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Posted (edited)

I'm trying to prevent player press "Q" to drop from their hotbar. but i can only catch ItemTossEvent in single player.

Forge Version: forge-1.11-13.19.1.2189

@SubscribeEvent
    public void guiHotbar(ItemTossEvent event){
    	EntityPlayer player = event.getPlayer();
		if (isInventorySlotlocked[player.inventory.currentItem]){
			event.setCanceled(true);
        }          
    }

Or Should I use KeyboardInputEvent in multiplayer? and how can i detect a key press and get its key value.

Edited by Zee
Posted
5 minutes ago, Zee said:

Or Should I use KeyboardInputEvent in multiplayer?

KeyboardInputEvent is only called Client side so that won't work.

1 hour ago, Zee said:

I'm trying to prevent player press "Q" to drop from their hotbar. but i can only catch ItemTossEvent in single player.

How are you registering your event and how are you changing the booleans in your array?

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted (edited)
18 minutes ago, Animefan8888 said:

KeyboardInputEvent is only called Client side so that won't work.

How are you registering your event and how are you changing the booleans in your array?

I don't want it work on server side, I want cancel the key press event, when player press "Q"  in client side.

Value in boolean array are all true, which is not allow to drop items.
 

boolean array:
//---------------------------------------------------------------------------------------------
    public static boolean [] isInventorySlotlocked = new boolean [41]
    public InventoryLock(){
        this.InventroyLockInit();    
    }
    public static void InventroyLockInit (){
        Arrays.fill(isInventorySlotlocked, true);
    }
	 
register:
//---------------------------------------------------------------------------------------------
	public class ClientProxy extends CommonProxy   {
	@Override
	public void registerEvents(){
		MinecraftForge.EVENT_BUS.register(new InventoryLock());
	}
	
Edited by Zee
Posted (edited)
14 minutes ago, diesieben07 said:

You cannot do this client-side. Client-side protection is no protection.

Why are you registering the event from your client proxy? That means it will not be registered on the dedicated server, which is exactly the behavior you get. Not sure what else you expected.

It is client side only mod, it allow player lock they inventory. prevent player drop their item from their inventory accidental.
Example if this player's hotbar 0 - 8 is marked as locked, then he cannot drop item from his hot bar by press "Q".

 

I'm able to prevent player drop item in multiplayer, minecaft version 1.10 by using ItemTossEvent, but can't do that in 1.11

 

Edited by Zee
Posted (edited)
On 7/18/2017 at 3:22 PM, diesieben07 said:

You need to use KeyInputEvent and call unpressKey on the "toss item" keybind.

Thank you, diesieben07 KeyInputEvent work, but my code is a little bug. 
When i press "Q" all the key will be unpressed. 

    @SubscribeEvent(priority = EventPriority.NORMAL)
    public void keyHotbar(KeyInputEvent event){
        if ((Keyboard.isKeyDown(Reference.mc().gameSettings.keyBindDrop.getKeyCode())) && (isInventorySlotlocked[Reference.mc().thePlayer.inventory.currentItem])){        
                Reference.mc().gameSettings.keyBindDrop.unPressAllKeys();
        }              
    } 
	
Edited by Zee
Posted
2 minutes ago, Zee said:

Thank you, diesieben07 KeyInputEvent work, but my code is a little bug, since unpressKey is private. I use used unPressAllKey from keybinding. 
When i press "Q" all the key will be unpressed. 

Use reflection and store the Method in a field and call it instead of unPressAllKeys.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted (edited)
24 minutes ago, Zee said:

When i press "Q" all the key will be unpressed. 

Hint:

Quote

Reference.mc().gameSettings.keyBindDrop.unPressAllKeys();

 

Instead, you should use isPressed on the keybind you want to check. The act of calling this method will unpress the keybind, so you don't need to manually do anything else if all you want to do is cancel the behaviour.

 

Edit: unPressAllKeys  is a static method, so your IDE should be warning you about calling it on an instance anyway.

Edited by Jay Avery
Posted (edited)

 

2 hours ago, Jay Avery said:

Instead, you should use isPressed on the keybind you want to check. The act of calling this method will unpress the keybind,

2 hours ago, Animefan8888 said:

Use reflection and store the Method in a field and call it instead of unPressAllKeys.

Thx Jay Avery and Animefan8888, both work perfect.

 

    @SubscribeEvent(priority = EventPriority.NORMAL)
    public void keyHotbar(KeyInputEvent event){
        if (Reference.mc().gameSettings.keyBindDrop.isPressed() && (isInventorySlotlocked[Reference.mc().thePlayer.inventory.currentItem])){        
        }              
    }
	 
    @SubscribeEvent(priority = EventPriority.NORMAL)
    public void keyHotbarTest(KeyInputEvent event) throws IllegalAccessException, IllegalArgumentException, InvocationTargetException, 	 	
							  NoSuchMethodException, SecurityException{
        if ((Keyboard.isKeyDown(Reference.mc().gameSettings.keyBindDrop.getKeyCode())) && 
           (isInventorySlotlocked[Reference.mc().thePlayer.inventory.currentItem])){        
                Method unPressed_KeyBinding = Reference.mc().gameSettings.keyBindDrop.getClass().getDeclaredMethod("unpressKey");
                unPressed_KeyBinding.setAccessible(true);
                unPressed_KeyBinding.invoke(Reference.mc().gameSettings.keyBindDrop);    
	        }              
    }     
 
	    
	
Edited by Zee

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