Posted October 29, 201213 yr My mod, damage indicators, currently requires a packet to be sent to nearby players when an entity takes damage, and this is the only action my mod takes server side. My question is, it seems incredably easy to wrap a bukkit plugin to send the packet the client want, is there any limitations or problems I should be aware of? This is how the packet is structured in forge: ByteArrayOutputStream data = new ByteArrayOutputStream(); DataOutputStream datastrem = new DataOutputStream(data); try { datastrem.writeInt(evt.ammount); datastrem.writeInt(evt.entityLiving.entityId); Packet250CustomPayload packet = new Packet250CustomPayload("DIChannel", data.toByteArray()); ... In bukkit, would this work hooking an EntityDamageEvent? ByteArrayOutputStream data = new ByteArrayOutputStream(); DataOutputStream datastrem = new DataOutputStream(data); try { datastrem.writeInt(evt.getDamage()); datastrem.writeInt(evt.getEntity().getEntityId()); Packet250CustomPayload packet = new Packet250CustomPayload("DIChannel", data.toByteArray()); ... I guess mainly what I am asking is, since a forge client is connecting to a non-forge server, are all the necessary subsystems available to the mod for the packet to still register?
October 30, 201213 yr I assume your talking about bukkit plugins, and in bukkit the more 'official' way to do that is by using plugin channels (bukkit's API for Packet250CustomPayload). So really what you'd do is register a plugin channel on the same channel as your client-side mod. Protip: try and find answers yourself before asking on the forum. It's pretty likely that there is an answer. Was I helpful? Give me a thank you! http://bit.ly/HZ03zy[/img] Tired of waiting for mods to port to bukkit? use BukkitForge! (now with a working version of WorldEdit!)
October 30, 201213 yr Author I assume your talking about bukkit plugins, and in bukkit the more 'official' way to do that is by using plugin channels (bukkit's API for Packet250CustomPayload). So really what you'd do is register a plugin channel on the same channel as your client-side mod. Ok that's all i needed to hear. I couldn't find any info, and there is nothing worse than spending hours just to hit a brick wall you did not think about. This is good news, now I might be able to shut some people up, a little (Background: Users constantly screaming to make damage indicators fully client side that can work online, completely ignoring the fact it is impossible without the required packets ) I'll just make a bukkit plugin and them make them annoy their server admin instead...
November 1, 201213 yr Author Just an update, decided today to go ahead and tackle this, took about 5 minutes with your input. I'll post my src in case it might help another https://dl.dropbox.com/u/74770478/DI%20Plugin%20src.zip
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