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Featured Replies

Posted

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 ;)

  • Author

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 ^_^

  • Author

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;
    }

 

  • Author

I don't see anything too do with EnumHand for my problem, I check the different purpose proposed but... I don't get it.

  • Author
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 " ?

  • Author

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

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