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Posted (edited)

I use Player API with and I have a problem:

public boolean attackEntityFrom(DamageSource damageSource, float v) {
    if(damageSource.getEntity() != null)
    {
        //Never Reached
    }
    return super.attackEntityFrom(damageSource, v);
}

I saw that I need to use EntityDamageSource but It is not working.

What can I do?
(It is clientside)

Edited by Yario
Posted

What are you trying to do?
Neither hurting an entity, nor protecting from damage can be done client-side, as that is done server-side.
It would not make sense if the client could overrule and go "nu-uh, that missed", or "I'm gonna attack you with 1 MILLION DAMAGE"

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

I override the method attackEntityFrom of ClientPlayerBase (Player API) which is called everytime player is hit and I want to get the Entity who hit the player.

Posted (edited)
59 minutes ago, Yario said:

Yes I do:


MinecraftForge.EVENT_BUS.register(this);

Below, I provided a direct example of how to get the attacker, target, etc. and how to use LivingAttackEvent.

	@SubscribeEvent
	public void onAttack(LivingAttackEvent event)
	{
		if (event.getEntity() instanceof EntityPlayer)
		{
			Entity attackerIn = event.getSource().getSourceOfDamage(); // this is your attacker instance, the entity attacking the target		
			EntityPlayer targetIn = (EntityPlayer) event.getEntity(); // this is your target instance, the entity being attacked by the attacker
			/*
             		* Here, you do whatever you want with your attacker and target.
             		* You can make the target set on flame, add potion effects, etc.
             		* Make sure you properly handle sides
             		*/
			targetIn.worldObj.playSound((EntityPlayer) null, targetIn.getPosition(), SoundEvents.BLOCK_METAL_BREAK, SoundCategory.BLOCKS, 2.0F, 1.25F); // I play a sound in my attack event
			
			Random rand = worldIn.rand; // random instance
    		
			for (int i = 0; i < 75; ++i)
			{
              			/* my helper stuff, don't worry about it */
				DinocraftServer.spawnParticle(EnumParticleTypes.BLOCK_CRACK, worldIn, 
					  targetIn.posX + (rand.nextDouble() - 0.5D) * (double)targetIn.width, 
					  targetIn.posY + rand.nextDouble() - (double)targetIn.getYOffset() + 0.25D, 
					  targetIn.posZ + (rand.nextDouble() - 0.5D) * (double)targetIn.width, 
					  Math.random() * 0.2D - 0.1D, Math.random() * 0.25D, Math.random() * 0.2D - 0.1D, 
					  Block.getIdFromBlock(Blocks.REDSTONE_BLOCK)
				   ); // I spawn blood particles in my attack event
			}
		}
	}

I don't even think LivingAttackEvent works on 1.9, last I heard, correct me if I'm wrong. I would recommend updating to at least 1.10.2, which is the version I used above.

Edited by Differentiation
Posted (edited)
6 minutes ago, Yario said:

Yes but I will try in another version like you said above

Let me guide you.

1. Create a new class called EventHandler.

2. Create a method called registerEvents() in the class and register your event inside. Like so:

public class EventHandler 
{
	public void registerEvents()
	{
      		/* All your events will be registered here */
      ...
		MinecraftForge.EVENT_BUS.register(new YourClassNameWhereTheEventIsFound());
      ...
	}
}

3. Call this method in your mod's initialization phase.

MAIN CLASS:
......
  	EventHandler eventHandler = new EventHandler();	
  
	@EventHandler
	public void registerEvents(FMLInitializationEvent event)
	{
      ...
		eventHandler.init();
      ...
	}
......

You may use these steps to guide you.

I hope I helped.

Edited by Differentiation
Posted

If I'm here this is because I don't know why it is not working.
My issue:
I am making a client side mod but LivingAttackEvent is never called in multiplayer

Posted
Just now, Differentiation said:

My only conclusion is that LivingAttackEvent might not work on 1.9.4. Please update to 1.10.2. :)

I said before :

11 minutes ago, Yario said:

Yes but I will try in another version like you said above

 

Posted
3 minutes ago, Yario said:

I said before :

But I do hope you're aware that LivingAttackEvent is fired whenever the EntityLivingBase is attacked  by another EntityLivingBase.

If you are trying to test this event out by taking fall damage, don't expect anything to work.

Posted (edited)
8 minutes ago, Yario said:

Not working, LivingAttackEvent isn't called in 1.10.2 too

Well then, you never called EventHandler::registerEvents(); in your Main class like I told you.

Do any of your events even work? Try different ones and see if they work.

Edited by Differentiation

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