registerMessage(Light1MessageHandler.class, Light1MessageHandler.class, 3, Side.SERVER); Light1MessageHandler: http://pastebin.com/dqPLT4QK Before you say its not because .updateLightByType updates the light! Its the same without it! Thanks!
July 9, 201411 yr Author Oh realy sorry i updated the wrong class. Its aleady changed to the another world instance. Every world function working except that one. Something messed up with EnumSkyBlock.Block.
July 9, 201411 yr Author Yes but without the update code its supposed to make a light trail after me but its not doing it.
July 9, 201411 yr Author Tested on client tick handler and it works. Its only not working server side. You want video proof or what?
July 9, 201411 yr Author But its worked in 1.7.2. The only problem is others cant see the light emited by me. This is why i have to use pakets. The PlayerTickEvent is totally mess up everythig so i stayed with tickhandler.
July 10, 201411 yr Author Okey here it is. Registered in preInit using: FMLCommonHandler.instance().bus().register(new DynamicLightHandler()); And the DynamicLightHandler class: http://pastebin.com/7CQLqh0Y I used torch only for testing purposes. The problem is its working client side, but on the server its keeps changing the player Y pos even if im using .isRemote.
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