Posted September 18, 201510 yr Hey there, I have a problem with ChatCommands aka ServerCommands. First of all i tried creating one by myself with this guide (http://www.minecraftforge.net/wiki/Server_Command), but it seems outdated. I tried to find a solution by myself but couldn't find any working example on this. I believe that my main problem is that I can't register the event since event.registerServerCommand(myCommand()); doesn't work or is not existence anymore. Here is my sourcecode: BaseMod: package minecraftHamster; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.fml.common.FMLCommonHandler; import net.minecraftforge.fml.common.Mod.EventHandler; import net.minecraftforge.fml.common.Mod.Instance; import net.minecraftforge.fml.common.event.FMLInitializationEvent; import net.minecraftforge.fml.common.event.FMLPostInitializationEvent; import net.minecraftforge.fml.common.event.FMLPreInitializationEvent; public class MinecraftHamster { // Set the ID of the mod (Should be lower case). public static final String MODID = "MinecraftHamster"; // Set the "Name" of the mod. public static final String MODNAME = "MinecraftHamster"; // Set the version of the mod. public static final String MODVER = "0.0.1"; // Tell Forge what instance to use. @Instance(value = MinecraftHamster.MODID) public static MinecraftHamster instance; @EventHandler public void preInit(FMLPreInitializationEvent event) { } @EventHandler public void load(FMLInitializationEvent event) { event.registerServerCommand(new StartHamsterCommand()); } @EventHandler public void postInit(FMLPostInitializationEvent event) { } } ChatCommandClass: package minecraftHamster; import java.util.List; import net.minecraft.command.CommandException; import net.minecraft.command.ICommand; import net.minecraft.command.ICommandSender; import net.minecraft.util.BlockPos; import net.minecraft.util.ChatComponentTranslation; import net.minecraft.util.IChatComponent; public class StartHamsterCommand implements ICommand { private String commandName = "startHamster"; @Override public int compareTo(Object arg0) { // TODO Auto-generated method stub return 0; } @Override public String getName() { return this.commandName; } @Override public String getCommandUsage(ICommandSender sender) { return this.commandName; } @Override public List getAliases() { // TODO Auto-generated method stub return null; } @Override public void execute(ICommandSender sender, String[] input) throws CommandException { if (input.equals(this.commandName)) { sender.addChatMessage(new ChatComponentTranslation("Hamster wird gestartet..")); } else { sender.addChatMessage(new ChatComponentTranslation("This is not a command")); return; } } @Override public boolean canCommandSenderUse(ICommandSender sender) { return true; } @Override public List addTabCompletionOptions(ICommandSender sender, String[] args, BlockPos pos) { // TODO Auto-generated method stub return null; } @Override public boolean isUsernameIndex(String[] args, int index) { // TODO Auto-generated method stub return false; } } Any advice on this would be awesome.. Another question: Is there a documentation for Forge anywhere? Cause I have the feeling that kind of any tutorial is outdated and nearly all methods got changed..
September 18, 201510 yr Author Oh my god.. you are right, didn't see that it is another EventType. Changed it and now I can use event.registerServerCommand(new myCommand()); but when I try to use this command in Minecraft, it says that the command does not exist. @Override public String getCommandUsage(ICommandSender sender) { return "startHamster"; } If I make the commandUsage like this, it should be possible to trigger the command with /startHamster in Minecraft right?
September 18, 201510 yr Author I can't see the problem then.. Here are the current classes again. BaseMod: public class MinecraftHamster { // Set the ID of the mod (Should be lower case). public static final String MODID = "MinecraftHamster"; // Set the "Name" of the mod. public static final String MODNAME = "MinecraftHamster"; // Set the version of the mod. public static final String MODVER = "0.0.1"; // Tell Forge what instance to use. @Instance(value = MinecraftHamster.MODID) public static MinecraftHamster instance; @EventHandler public void preInit(FMLPreInitializationEvent event) { } @EventHandler public void load(FMLServerStartingEvent event) { event.registerServerCommand(new StartHamsterCommand()); } @EventHandler public void postInit(FMLPostInitializationEvent event) { } } StartHamsterCommand: public class StartHamsterCommand implements ICommand { private List aliases; public StartHamsterCommand() { this.aliases = new ArrayList(); this.aliases.add("startHamster"); } @Override public int compareTo(Object arg0) { // TODO Auto-generated method stub return 0; } @Override public String getName() { return "startHamster"; } @Override public String getCommandUsage(ICommandSender sender) { return "startHamster"; } @Override public List getAliases() { return this.aliases; } @Override public void execute(ICommandSender sender, String[] input) throws CommandException { sender.addChatMessage(new ChatComponentTranslation("Hamster wird gestartet..")); } @Override public boolean canCommandSenderUse(ICommandSender sender) { return true; } @Override public List addTabCompletionOptions(ICommandSender sender, String[] args, BlockPos pos) { // TODO Auto-generated method stub return null; } @Override public boolean isUsernameIndex(String[] args, int index) { // TODO Auto-generated method stub return false; } }
September 18, 201510 yr Author Alright, changed my class so it will extend CommandBase. The compareTo method i deleted and the aliases I won't need either so i deleted them aswell. Found another mistake I made: I totally forgot about the @Mod annotation in the base Mod file, which obviously was the error why it didn't worked. Thanks for your time and help Thread can be closed.
September 18, 201510 yr I have some problems with that Tutorial also. It does work, but for some reason it wont let me load already generated worlds. I just hangs.
September 18, 201510 yr I have some problems with that Tutorial also. It does work, but for some reason it wont let me load already generated worlds. I just hangs. - Don't hijack threads. - Post your code. What you talking about? I didn't hijack anything... I just letting the Original Poster know that the Tutorial is working.
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