Jump to content

Recommended Posts

Posted

Alright, thanks! Would this work?

 

@ForgeSubscribe

public void onEntityDeath(LivingDeathEvent event) {

if(event.entityLiving instanceof EntityZombie) {

 

    System.out.println("Hello!");

   

}

   

    }

Posted

I did this, and it does not seem to work. I registered it to the event bus, so it should be working. Here is my class:

 

package mymod.quests;

 

import net.minecraft.entity.player.EntityPlayer;

import net.minecraftforge.event.ForgeSubscribe;

import net.minecraftforge.event.entity.living.LivingDeathEvent;

 

public class Test {

 

@ForgeSubscribe

public void onEntityDeath(LivingDeathEvent event) {

if(event.entityLiving instanceof EntityPlayer) {

 

    System.out.println("Hello!");

   

}

   

    }

 

}

Posted

What? In my main mod class, this is where I have it:

 

public static void init1( FMLInitializationEvent event )

{

MinecraftForge.EVENT_BUS.register(new SoundHandler());

MinecraftForge.EVENT_BUS.register(new Test());

}

Posted

Now that I look at your code you are checking to see if the entity that died is an instance of EntityPlayer not entity Zombie. Sorry I read that post wrong. ANd to check if it was the player that killed it, use the damagesource object.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted

Why are you still using 1.6.4? And Instead of MinecraftForge.EVENT_BUS.register(new EventHandlerClass) use FMLCommonHandler.instance().bus().register(new EventHandlerClass);

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted

The first version you posted should be printing to the console each time a zombie dies. To test if your event handler is working at all, you can put a println at the very beginning of it:

@ForgeSubscribe
public void onEntityDeath(LivingDeathEvent event) {
  System.out.println("Entity died: " + event.entity);
}

If you're not getting any output at all, make sure you actually call that random static init1 method you posted... it'd be simpler just to register directly during one of the FML events.

 

Edit: No, don't use FMLCommonHandler event bus - that's the wrong bus for this event. Here's a tutorial  - please read it so we don't have to repeat the same information over and over again.

Posted

Oh thank you Cool Alias I completely forgot what goes where when dealing with Events thanks for the refresher, now if you'll excuse me I've got some reading to refresh on.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted

No worries - that's the reason they finally consolidated the event buses, it was a mess keeping track of them.

 

@OP As we've said, you have to check if the DamageSource#getEntity is an EntityPlayer, then cast that entity to EntityPlayer so you can call I believe #addChatMessage to send them a chat - it's been a long time since I've looked at 1.6.4 and the chat methods have changed a lot since then, so you may have to look for it yourself.

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

    • Make a test with another Launcher like the Curseforge Launcher, MultiMC or AT Launcher
    • can anyone help me i am opening forge and add modpacks and then it says unable to update native luancher and i redownlaod java and the luancher it self?
    • The problem occurs also in 1.20.1 Forge, but with an "Error executing task on client" instead. I have "Sinytra Connector" installed. On 1.21.5 Fabric, there is no problem. When this happens, the chat message before the death screen appears gets sent, with an extra dash added.
    • Well, as usual, it was user error. Naming mismatch in sounds.json.  Please delete this post if you find it necessary. 
    • Hello Forge community.  I'm running into an issue with a mod I'm working on.  To preface, I can call /playsound modId:name music @a and I can hear the sound I registered being played in game. Great!  However, I cannot get it to trigger via my mod code.    Registration: public static final RegistryObject<SoundEvent> A_WORLD_OF_MADNESS = SOUND_EVENTS.register("a_world_of_madness", () -> new SoundEvent(new ResourceLocation("tetheredsouls", "a_world_of_madness")));   Playback: Minecraft mc = Minecraft.getInstance(); if (!(mc.player instanceof LocalPlayer) || mc.level == null) return; LocalPlayer player = (LocalPlayer) mc.player; BlockPos pos = player.blockPosition(); SoundEvent track = ModSounds.A_WORLD_OF_MADNESS.get(); System.out.println(track); System.out.println(pos); System.out.println(player); // play exactly like the tutorial: client-only, at the player's position try { mc.level.playLocalSound( player.getX(), player.getY(), player.getZ(), track, SoundSource.MUSIC, // Or MASTER if needed 1f, 1f, false ); System.out.println("[DEBUG] playSound success: " + track.getLocation()); } catch (Exception e) { System.err.println("[ERROR] Failed to play sound: " + track.getLocation()); e.printStackTrace(); } Sounds.json:   { "theme_of_laura": { "category": "music", "sounds": [ { "name": "tetheredsouls:a_world_of_madness", "stream": true } ] } } Things I have tried: - multiple .ogg files. Short .ogg files (5 seconds, <100KB).  - default minecraft sounds imported from import net.minecraft.sounds.SoundEvents; These work given my code. No idea why these are different.  - playSound() method, as well as several others in past iterations that did not work   I would be forever grateful if somebody could point me in the right direction. I've looked at several mod github repositories and found extremely similar code to what I'm doing. I've also found several threads in this forum that did not solve my issue. I just cannot figure out what I'm doing differently, and why I'm able to queue sounds manually with playsound but the code won't play it (despite confirming the code is being run with the debug statements.)
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

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