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Posted

Hi everyone,

 

I want to implement a timer that gets started when the onHurt event is called and ends when it reaches some value x. Im not really sure what would be the best way to do this, a for loop or while loop? or some vanilla timer that already exists. The event gives me access to world time through

 

@SubscribeEvent
public void hurt(LivingHurtEvent event) {
	if (event.entity instanceof EntityPlayer) {
		EntityPlayer player = (EntityPlayer) event.entity;
                        long time = player.worldObj.getWorldInfo().getWorldTime() % 2400;
                 }
        }

 

but this isnt what I would need since the timer should begin at 0 when the player is hurt, the hurt event should be cancelled, and a gui should open. (I have the gui open and the cancelled part down) But the timer should persist even if the gui I have is closed so that if you are hurt again the gui doesnt open until the timer hits its end point. At this point if youre hurt again repeat the cycle.

 

I do have access to my IEEP class in this method so maybe putting the timer in there would be best. Im not sure though so Im putting it out there. What would be the simplest solution.

 

Basically I want to create a gui that opens only if the player is hurt and if the timer isnt ticking. (otherwise the gui opening gets too annoying if a mob has you cornered and is attacking you once per second or whatever.)

 

Basically,

 

Player is Attacked -> Gui opens -> timer starts counting to 10seconds -> if player is attacked again nothing happens until the timer stops counting and resets to 0 (even if the player closes the gui nothing should happen (the hurt event should be cancelled still))-> If player is hit again -> repeat the cycle

Posted

So... where is the problem? You save counter in IEEP and set it to "-1", use LivingHurtEvent to "if (counter < 0) { counter = 0; OPEN-GUI } else DO-NOTHING".

Subscribe to PlayerTickEvent - do: "if (counter >= 0) ++counter;" then: "if (counter >= 200) counter = -1;".

 

Done.

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

Posted

Thanks Ernio,

 

I didnt think of using the player tick event to do the timer portion. I just put a while loop into the hurt event which would pause the game loop haha kind of a cool matrix type effect actually but not what I wanted. thanks :)

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