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Waiting for Four Seconds


Adityagupta
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You almost always have an instance of World available, and World#getCurrentWorldTime is given in ticks. Given that there are 20 ticks/second, to wait 4 seconds you want to wait 80 ticks.

BEFORE ASKING FOR HELP READ THE EAQ!

 

I'll help if I can. Apologies if I do something obviously stupid. :D

 

If you don't know basic Java yet, go and follow these tutorials.

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Here is an example of subclassing and overriding TNT blast sizes:

 

 

 

public class EntityBigTNTPrimed extends EntityTNTPrimed 
{
public EntityBigTNTPrimed(World w, double x, double y, double z, EntityLivingBase placer)
{
	super(w, x, y, z, placer);
	// alter 'fuse' here if different delay is wanted
}

@Override
public void onUpdate()
{
	this.prevPosX = this.posX;
	this.prevPosY = this.posY;
	this.prevPosZ = this.posZ;
	this.motionY -= 0.03999999910593033D;
	this.moveEntity(this.motionX, this.motionY, this.motionZ);
	this.motionX *= 0.9800000190734863D;
	this.motionY *= 0.9800000190734863D;
	this.motionZ *= 0.9800000190734863D;

	if (this.onGround)
	{
		this.motionX *= 0.699999988079071D;
		this.motionZ *= 0.699999988079071D;
		this.motionY *= -0.5D;
	}

	if (this.fuse-- <= 0)
	{
		this.setDead();

		if (!this.worldObj.isRemote)
		{
			this.majorlyExplode(size);
		}
	}
	else
	{
		this.worldObj.spawnParticle("smoke", this.posX, this.posY + 0.5D, this.posZ, 0.0D, 0.0D, 0.0D);
	}
}
private void majorlyExplode()
{
	float f = YOUR_BLAST_RADIUS; // this is a float normally 4.0f
	this.worldObj.createExplosion(this, this.posX, this.posY, this.posZ, f, true);
}
}

 

 

 

CAVEAT: It has not been syntax checked or tested. Use at your own risk.

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While loops are a huge no-no in minecraft code. Ticks don't pass during the loop so they easily become infinite.

 

And when you say huge stack trace I'm just going to guess you got a StackOverflow from some loop or another.

 

You need to show us the code you used.

BEFORE ASKING FOR HELP READ THE EAQ!

 

I'll help if I can. Apologies if I do something obviously stupid. :D

 

If you don't know basic Java yet, go and follow these tutorials.

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You cache the time, and then compare it for the next twenty ticks.

 

 

long cachedTime = 0L;
boolean shouldRun = true;

@SubscribeEvent
public void someMethod(TickEvent.WorldTickEvent event)
{
    if(event.side == Side.SERVER && event.phase == TickEvent.Phase.START)
    {
        if(shouldRun && event.world.getTotalWorldTime() >= cachedTime + 80)
        {
            cachedTime = event.world.getTotalWorldTime();
            //DO WHATEVER
            if(someConditionThatMeansYouWantToStop)
            {
                shouldRun = false;
            }
        }
        if(someConditionThatMeansYouWantToStart)
        {
            shouldRun = true;
        }
    }
}

 

Another way to do this, if you want to run something every 4 seconds, instead of just waiting 4 seconds from a given time is using the modulo operator

 

if(world.getTotalWorldTime() % 80 == 0) //runs every 80 ticks (given that the method gets called).

BEFORE ASKING FOR HELP READ THE EAQ!

 

I'll help if I can. Apologies if I do something obviously stupid. :D

 

If you don't know basic Java yet, go and follow these tutorials.

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What do you mean it doesn't do anything? I use code like that all the time and it works fine.

 

And don't delete code that doesn't work, post it here so that we can help you!

 

We're not just going to give you copy-paste code, that's not how you learn.

BEFORE ASKING FOR HELP READ THE EAQ!

 

I'll help if I can. Apologies if I do something obviously stupid. :D

 

If you don't know basic Java yet, go and follow these tutorials.

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