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Posted

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?

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!

 

 

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  • 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 xD

(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 xD) I'll just make a bukkit plugin and them make them annoy their server admin instead...

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