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Featured Replies

Posted

Hey,

So currently, to cancel only the single player's fall damage I'm using EntityPlayer::fallDistance = 0; to cancel player fall damage...

However, whenever the player hits the ground, that "poof" sound is played (the sound meant to imitate the breaking of bones.)

I was wondering, is there a way to cancel player fall damage without that sound?

 

Please list the ways below if you have any.

Thanks! :)

Edited by Differentiation

LivingFallEvent

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  • Author
3 hours ago, Draco18s said:

LivingFallEvent

Well, wouldn't that play that "bone break" sound as well? I meant if there is any way to negate fall damage and that sound :/

....if you cancel the event....

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

  • Author
On 10/9/2017 at 8:36 PM, Draco18s said:

....if you cancel the event....

That cancels fall damage for all the players. I only need it to cancel fall damage for EntityPlayer (the current player)...

Any other ideas?

The event fires for all players, yes. Use some if-then magic to figure out which player needs to have it cancelled.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

  • Author
51 minutes ago, Draco18s said:

The event fires for all players, yes. Use some if-then magic to figure out which player needs to have it cancelled.

It doesn't really work out :/

If you do, lets say, this:

If the player is wearing Leafy Boots, the events seems to cancel for every player.

	@SubscribeEvent
    public void cancelPlayerFallDamage(LivingFallEvent event)
    {
		if (event.getEntity() instanceof Entityplayer
		{
        	EntityPlayer player = (EntityPlayer) event.getEntity();
 
        	if (player.getItemStackFromSlot(EntityEquipmentSlot.FEET).getItem() == DinocraftItems.LeafyBoots)
        	{
            	event.setCanceled(true); //Sets canceled for ALL players if only one player is wearing the item. See my point?
        	}
	    }
    }

 

Edited by Differentiation

You have "Entityplayer" there, it should be "EntityPlayer"

You're also missing a ) at the end of that same line.

I put this code into a mod of my own, changed the reference to use vanilla's Leather Boots instead, booted up a server and two clients, equipped one with leather boots, left the other without. Used a command to teleport both players 100 blocks into the air.

2017-10-10_22.44.04.png

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

  • Author
9 minutes ago, Draco18s said:

You have "Entityplayer" there, it should be "EntityPlayer"

You're also missing a ) at the end of that same line.

I put this code into a mod of my own, changed the reference to use vanilla's Leather Boots instead, booted up a server and two clients, equipped one with leather boots, left the other without. Used a command to teleport both players 100 blocks into the air.

2017-10-10_22.44.04.png

The typos are because I quickly wrote that code on the top of my head.

 

I'm going to try to test it myself and see if it works or not, I mean maybe it's because I tested on an actual server with two different accounts or something, I will have to see when I can get back to my code tomorrow.

 

Thanks for all the help though! :)

  • Author
3 hours ago, diesieben07 said:

You do not understand how events work.

Well, don't start threatening... I just learned how to cancel, of course I might sound noobie.

  • Author
48 minutes ago, diesieben07 said:

How was I "threatening"? I just told you that what you stated so matter-of-fact-ly is not correct.

Sorry, wrong word... I just tested it and it turns out you are correct, it only cancels for one player as long as they meet the "if" expectations.

Thanks for all the help guys! :)

Edited by Differentiation

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