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So i was having this issue, when a player dies and completing our quest system his savestate becomes the null making him spawn on void. So my hypothesis to fix this problem is looking up for some forge hooks regarding the "Respawn" Button

Posted

If your quest-system makes use of the Capability System, you need to transfer the data to the "new" player, as mentioned in Forge's documentation.

https://mcforge.readthedocs.io/en/latest/datastorage/capabilities/#persisting-across-player-deaths

Also previously known as eAndPi.

"Pi, is there a station coming up where we can board your train of thought?" -Kronnn

Published Mods: Underworld

Handy links: Vic_'s Forge events Own WIP Tutorials.

Posted
  On 11/15/2017 at 2:31 PM, Matryoshika said:

If your quest-system makes use of the Capability System, you need to transfer the data to the "new" player, as mentioned in Forge's documentation.

https://mcforge.readthedocs.io/en/latest/datastorage/capabilities/#persisting-across-player-deaths

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I hope i can make my english more understandble.

 

Sorry for my late reply, but apparently we didnt use capablity for the quest system.. What we did is we use JsonElement for our save data and just define it in the class (urghhh how can i explain it )

 

anyways here is our Mission Class

 

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Posted (edited)

When a player dies (and during dimension travel) the player instance is removed, and a new instance is made. This is likely why the "save-state" is null.

You will need to transfer the data just like with Capabilities.

Oh, and you should not store the EntityPlayer (or derivatives like EntityPlayerMP) directly. You should be using a WeakReference<EntityPlayerMP> instead.
Storing an EntityPlayer can cause memory leaks. What if the player dies repeatedly? A new savestate would exist for each player instances, and the old player instances would not be garbagecollected because they're still being referenced.
A WeakReference allows the garbagecollector to remove the player from memory in case of death/log outs etc.

 

Alternatively use the UUID instead, and get the EntityPlayer from that.

Edited by Matryoshika

Also previously known as eAndPi.

"Pi, is there a station coming up where we can board your train of thought?" -Kronnn

Published Mods: Underworld

Handy links: Vic_'s Forge events Own WIP Tutorials.

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