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Posted

Hello Forge-mates,

I'm working on a mod with Forge 4.1.1.

When I test the mod on SSP, Minecraft still runs one "EntityPlayerMP" and a "EntityClientPlayerMP".

Is it normal? I have problems setting my variable using a KeyHandler, because it assigns them to an instance of "EntityClientPlayerMP" and not to the "EntityPlayerMP" instance.

This is the code I use in the KeyHandler:

 

public void keyDown(EnumSet<TickType> types, KeyBinding kb, boolean tickEnd, boolean isRepeat) {
	if(types.contains(TickType.CLIENT) && tickEnd && ModCommon.proxy.getClientWorld() != null && ModCommon.proxy.getClientWorld().isRemote)
	{
		EntityClientPlayerMP player = ModLoader.getMinecraftInstance().thePlayer;
		if(kb.keyCode == M_binding.keyCode)
		{
			player.booleanTest = true;
		}
                                 }
                 }

 

But actually booleanTest isn't set to true in EntityPlayerMP, while it is set in the instance of EntityClientMP.

Why are there EntityPlayerMP and EntityClientMP instances if it is SSP?

 

Really thanks for help,

AXELTOPOLINO

Posted

Because the client runs internally a server now. All code from the server is now in the client (internal server).

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This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

Posted

Thanks for the reply SanAndreasP,

 

so what can I use instead of ModLoader.getMinecraftInstance().thePlayer; ? This variable is an instance of "EntityClientPlayerMP" while I should assign the variables to the instance of EntityPlayerMP.

 

Thank you for your time :)

Posted

Everybody, get it through your head there is NO such thing as SSP anymore.

There is ONLY SMP

Code wise NONE of it is any special so get rid of the old concept of SSP vs SMP.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

Posted

So should packets always be sent from server to client (I mean for having EntityPlayerMP and EntityClientPlayerMP with the same variables) ?

 

Thanks LexManos, for the help and for Forge itself. Have a good day!

Posted

The hell are you talking about?

Please go google some basic minecraft tutorials.

I cant really hold your hand for basic java/minecraft concepts.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

Posted

Actually with all respect, I can mod Minecraft pretty well and I wrote the post in a wrong way. I just saw that my KeyHandler assigns values to an instance of EntityClientPlayerMP while the player who is playing is an instance of EntityPlayerMP. There are these 2 instances for the same player even if I'm playing without a "server" (using the "old" SinglePlayer).

Maybe I just need some rest, but now I really can't understand why the client runs the 2 instances for the same player.

Posted

You are ALWAYS playing with a server.

There is no such thing as SSP anymore.

Understand that.

So yes, there will always be at least two players. You on your client

And you on your server.

 

 

So, quit using 'single player' THERE IS NO SUCH TING ANYMORE.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

Posted

The entityplayermp is in the server. The entityclientplayermp is in the client. The client embeds an integrated server to simulate the world. Use a packet to tell the server when you key triggers. Then, as if by magic, your mod will work for SSP, LAN and dedicated server.Don't be a fuckwit and try and directly get the server player from a client side keyhandler..

Posted

It was just weird for me seeing packets sent even if I was testing the mod in the "old singleplayer".

 

Now everything is clear, SSP doesn't exist anymore, there are 2 different players instances for the same player and I need packets always.

 

Thank you to all of you guys, have a good day.

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