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Posted

Hey everyone, for the past however long, a friend and I have been slowly trying (and recently failing) to create our own private little mod that only has two little functions: change the player hit box to be either half the size of the normal player hit box or be 1 block taller than normal. In other words, one of us should be able to fit under 1 block while the other can only fit if the gap is at least 3 blocks tall.

 

We just need to get it to work for only the two of us on our private server. We also don't need to worry about eye level/model height because we are basically making this as an add-on to a separate mod that does that.

 

With that in mind, we were hoping to be able to use setSize() to take care of all our problems in life but it has not been working like that. It seems to change the hit box so long as you are colliding with something but it still acts like the default hit box either way. Our current code in question looks like this:

 

segment in KeyHandler.java

    @SubscribeEvent
    public void onPlayerTick(PlayerTickEvent event) {
        if (keySmall.isPressed()) {
            System.out.println("THIS SHOULD BE VISIBLE IN THE LOG");
            EntityPlayer player = event.player;
            float width = 0.6f;
            float height = 0.4f;
            AccessThing.setSize(player, width, height);
        }
        
        if (keyLarge.isPressed()) {
            System.out.println("THIS SHOULD BE PRETTY VISIBLE TOO");
            EntityPlayer player = event.player;
            float width = 0.6f;
            float height = 2.0f;
            AccessThing.setSize(player, width, height);
        }
    }

 

 

in AccessThing.java   (Great name I know)

package net.minecraft.entity;


import net.minecraft.entity.player.*;
import net.minecraft.util.math.*;


public class AccessThing {
    
    public static void setSize(EntityPlayer player, float width, float height) {
        player.setSize(width, height);
    }
    
}

 

 

Every test of this has been in singleplayer so far. Also, this isn't the most efficient code in the world. I'll be cleaning it up at some point in the future. 

 

What are we missing that would get this working?  Oh and it's fine if we need to get makeshift, we just need to get it to work.

Posted

Have you tried using the B+F3 combo to turn on the visibility of the hitbox? So you can confirm it is actually applied as you expect? Is it just the bigger size, or also small size that is not working?

 

I'm wondering if it is an issue with the side the code is running on. The keypressing is on the client but the server needs to "know" if the hitbox has changed as well for things like navigation. In your code above it isn't clear if you've set up the keybinding properly to make sure both sides are aware of the press.

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

Posted
3 hours ago, jabelar said:

Have you tried using the B+F3 combo to turn on the visibility of the hitbox? So you can confirm it is actually applied as you expect? Is it just the bigger size, or also small size that is not working?

Yes I have used that combo to check the hit box. For both sizes, it will show the box changing to the right sizes so long as I'm actively touching blocks. Once I'm not in collision with a block, it reverts to normal. The box changing also doesn't seem to have much of an effect as it won't let you pass under gaps you would be able to if you were only 1 block tall for instance. Also, if I press the keybind when not pressing against a block (outside of what I'm standing on) all it does is move me south-east a small fraction of a block with no visible change to the hit box.

 

3 hours ago, jabelar said:

I'm wondering if it is an issue with the side the code is running on. The keypressing is on the client but the server needs to "know" if the hitbox has changed as well for things like navigation. In your code above it isn't clear if you've set up the keybinding properly to make sure both sides are aware of the press.

 

I think you might be right, here is the rest of my KeyHandler:

public class KeyHandler {
    
    private static final Minecraft mc = Minecraft.getMinecraft();
    
    
    public KeyBinding keySmall = new KeyBinding("Toggle Small", Keyboard.KEY_M, "More Hitboxes");
    public KeyBinding keyLarge = new KeyBinding("Toggle Large", Keyboard.KEY_N, "More Hitboxes");
    
    public KeyHandler() {
            ClientRegistry.registerKeyBinding(this.keySmall);
            ClientRegistry.registerKeyBinding(this.keyLarge);
    }
    
    @SubscribeEvent
    public void onPlayerTick(PlayerTickEvent event) {
        if (keySmall.isPressed()) {
            System.out.println("THIS SHOULD BE VISIBLE IN THE LOG");
            EntityPlayer player = event.player;
            float width = 0.6f;
            float height = 0.4f;
            AccessThing.setSize(player, width, height);
        }
        
        if (keyLarge.isPressed()) {
            System.out.println("THIS SHOULD BE PRETTY VISIBLE TOO");
            EntityPlayer player = event.player;
            float width = 0.6f;
            float height = 2.0f;
            AccessThing.setSize(player, width, height);
        }
    }
}

 

I'm not really doing anything server related right now. Is there a ServerRegistry or something I need to toss in?

Posted

Okay, so thinking about it more, yeah I think you've kinda messed up the sides thing. Also, your key processing isn't efficient as you shouldn't have to do it every tick but rather only on the KeyInputEvent (which will process changes in the keybind state).

 

I have a tutorial on keybinding here: http://jabelarminecraft.blogspot.com/p/minecraft-forge-1721710-keybinding.html which shows a bit more about using the KeyInputEvent.

 

Basically, you need to organize the code in the following way:

1) Register your keybind in your client proxy.

2) Since KeyBinding class is SideOnly for Side.CLIENT you cannot reference that class outside of your proxy or at least in a sided piece of code.

3) You should handle the KeyInputEvent, and while technically that class isn't annotated as client side it is only fired on client side and you're going to need KeyBinding in the method so you need to have your KeyInputEvent handling method sided. I personally just put it in my client proxy.

4) In the event handling method, when you detect that the keybind has been pressed you need to send a custom packet to the server.

5) When client receives the custom packet it should set the size of the player bounding box appropriately.

 

 

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

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