Posted February 25, 20178 yr Hello, I'm trying to add a flight system that uses velocity rather than the stiff minecraft creative flight. I have managed to make a prototype that sort of works how I wanted it to, but it has two major flaws: 1. When the movement starts it propells the player once, waits for some ticks and then resumes moving. No idea why that happens 2. Pressing any other button causes the forward button to not be in a pressed state anymore, which shouldn't be the case... Code: @SideOnly(Side.CLIENT) @SubscribeEvent public void onTestKeyPress(KeyInputEvent event){ GameSettings settings =Minecraft.getMinecraft().gameSettings; EntityPlayerSP player = Minecraft.getMinecraft().player; if (settings.keyBindForward.isKeyDown()){ settings.keyBindForward.unPressAllKeys(); Vec3d vec = player.getLookVec().normalize().scale(2); player.setVelocity(0, 0, 0); player.addVelocity(vec.xCoord, vec.yCoord, vec.zCoord); player.setNoGravity(true); } else { player.setNoGravity(false); } } I know it's very bad, but I only needed a proof of concept before pursuing this path any further. Is there perhaps a better way of doing this? What I basically want to do is: 1. Capture the key press for movement and disable it 2. Propell player in the direction of the movement key based on current camera look vector. Any feedback is appreciated. I do pony stuff :3
February 25, 20178 yr You are going to want to use the ClientTickEvent and in there check if your key is down to apply movement every tick. KeyInputEvent should only be called every so often. 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.
February 25, 20178 yr Author 1 hour ago, Animefan8888 said: You are going to want to use the ClientTickEvent and in there check if your key is down to apply movement every tick. KeyInputEvent should only be called every so often. Okay, thanks, I'll try that. KeyInputEvent will be called regardless of anything, and I have other things checking it as well. EDIT: That didn't help any of the issues I described Edited February 25, 20178 yr by Zethariel I do pony stuff :3
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