Posted November 20, 201410 yr I have a boolean that is set by a player when they use my shield. This boolean is used to determine the type of rendering for the shield(shieldInUse or shieldIdle) The problem im having is that when a player uses the shield, other players don't receive the shieldInUse flag. Unless they use their shield. Which to me means that the clients are NOT communicating the status of their shield to other clients. I believe that a PacketHandler may solve my issues but i'm unsure since i've never used or made a packet handler b4. Any suggestions or ideas would be great. Thanks
November 20, 201410 yr That kind of data shouldn't be stored in your Shield class at all, it needs to be stored on the player. Because if Tom uses his shield, you should be rendering it around Tom and only Tom, not Steve, Jane, and Boris. Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
November 20, 201410 yr Author But Steve, Jane, and Boris need to know to render the inUseShield Model and not the idleShield model. Is that what your suggesting? and if so, how would I go about saving it to the player. Example Rexplained Tom uses his shield --> shieldUse boolean = true; --> new rendering is used for the shield model (problem) Tom sees the update model, Steve, Jane, and Borris dont see the updated model until one of them use their shield.
November 20, 201410 yr Use the player's EntityNBT or IExtendedProperties. Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
November 20, 201410 yr Author Im unfamiliar with iextendedproperties. I see the registerExtendedProperties (String, IextendedProperties) how do i attach the boolean as a property. Also is that all i have to do is just player.registerExtendedProperties(String, IExtendedProperties); A link to an explanation would b alright to if its to much to type. Thanks for the help so far
November 20, 201410 yr So use the NBT all entites have instead. I gave you two options and you don't know anything about one of them (and frankly, neither do I). Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
November 20, 201410 yr The third option of storing data "in" entities is using WorldSavedData and set tags for every entity. But I don't think you are familiar with WorldSavedData, or with any way of saving data...
November 20, 201410 yr Useful link for IEEP: http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571567-1-7-2-1-6-4-eventhandler-and As for packets: http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/2137055-1-7-2-customizing-packet-handling-with http://www.minecraftforge.net/forum/index.php/topic,20135.0.html There is some wave of question regarding players/packets since early 1.7 and it seems like those 3 links are always the answer. 1.7.10 is no longer supported by forge, you are on your own.
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