Jump to content

[1.7.10] Increasing player movement speed


jimmyh

Recommended Posts

I'm looking at ways I can increase the speed at which a player moves.  The trigger for this is based on armour that the player is  wearing.

 

I have 2 questions, where best to apply the increase and the best/preferred way of increasing it.

 

I have found LivingUpdateEvent and onArmorTick to be possible places where I can apply the increase.

 

I've seen a few examples on how to apply the increase, one using attrributes(generic.movementSpeed), which MPS uses and the other being moveFlying, which Botania uses.  Are there any major differences between the 2 methods or are they pretty much both doing the same thing?

 

Any help would be appreciated.

 

Jimmy

Link to comment
Share on other sites

Are you considering using speedPotion effect? That would be like really easy:

player.addPotionEffect(potion effect).

 

If you are looking for hardcoding way, you will need packets.

1.7.10 is no longer supported by forge, you are on your own.

Link to comment
Share on other sites

AttributeModifiers would be the preferred method, in my opinion.

 

Attributes such as player movement speed are automatically synchronized to the client in the background, so you don't need to worry about packets so long as you add/remove the modifier on the server.

 

If you want it based on armor that the player is wearing, you cannot really do it in ItemArmor#onArmorTick because you will be unable to remove the modifier (i.e. onArmorTick is only called if the armor is worn, not when it is taken off).

 

The only way I've found to do this is to store the last armor worn in IExtendedEntityProperties for the player, then each player tick (use PlayerTickEvent), I check if the armor has changed. Whenever it changes, you need to both remove your speed modifier and, if the player is wearing the correct armor, apply it.

Link to comment
Share on other sites

I do it the following way

//when on server I do

                        player.getEntityAttribute(SharedMonsterAttributes.maxHealth).setBaseValue(placeIGetStats.stats.hp);
		player.setHealth(placeIGetStats.stats.currentHp);
		player.getEntityAttribute(SharedMonsterAttributes.attackDamage).setBaseValue(placeIGetStats.stats.currentAtt);
                        PacketOverlord.sendToClient(new PacketUpdatePlayerSharedMonsterAttributes());

//then for movement speed I send a packet and inside my packets process method (which is called client side only I do) the following->

                        player.getEntityAttribute(SharedMonsterAttributes.movementSpeed).setBaseValue(whatever);

 

note with movement speed you'll encounter a problem most likely where if the player sprints the movement speed will be reset back to the original even after youve applied the effect. I havent found a way to fix this yet (although havent look that hard at fixing it)

Link to comment
Share on other sites

Hmmm Ok, Im not sure I understand exactly could you provide an example.

I did: vanilla sprinting adds an AttributeModifier to the player's movementSpeed SharedMonsterAttribute, and then removes that same modifier when no longer sprinting.

 

Everything needed to use AttributeModifiers can be seen by looking at the vanilla sprinting code, but in a nutshell:

 

1. You need a UUID for your modifier so you can remove it when necessary; I use http://createguid.com/ to get a UUID string, then UUID.fromString to get the actual UUID and store it in a static final instance.

 

2. You will also want to create a static final instance of your AttributeModifier, even if the internal value will change, simply so you can reference it when removing it.

 

3. When you determine the modifier should be applied:

    a. Get the IAttributeInstance of the appropriate SharedMonsterAttribute for the entity in question

    b. Remove any previous modifier:

if (attribute.getModifier(uuid) != null) {
  attribute.removeModifier(yourAttributeModifierInstance);
}

  c. Then apply the modifier, either the statically referenced one, or a new one with the same UUID

attribute.applyModifier(yourAttributeModifierInstance);

 

You can find information about the final constructor parameter on the Minecraft wiki in the Attributes section; it determines how the 2nd to last parameter (the value) is applied, e.g. simple addition (0), multiplier to the base value (1), etc.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • German A1 – C1, TestDAF, Goethe B1, B2, C1, C2, valid GOETHE certificate German A1 – C1, TestDAF, Goethe B1, B2, C1, C2, valid GOETHE certificate(+27(838-80-8170
    • Done, it still crashed. New log https://paste.ee/p/kYv6e
    • I am migrating a mod from 1.16.5 to 1.20.2 The version for 1.16.5 can be found here https://github.com/beothorn/automataCraft For the block called automata_start, it uses TileEntities and has blockstates, model/block and textures on json files. This is currently working fine on 1.16.5 https://github.com/beothorn/automataCraft/tree/master/src/main/resources/assets/automata For 1.20.2 I migrated the logic from TileEntities to BlockEntity. The mod is working fine. All blocks and Items are working with the correct textures except for the textures for each state of the automata_start block. No changes where made to the json files. This is the branch I am working on (there were some refactorings, but all is basically the same): https://github.com/beothorn/automataCraft/tree/1_20/src/main/resources/assets/automata The only difference I can think that may be related is that i had to implement createBlockStateDefinition on the BaseEntityBlock: https://github.com/beothorn/automataCraft/blob/1_20/src/main/java/br/com/isageek/automata/automata/AutomataStartBlock.java#L43 This is driving me crazy. I know the jsons are being loaded as I put a breakpoint at `net.minecraft.client.resources.model.ModelBakery#loadModel` and I can see BlockModelDefinition.fromJsonElement being called with automata_start. I also printed the state from the arguments of the tick function call and they look correct (https://github.com/beothorn/automataCraft/blob/1_20/src/main/java/br/com/isageek/automata/automata/Ticker.java#L32 ): blockState Block{automata:automata_start}[state=loadreplaceables] In game, all I see is the no textures. I think it is weird it is not the "missing texture" texture so I think it may be related to the material, but I had no success tweaking it (https://github.com/beothorn/automataCraft/blob/1_20/src/main/java/br/com/isageek/automata/automata/AutomataStartBlock.java#L37).   public static final Property<AutomataStartState> state = EnumProperty.create("state", AutomataStartState.class); private final AtomicReference<RegistryObject<BlockEntityType<?>>> blockEntityType; private final Map<String, RegistryObject<Block>> registeredBlocks; public AutomataStartBlock( final AtomicReference<RegistryObject<BlockEntityType<?>>> blockEntityType, final Map<String, RegistryObject<Block>> registeredBlocks ) { super(BlockBehaviour.Properties.of().mapColor(MapColor.STONE).strength(1.5F, 6.0F)); this.blockEntityType = blockEntityType; this.registeredBlocks = registeredBlocks; this.registerDefaultState(this.getStateDefinition().any().setValue(state, AutomataStartState.LOAD_REPLACEABLES)); } @Override protected void createBlockStateDefinition(StateDefinition.Builder<Block, BlockState> stateBuilder) { stateBuilder.add(state); }     So my cry for help is, anyone has any ideas? Is there a way to easily debug this, for example somewhere where I can list the textures for a given state, or make sure this is loaded?   Thanks in advance for the hints
    • FAILURE: Build failed with an exception. * What went wrong: A problem occurred configuring root project 'forge-1.8.9-11.15.1.2318-1.8.9-mdk'. > Could not resolve all dependencies for configuration ':classpath'. > Could not resolve net.minecraftforge.gradle:ForgeGradle:2.1-SNAPSHOT. Required by: :forge-1.8.9-11.15.1.2318-1.8.9-mdk:unspecified > Could not resolve net.minecraftforge.gradle:ForgeGradle:2.1-SNAPSHOT. > Unable to load Maven meta-data from https://jcenter.bintray.com/net/minecraftforge/gradle/ForgeGradle/2.1-SNAPSHOT/maven-metadata.xml. > Could not GET 'https://jcenter.bintray.com/net/minecraftforge/gradle/ForgeGradle/2.1-SNAPSHOT/maven-metadata.xml'. > peer not authenticated > Could not resolve net.minecraftforge.gradle:ForgeGradle:2.1-SNAPSHOT. > Unable to load Maven meta-data from http://files.minecraftforge.net/maven/net/minecraftforge/gradle/ForgeGradle/2.1-SNAPSHOT/maven-metadata.xml. > Could not GET 'http://files.minecraftforge.net/maven/net/minecraftforge/gradle/ForgeGradle/2.1-SNAPSHOT/maven-metadata.xml'. > peer not authenticated * Try: Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. BUILD FAILED Total time: 2.78 secs This is the error I got. Any help would be appreciated!
    • Greetings, ladies and gentlemen. I know firsthand how distressing it can be to lose Bitcoin (BTC) to a phony online trading site. Thank God, when I became a victim of internet scammers, I came across genuine reviews of Captain WebGenesis. The Experts reviews on google were generally positive and reliable. Captain WebGenesis, a licensed cryptocurrency expert, helps persons who have fallen prey to investment scams recover their stolen funds. Captain WebGenesis miraculously recovered my wallet and all of my Bitcoins in roughly 48 hours. Captain WebGenesis is tried, trusted, and accessible to all victims of Bitcoin fraud. The service charge was pricey, but it was well worth it. If you need his help, get in touch with the Expert. SMS / Call; +1 (701)314-2729 Email; (captainwebgenesis(@)hackermail.com) Homepage; captainwebgenesis.com Salutations, Captain WebGenesis.
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.