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I created a capability which stores a property about the player (mana) in the nbt. When it is loaded during player connect and set in the Capability class, it also triggers a message to be sent to the player to notify him of the capability value. However it seems that this message is sent to early because I get a NullPointerException in "FMLOutboundHandler", because player.connection == null. So apparently the connection has not yet been fully established. What event or something else can I use to notify the player of his capability value, once the connection has been established?

Posted

Well, right now like this:

 

http://pastebin.com/kxwndA8z

 

So the nbt storage read function will be called when the player logs in and is loaded by the server, this causes the capability value to be set server-side and in the setter function, a update packet is triggered.

 

So should I just use PlayerLoggedInEvent for initializing all capabilities from server- to client-side?

Posted (edited)

I'm like brand new to modding so take my info with a grain of salt. 

I believe the storage class should only be used to read and write the nbt and as long as it's registered and attached, the provider will automatically call the read/write nbt methods of the storage class from the serializeNBT and deseralizeNBT methods . The client won't actually save and load the nbt data though, so it will probably just be default values. So in PlayerLoggedInEvent you just send a packet from the server to the client to sync the data. From here I don't know whether you handle the increase/decrease of mana only server side or both client and server side. For me I only handle the mana server side and I use PlayerTickEvent to send a packet to the client to sync the mana.

Here is an older tutorial, but it still works:

http://www.planetminecraft.com/blog/forge-tutorial-capability-system/

Other useful links:

https://mcforge.readthedocs.io/en/latest/datastorage/capabilities/

http://jabelarminecraft.blogspot.com/p/minecraft-17x.html

Edited by Kriptikz
  • Like 1
Posted (edited)

I actually used the exact same tutorials, but I must have skipped over the PlayerLoggedInEvent part and forgot about it.. that what happens when you only get to work on this stuff over the weekends i guess. Thanks!

 

Actually, if the capability is not only for players, you may consider the OnEntityJoinWorldEvent as well

Edited by Xaser
  • Like 1
Posted
13 hours ago, Xaser said:

I actually used the exact same tutorials, but I must have skipped over the PlayerLoggedInEvent part and forgot about it.. that what happens when you only get to work on this stuff over the weekends i guess. Thanks!

 

Actually, if the capability is not only for players, you may consider the OnEntityJoinWorldEvent as well

They didn't really didn't talk about that event or how to use packets exactly, had to look elsewhere for that. Good luck with your modding.

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