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So the way you have it set for the player will work however as far as I can tell onEntityCollidedWithBlock doesn't get called for Item Entities.

That is why...

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.

Everything after the else crashes because you are trying to cast entityWhatever into EntityPlayerMP which is not always possible.

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.

And how should I fix that?

You would need to scan manually like the hopper does.

Then find a way to set the location of the Entity.

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.

  • Author

Changed to:

@Override

public void onEntityCollidedWithBlock(World worldIn, BlockPos pos, IBlockState state, Entity entityIn) {

if (!worldIn.isRemote) {

entityIn.posX = worldIn.getSpawnPoint().getX();

entityIn.posY = worldIn.getSpawnPoint().getY();

entityIn.posZ = worldIn.getSpawnPoint().getZ();

entityIn.playSound(SoundEvents.ENTITY_ENDERPEARL_THROW, 0.5f, 0.5f);

worldIn.spawnParticle(EnumParticleTypes.PORTAL, entityIn.getPosition().getX(),

entityIn.getPosition().getY(), entityIn.getPosition().getZ(), 0, 0, 10, 0);

}

}

 

But it doesn't work :c It does the same as setLocationAndAngles that /tp uses but only setting the location

  • Author

TP Command:

p_189862_0_.setLocationAndAngles(p_189862_1_.getResult(), p_189862_2_.getResult(), p_189862_3_.getResult(), f2, f3);

 

public void setLocationAndAngles(double x, double y, double z, float yaw, float pitch)

    {

        this.posX = x;

        this.posY = y;

        this.posZ = z;

        this.prevPosX = this.posX;

        this.prevPosY = this.posY;

        this.prevPosZ = this.posZ;

        this.lastTickPosX = this.posX;

        this.lastTickPosY = this.posY;

        this.lastTickPosZ = this.posZ;

        this.rotationYaw = yaw;

        this.rotationPitch = pitch;

        this.setPosition(this.posX, this.posY, this.posZ);

    }

 

My code:

entityIn.posX = worldIn.getSpawnPoint().getX();

entityIn.posY = worldIn.getSpawnPoint().getY();

entityIn.posZ = worldIn.getSpawnPoint().getZ();

 

 

So what is the big difference!!! Can't you just send a example how it should be instead of saying to look on the /tp command all the time

  • Author

Updated code (that works):

@Override

public void onEntityCollidedWithBlock(World worldIn, BlockPos pos, IBlockState state, Entity entityIn) {

if (!worldIn.isRemote) {

float x = worldIn.getSpawnPoint().getX() + 0.5f;

float y = worldIn.getSpawnPoint().getY();

float z = worldIn.getSpawnPoint().getZ() + 0.5f;

entityIn.setPosition(x, y, z);

entityIn.playSound(SoundEvents.ENTITY_ENDERPEARL_THROW, 0.5f, 0.5f);

worldIn.spawnParticle(EnumParticleTypes.PORTAL, entityIn.getPosition().getX(),

entityIn.getPosition().getY(), entityIn.getPosition().getZ(), 0, 10, 0, 0);

}

}

 

But the particles doesn't spawn :c

Did you put it before or after the if. it should be after if you want it to happen at the players new location.

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.

  • Author

After (I think):

@Override

public void onEntityCollidedWithBlock(World worldIn, BlockPos pos, IBlockState state, Entity entityIn) {

if (!worldIn.isRemote) {

float x = worldIn.getSpawnPoint().getX();

float y = worldIn.getSpawnPoint().getY();

float z = worldIn.getSpawnPoint().getZ();

if (entityIn instanceof EntityPlayerMP) {

EntityPlayerMP player = (EntityPlayerMP) entityIn;

BlockPos spawnPoint = player.getBedLocation(player.worldObj.provider.getDimension());

player.setPosition(spawnPoint.getX(), spawnPoint.getY(), spawnPoint.getZ());

} else {

entityIn.setPosition(x, y, z);

}

}

entityIn.playSound(SoundEvents.ENTITY_ENDERPEARL_THROW, 1, 1);

worldIn.spawnParticle(EnumParticleTypes.PORTAL, entityIn.getPosition().getX(), entityIn.getPosition().getY(),

entityIn.getPosition().getZ(), 0, 5, 0, 0);

worldIn.spawnParticle(EnumParticleTypes.PORTAL, entityIn.getPosition().getX() + 0.25f,

entityIn.getPosition().getY(), entityIn.getPosition().getZ(), 0, 5, 0, 0);

worldIn.spawnParticle(EnumParticleTypes.PORTAL, entityIn.getPosition().getX(), entityIn.getPosition().getY(),

entityIn.getPosition().getZ() + 0.25f, 0, 5, 0, 0);

worldIn.spawnParticle(EnumParticleTypes.PORTAL, entityIn.getPosition().getX() - 0.25,

entityIn.getPosition().getY(), entityIn.getPosition().getZ(), 0, 5, 0, 0);

worldIn.spawnParticle(EnumParticleTypes.PORTAL, entityIn.getPosition().getX(), entityIn.getPosition().getY(),

entityIn.getPosition().getZ() - 0.25f, 0, 5, 0, 0);

}

I'm no pro, but I think that the method is called when you collided with the block,  that means it will not take the new positions, as the player has already teleported. Why don't you just set it at the spawn point along with the teleportation?

something like this maybe?

 

@Override

  public void onEntityCollidedWithBlock(World worldIn, BlockPos pos, IBlockState state, Entity entityIn) {

      if (!worldIn.isRemote) {

        float x = worldIn.getSpawnPoint().getX();

        float y = worldIn.getSpawnPoint().getY();

        float z = worldIn.getSpawnPoint().getZ();

        if (entityIn instanceof EntityPlayerMP) {

            EntityPlayerMP player = (EntityPlayerMP) entityIn;

            BlockPos spawnPoint = player.getBedLocation(player.worldObj.provider.getDimension());

            player.setPosition(spawnPoint.getX(), spawnPoint.getY(), spawnPoint.getZ());

            entityIn.playSound(SoundEvents.ENTITY_ENDERPEARL_THROW, 1, 1);

      worldIn.spawnParticle(EnumParticleTypes.PORTAL, entityIn.getPosition().getX(), entityIn.getPosition().getY(),

            entityIn.getPosition().getZ(), 0, 5, 0, 0);

      worldIn.spawnParticle(EnumParticleTypes.PORTAL, entityIn.getPosition().getX() + 0.25f,

            entityIn.getPosition().getY(), entityIn.getPosition().getZ(), 0, 5, 0, 0);

      worldIn.spawnParticle(EnumParticleTypes.PORTAL, entityIn.getPosition().getX(), entityIn.getPosition().getY(),

            entityIn.getPosition().getZ() + 0.25f, 0, 5, 0, 0);

      worldIn.spawnParticle(EnumParticleTypes.PORTAL, entityIn.getPosition().getX() - 0.25,

            entityIn.getPosition().getY(), entityIn.getPosition().getZ(), 0, 5, 0, 0);

      worldIn.spawnParticle(EnumParticleTypes.PORTAL, entityIn.getPosition().getX(), entityIn.getPosition().getY(),

            entityIn.getPosition().getZ() - 0.25f, 0, 5, 0, 0);

  } else {

            entityIn.setPosition(x, y, z);

  entityIn.playSound(SoundEvents.ENTITY_ENDERPEARL_THROW, 1, 1);

      worldIn.spawnParticle(EnumParticleTypes.PORTAL, entityIn.getPosition().getX(), entityIn.getPosition().getY(),

            entityIn.getPosition().getZ(), 0, 5, 0, 0);

      worldIn.spawnParticle(EnumParticleTypes.PORTAL, entityIn.getPosition().getX() + 0.25f,

            entityIn.getPosition().getY(), entityIn.getPosition().getZ(), 0, 5, 0, 0);

      worldIn.spawnParticle(EnumParticleTypes.PORTAL, entityIn.getPosition().getX(), entityIn.getPosition().getY(),

            entityIn.getPosition().getZ() + 0.25f, 0, 5, 0, 0);

      worldIn.spawnParticle(EnumParticleTypes.PORTAL, entityIn.getPosition().getX() - 0.25,

            entityIn.getPosition().getY(), entityIn.getPosition().getZ(), 0, 5, 0, 0);

      worldIn.spawnParticle(EnumParticleTypes.PORTAL, entityIn.getPosition().getX(), entityIn.getPosition().getY(),

            entityIn.getPosition().getZ() - 0.25f, 0, 5, 0, 0);

         

}

      }

  }

 

and change all the getposition() with the respective spawnpoint (I don't have computer here, only copy and paste)

also, learn to use spoilers

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