Jump to content

Recommended Posts

Posted

Ive searched and searched, but I just cant figure out why my clientside command isnt getting registered. I have my main class and my command class. My command class extends CommandBase and implements all methods of the abstract class. Those methods being getRequiredPermissionLevel(), checkPermission(), getCommandName(), getCommandUsage(), and of course the main on I care about execute(). However my command isnt getting registered at all and I know this because i just added a simple output to the log saying "True" if a command gets executed by the player, however nothing shows up.

This is my Main class (well at least the part that counts):
 

	@EventHandler
	public void preInit(FMLPreInitializationEvent event)
	{
		FMLCommonHandler.instance().bus().register(this);
		MinecraftForge.EVENT_BUS.register(this);
		ClientCommandHandler.instance.registerCommand(new PMCommands());
	}

	@EventHandler
	public void init(FMLInitializationEvent event)
	{
			
	}

	@EventHandler
	public void postInit(FMLPostInitializationEvent event)
	{

	}

 

 

My question is am I registering the command correctly through the ClientCommandHandler?

Posted (edited)

 

package com.vivabenfica4ps3.gmail.commands;

import net.minecraft.client.Minecraft;
import net.minecraft.command.CommandBase;
import net.minecraft.command.CommandException;
import net.minecraft.command.ICommandSender;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.server.MinecraftServer;
import net.minecraft.util.text.ITextComponent;
import net.minecraft.util.text.TextComponentString;

public class PMCommands extends CommandBase{

	@Override
	public int getRequiredPermissionLevel() {
        return 0;
    }
	
	@Override
    public boolean checkPermission(MinecraftServer server, ICommandSender sender)
    {
        return sender.canCommandSenderUseCommand(this.getRequiredPermissionLevel(), this.getCommandName());
    }
	
	@Override
	public String getCommandName() {
		return null;
	}

	@Override
	public String getCommandUsage(ICommandSender sender) {
		return null;
	}

	@Override
	public void execute(MinecraftServer server, ICommandSender sender, String[] args) throws CommandException {
		System.out.println("True");
		Minecraft.getMinecraft().thePlayer.addChatMessage(new TextComponentString("true"));
		Minecraft.getMinecraft().thePlayer.addChatMessage(new TextComponentString(args.toString()));
	}

}

 

Edited by SecondAmendment
Posted (edited)

So what could be causing it to still not work? could it be the permissions? Is the name of my command supposed to be written somewhere else other than in the command's class itself?

 

Im typing in /<Command Name>  <Argument>

Edited by SecondAmendment
Posted
package com.vivabenfica4ps3.gmail.commands;

import net.minecraft.client.Minecraft;
import net.minecraft.command.CommandBase;
import net.minecraft.command.CommandException;
import net.minecraft.command.ICommandSender;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.server.MinecraftServer;
import net.minecraft.util.text.ITextComponent;
import net.minecraft.util.text.TextComponentString;

public class PMCommands extends CommandBase{

	@Override
	public int getRequiredPermissionLevel() {
        return 0;
    }
	
	@Override
    public boolean checkPermission(MinecraftServer server, ICommandSender sender)
    {
        return sender.canCommandSenderUseCommand(this.getRequiredPermissionLevel(), this.getCommandName());
    }
	
	@Override
	public String getCommandName() {
		return "pkgive";
	}

	@Override
	public String getCommandUsage(ICommandSender sender) {
		return "commands.pkgive.usage";
	}

	@Override
	public void execute(MinecraftServer server, ICommandSender sender, String[] args) throws CommandException {
		System.out.println("True");
		Minecraft.getMinecraft().thePlayer.addChatMessage(new TextComponentString("true"));
		Minecraft.getMinecraft().thePlayer.addChatMessage(new TextComponentString(args.toString()));
	    if (args[0].equalsIgnoreCase(("pkgive"))) {
			ItemStack item = new ItemStack(Item.getByNameOrId("pixelmon:" + args[1]));
			Minecraft.getMinecraft().thePlayer.inventory.addItemStackToInventory(item);
	    }
	}
}

 

 

Exactly what im typing in (even if what is written in execute has an issue. It would still printout true to the player and the console.):

http://prntscr.com/eodu1n

Posted (edited)

weird, cant think of why that is. Is it because my mod relies on a dependency and there is a red exclamation mark on my project folder? Because the mod it relies on or expands upon, is in there and the client does load it up. I see it in the debug.

Edited by SecondAmendment
Posted (edited)

Yeah, I was thinking on switching but. I need to learn its interface. Do you know any good places to learn how to use intelliJ and navigate through its interface.

Edited by SecondAmendment

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Cracked Launchers are not supported
    • After some time minecraft crashes with an error. Here is the log https://drive.google.com/file/d/1o-2R6KZaC8sxjtLaw5qj0A-GkG_SuoB5/view?usp=sharing
    • The specific issue is that items in my inventory wont stack properly. For instance, if I punch a tree down to collect wood, the first block I collected goes to my hand. So when I punch the second block of wood to collect it, it drops, but instead of stacking with the piece of wood already in my hand, it goes to the second slot in my hotbar instead. Another example is that I'll get some dirt, and then when I'm placing it down later I'll accidentally place a block where I don't want it. When I harvest it again, it doesn't go back to the stack that it came from on my hotbar, where it should have gone, but rather into my inventory. That means that if my inventory is full, then the dirt wont be picked up even though there should be space available in the stack I'm holding. The forge version I'm using is 40.3.0, for java 1.18.2. I'll leave the mods I'm using here, and I'd appreciate it if anybody can point me in the right direction in regards to figuring out how to fix this. I forgot to mention that I think it only happens on my server but I&#39;m not entirely sure. PLEASE HELP ME! LIST OF THE MODS. aaa_particles Adorn AdvancementPlaques AI-Improvements AkashicTome alexsdelight alexsmobs AmbientSounds amwplushies Animalistic another_furniture AppleSkin Aquaculture aquamirae architectury artifacts Atlas-Lib AutoLeveling AutoRegLib auudio balm betterfpsdist biggerstacks biomancy BiomesOPlenty blockui blueprint Bookshelf born_in_chaos Botania braincell BrassAmberBattleTowers brutalbosses camera CasinoCraft cfm (MrCrayfish’s Furniture Mod) chat_heads citadel cloth-config Clumps CMDCam CNB cobweb collective comforts convenientcurioscontainer cookingforblockheads coroutil CosmeticArmorReworked CozyHome CrabbersDelight crashexploitfixer crashutilities Create CreativeCore creeperoverhaul cristellib crittersandcompanions Croptopia CroptopiaAdditions CullLessLeaves curios curiouslanterns curiouslights Curses' Naturals CustomNPCs CyclopsCore dannys_expansion decocraft Decoration Mod DecorationDelightRefurbished Decorative Blocks Disenchanting DistantHorizons doubledoors DramaticDoors drippyloadingscreen durabilitytooltip dynamic-fps dynamiclights DynamicTrees DynamicTreesBOP DynamicTreesPlus Easy Dungeons EasyAnvils EasyMagic easy_npc eatinganimation ecologics effective_fg elevatorid embeddium emotecraft enchantlimiter EnchantmentDescriptions EnderMail engineersdecor entityculling entity_model_features entity_texture_features epicfight EvilCraft exlinefurniture expandability explosiveenhancement factory-blocks fairylights fancymenu FancyVideo FarmersDelight fast-ip-ping FastSuite ferritecore finsandtails FixMySpawnR Forge Middle Ages fossil FpsReducer2 furnish GamingDeco geckolib goblintraders goldenfood goodall H.e.b habitat harvest-with-ease hexerei hole_filler huge-structure-blocks HunterIllager iammusicplayer Iceberg illuminations immersive_paintings incubation infinitybuttons inventoryhud InventoryProfilesNext invocore ItemBorders itemzoom Jade jei (Just Enough Items) JetAndEliasArmors journeymap JRFTL justzoom kiwiboi Kobolds konkrete kotlinforforge lazydfu LegendaryTooltips libIPN lightspeed lmft lodestone LongNbtKiller LuckPerms Lucky77 MagmaMonsters malum ManyIdeasCore ManyIdeasDoors marbledsarsenal marg mcw-furniture mcw-lights mcw-paths mcw-stairs mcw-trapdoors mcw-windows meetyourfight melody memoryleakfix Mimic minecraft-comes-alive MineTraps minibosses MmmMmmMmmMmm MOAdecor (ART, BATH, COOKERY, GARDEN, HOLIDAYS, LIGHTS, SCIENCE) MobCatcher modonomicon mods_optimizer morehitboxes mowziesmobs MutantMonsters mysticalworld naturalist NaturesAura neapolitan NekosEnchantedBooks neoncraft2 nerb nifty NightConfigFixes nightlights nocube's_villagers_sell_animals NoSeeNoTick notenoughanimations obscure_api oculus oresabovediamonds otyacraftengine Paraglider Patchouli physics-mod Pillagers Gun PizzaCraft placeableitems Placebo player-animation-lib pneumaticcraft-repressurized polymorph PrettyPipes Prism projectbrazier Psychadelic-Chemistry PuzzlesLib realmrpg_imps_and_demons RecipesLibrary reeves-furniture RegionsUnexplored restrictedportals revive-me Scary_Mobs_And_Bosses selene shetiphiancore ShoulderSurfing smoothboot
    • Hi everyone, I'm currently developing a Forge 1.21 mod for Minecraft and I want to display a custom HUD overlay for a minigame. My goal: When the game starts, all players should see an item/block icon (from the base game, not a custom texture) plus its name/text in the HUD – similar to how the bossbar overlay works. The HUD should appear centered above the hotbar (or at a similar prominent spot), and update dynamically (icon and name change as the target item changes). What I've tried: I looked at many online tutorials and several GitHub repos (e.g. SeasonHUD, MiniHUD), but most of them use NeoForge or Forge versions <1.20 that provide the IGuiOverlay API (e.g. implements IGuiOverlay, RegisterGuiOverlaysEvent). In Forge 1.21, it seems that neither IGuiOverlay nor RegisterGuiOverlaysEvent exist anymore – at least, I can't import them and they are missing from the docs and code completion. I tried using RenderLevelStageEvent as a workaround but it is probably not intended for custom HUDs. I am not using NeoForge, and switching the project to NeoForge is currently not an option for me. I tried to look at the original minecraft source code to see how elements like hearts, hotbar etc are drawn on the screen but I am too new to Minecraft modding to understand. What I'm looking for: What is the correct way to add a custom HUD element (icon + text) in Forge 1.21, given that the previous overlay API is missing? Is there a new recommended event, callback, or method in Forge 1.21 for custom HUD overlays, or is everyone just using a workaround? Is there a minimal open-source example repo for Forge 1.21 that demonstrates a working HUD overlay without relying on NeoForge or deprecated Forge APIs? My ideal solution: Centered HUD element with an in-game item/block icon (from the base game's assets, e.g. a diamond or any ItemStack / Item) and its name as text, with a transparent background rectangle. It should be visible to the players when the mini game is running. Easy to update the item (e.g. static variable or other method), so it can change dynamically during the game. Any help, code snippets, or up-to-date references would be really appreciated! If this is simply not possible right now in Forge 1.21, it would also help to know that for sure. Thank you very much in advance!
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.