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Posted
  On 8/6/2016 at 11:33 AM, Animefan8888 said:

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.

Posted
  On 8/7/2016 at 12:39 PM, diesieben07 said:

  Quote

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.

Posted

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

Posted

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

Posted

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

Posted

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);

}

Posted

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?

Posted

something like this maybe?

 

  Reveal hidden contents

 

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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