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Posted

Is there a easy way to tell the server to hurt the player?

 

i need to call the hurt method in a client tick...

is it possible to tell the server (out of a client side class) to perform one server mehod to hurt the player?

Posted

Is there a easy way to tell the server to hurt the player?

player.attackEntityFrom()

i need to call the hurt method in a client tick...

is it possible to tell the server (out of a client side class) to perform one server mehod to hurt the player?

No, it is not possible and should never be done. The client is dumb and only tells lies*. Never ever trust the client. Always do everything on the server. Period.

 

*Of course this is not true, but it is the way you should think while developing. Clients can be evil and do stuff you don't expect in your wildest dreams :D

 

yea i noticed some strange behaviours of the client nevertheless i set some things up there and i have to tell the server to hurt the player...

 

so i thought about someting like this:

 

1. i'll write a little method "server-side" to hurt the player and call it from "client-side"

2. my PROBLEM: how do i get the player instance on the server without using the evil modloader stuff... :)

 

maybe i should have been more specific^^

Posted

ok then i'll have to rewrite some stuff^^

 

i have to hurt him in an ingame tick...

sort of he is alive and is in that biome hurt him (for example)

 

and have an additional question:

 

how do i get the specific player from the server if i would want to get the player in an biome or under the sun or in water? :)

Posted

ok i think i got something like that already :

 

public class ServerTickHandler implements ITickHandler {

    @Override
    public void tickStart(EnumSet<TickType> type, Object... tickData) {}

    @Override
    public void tickEnd(EnumSet<TickType> type, Object... tickData)
    {
            if(type.equals(EnumSet.of(TickType.PLAYER)))
            {
                    onTickInGame();
            }
    }


            public EnumSet ticks()
        {
            return EnumSet.of(TickType.PLAYER);
        }

        public String getLabel()
        {
            return null;
        }
       

        private void onTickInGame()
        {
            //put here any code that needs to be done server side, like set WorldGeneration, and let entities spawn on the first server tick.
            //also put all the code in a if(world != null && !world.isRemote) statement, makes it so that you don't get NPEs from that.
        		
        }

}

Posted

how do i trace if it's singleplayer or multiplayer because i still need my client stuff for the singleplayer right?

 

and why can't i hurt the player in singleplayer with the modloader.....player... stuff?

 

 

btw thanks for your great help! :)

Posted

ah i see

sry about so many questins i read a lot about mc modding but wasn't 100% shure about this whole client - server thing :)

 

i 've already a sided proxy :)

 

 

but i just tried a simple write chat massage code in my server tick from above and it worked as server but not in singleplayer, oehm do you know why?

and how can i get a server World tick too? :)

i think if i know that i am able to rewrite my code in a few minutes :)

Posted

currently i'm doin it just with a server-sided proxy:

 

package TempCraft.common;

import cpw.mods.fml.common.registry.TickRegistry;
import cpw.mods.fml.relauncher.Side;
import net.minecraft.block.Block;

public class CommonProxyTempCraft 
{
public void registerRenderThings()
{
	TickRegistry.registerTickHandler(new ServerTickHandler(), Side.SERVER);
	TickRegistry.registerTickHandler(new ServerTickWorldHandler(), Side.SERVER);
}

}

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