Posted February 11, 201312 yr So I finally made a server handler for ticks and it does work. this method will produce the correct output for both ssp and smp: public void onTickInGame() { System.out.println("It Works"); } but I need to create an instance for a player here for special abilities involving items and armor. How would I go about doing this? I know that EntityPlayer p = FMLClientHandler.instance().getClient().thePlayer; will give me an instance of a player and work for ssp, but it will crash a server on start up because it is client-sided. Don't I need some sort of array list of players in the world? How could I do this and have it client and server-sided? Any help is appreciated!
February 11, 201312 yr Author Hm, I did not understand all these tick types actually. Good to know! But, where would I change this tickType? In my ServerTickHandler class? Or should I create a new class for this type of tick and register it as well? And also, I am aware of the onUpdate method. It has a use in many of my item classes that have special abilities. However, when I try to use this method for armor abilities, it either does nothing or gives me an error. That is why I am working with tick handlers: to check to see if a player is wearing a suit of armor, and grant abilities based off of that. However I'm stuck on how to get both the OnUpdate method and a tick handler to check armor slots in a player's inventory.
February 11, 201312 yr Author Ok cool. Well thank you diesieben, I didn't know a whole lot about this tick stuff, or forge code in general. And, I hate to say this, but I'm still stuck. you did say TickType.PLAYER: is a special TickType that is called whenever the onUpdate method of an EntityPlayer is ran. It has the player instance as the first argument. This is probably what you need. (Warning: will happen Client & Server side, so you probably want to restrict it to Server side). I think that you think that I know more than I really do about this code (haha). Here let me share my tick class with you so I can ask what to do next: package CaustCraft; import java.util.EnumSet; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.server.MinecraftServer; import cpw.mods.fml.client.FMLClientHandler; import cpw.mods.fml.common.FMLCommonHandler; import cpw.mods.fml.common.ITickHandler; import cpw.mods.fml.common.TickType; public class ServerTickHandler implements ITickHandler { public EnumSet<TickType> ticks() { return EnumSet.of(TickType.SERVER, TickType.PLAYER); } public void tickStart(EnumSet<TickType> type, Object... tickData) { } public void tickEnd(EnumSet<TickType> type, Object... tickData) { // TODO Auto-generated method stub if(type.contains(TickType.SERVER)) { //nothing yet } if(type.contains(TickType.PLAYER)) { onTickInGame(); } } public void onRenderTick() { } public void onTickInGUI() { } public String getLabel() { // TODO Auto-generated method stub return "Caustcraft server ticks"; } public void onTickInGame() { //CREATE PLAYER INSTANCES? //CHECK FOR SLOTS //DO STUFF } } now, from here, how would I use this tick.PLAYER to cast an entityPlayer and check armor slots? Or am I doing something wrong and misunderstanding everything completely? And again, thank you for helping
February 11, 201312 yr Author Oh yes, it is an argument, and the world object is the second argument. I understand now.
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