Jump to content

Recommended Posts

Posted (edited)

Hi guys,

I searched for a method to sleep or wait in program for millis or second, I find "Thread.Sleep()" but, this method is not the good one,

the game could crash. Then I tried to find an issue with "Tick" but I didn't found too...

 

Then if someone could help me for find a method to sleep my program for a while I appreciate. ^_^

Thank you !

Edited by DjCtavia
[Solved] - Thank to everyone ;)
Posted

Hum, like re-use a block with right click. Cause in chat the block tell 2 times a message and it should tell just 1 time. I already do a "if (!worldIn.isRemote())"

 

Here the code:

 

if (!worldIn.isRemote) {
	if (buttonsFind) {
		if (!elevatorFind) {
			playerIn.addChatComponentMessage(new TextComponentString("No Elevator Block below your feet."));
		}
	} else {
		if (!elevatorFind) {
			playerIn.addChatComponentMessage(new TextComponentString("No Buttons Elevator Block detected down, or Elevator Block below your feet."));
		} else {
				playerIn.addChatComponentMessage(new TextComponentString("No Buttons Elevator Block detected down."));
		}
	}
}

 

I think you don't need anything else, if needed I give the entire code ^_^

Posted

I hope it's clean for reading. :$

 

@Override
    public boolean onBlockActivated(World worldIn, BlockPos pos, IBlockState state, EntityPlayer playerIn, EnumHand hand, @Nullable ItemStack heldItem, EnumFacing side, float hitX, float hitY, float hitZ) {
        boolean buttonsFind = false;
        boolean elevatorFind = false;
        int elevatorBlockPos = 0;

        BlockPos finale;

        if (!worldIn.isRemote) {
            // Pour descendre en étant accroupi
            if (playerIn.isSneaking()) {
                for (int i = 2; i != 256; i++) {
                    finale = new BlockPos(pos.getX(), pos.getY() - i, pos.getZ());

                    if (worldIn.getBlockState(finale).getBlock() == ModBlocks.elevatorButtonBlock) {
                        buttonsFind = true;
                        break;
                    }
                }

                for (int y = 2; y != 256; y++) {
                    finale = new BlockPos(MathHelper.floor_double(playerIn.getPosition().getX()), MathHelper.floor_double(playerIn.getPosition().getY()) - y, MathHelper.floor_double(playerIn.getPosition().getZ()));
                    if (worldIn.getBlockState(finale).getBlock() == ModBlocks.elevatorBlock) {
                        elevatorFind = true;
                        elevatorBlockPos = MathHelper.floor_double(playerIn.getPosition().getY()) - y + 1;
                        break;
                    }
                }

                if (buttonsFind && elevatorFind) {
                    playerIn.setPositionAndUpdate(playerIn.posX, (double) elevatorBlockPos, playerIn.posZ);
                    return true;
                }

                if (buttonsFind) {
                    if (!elevatorFind) {
                        playerIn.addChatComponentMessage(new TextComponentString("No Elevator Block below your feet."));
                    }
                } else {
                    if (!elevatorFind) {
                        playerIn.addChatComponentMessage(new TextComponentString("No Buttons Elevator Block detected down, or Elevator Block below your feet."));
                    } else {
                        playerIn.addChatComponentMessage(new TextComponentString("No Buttons Elevator Block detected down."));
                    }
                }
            } else {

                for (int i = 2; i != 256; i++) {
                    finale = new BlockPos(pos.getX(), pos.getY() + i, pos.getZ());

                    if (worldIn.getBlockState(finale).getBlock() == ModBlocks.elevatorButtonBlock) {
                        buttonsFind = true;
                        break;
                    }
                }

                for (int y = 2; y != 256; y++) {
                    finale = new BlockPos(MathHelper.floor_double(playerIn.getPosition().getX()), playerIn.getPosition().getY() + y, MathHelper.floor_double(playerIn.getPosition().getZ()));
                    if (worldIn.getBlockState(finale).getBlock() == ModBlocks.elevatorBlock) {
                        elevatorFind = true;
                        elevatorBlockPos = MathHelper.floor_double(playerIn.getPosition().getY()) + y + 1;
                        break;
                    }
                }

                if (buttonsFind && elevatorFind) {
                    playerIn.setPositionAndUpdate(playerIn.posX, (double) elevatorBlockPos, playerIn.posZ);
                    return true;
                }

                if (buttonsFind) {
                    if (!elevatorFind) {
                        playerIn.addChatComponentMessage(new TextComponentString("No elevator Block above your feet."));
                    }
                } else {
                    if (!elevatorFind) {
                        playerIn.addChatComponentMessage(new TextComponentString("No elevator buttons detect above, and no elevator block above your feet too."));
                    } else {
                        playerIn.addChatComponentMessage(new TextComponentString("No elevator buttons detect above."));
                    }
                }
            }
        }
        return false;
    }

 

Posted
12 minutes ago, diesieben07 said:

Not sure what's not to get. You will get 4 calls for every right-click:

client-mainhand

client-offhand

server-mainhand

server-offhand

I don't get this, how call only "client", what way I need to use for it ? And I don't understand the notion of "mainhand" and "offhand", it is like "player start to touch block " ?

Posted (edited)

I get this one, for side "client" and "server", but if I really understand (cause I could be wrong -> fact: I'm French). The problem only coming cause the player Right click on block, but there is 2 state of the right click, when he does the action, and when he stop, am I right ?

 

EDIT : finaly I get the problem thank you guys, I get it. I change the primary condition like:

 

if (!worldIn.isRemote && hand == enumHand.MAIN_HAND) {
  // Do stuff
}

 

Edited by DjCtavia
EDIT - SOLVED

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



×
×
  • Create New...

Important Information

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