December 5, 20186 yr 4 minutes ago, nov4e said: it has to follow the entity. Then I am afraid you will need a custom particle implementation. Default particles don't follow anything but their motion values. 4 minutes ago, nov4e said: The number of the particles generated. Use a for loop.
December 5, 20186 yr Author Just now, V0idWa1k3r said: Then I am afraid you will need a custom particle implementation. Default particles don't follow anything but their motion values. I think not because on some vanilla servers theres a plugin that do that. Maybe I can try to spawn the particles in the same position of the damaged entity.
December 5, 20186 yr 5 minutes ago, nov4e said: I think not because on some vanilla servers theres a plugin that do that. Plugins can't do that since the server doesn't have any particle data whatsoever, only the client does. You are likely confused. The particle won't follow anything but it's motion. You can though continuously spawn particles at the entity's position thus making the entity a "particle emmitter".
December 5, 20186 yr Author 2 minutes ago, V0idWa1k3r said: Plugins can't do that since the server doesn't have any particle data whatsoever, only the client does. You are likely confused. The particle won't follow anything but it's motion. You can though continuously spawn particles at the entity's position thus making the entity a "particle emmitter". check this plugin. I want to make something similiar to this.
December 5, 20186 yr This is exactly wht I am talking about 7 minutes ago, V0idWa1k3r said: The particle won't follow anything but it's motion. You can though continuously spawn particles at the entity's position thus making the entity a "particle emmitter".
December 5, 20186 yr Author 1 minute ago, V0idWa1k3r said: This is exactly wht I am talking about ok. How I can do that? I would even be enough to spawn only particles in the damaged entity position.
December 5, 20186 yr You will need to detect when the entity is damaged of course, set some kind of a timer somewhere(in your capability), and while that timer is valid spawn your particles at the entity's position.
December 5, 20186 yr Author 3 minutes ago, V0idWa1k3r said: spawn your particles strWorld.spawnParticle(EnumParticleTypes.BLOCK_CRACK, x, y, z, 0, 0, 0, intID); I can't spawn them. I have to change the 0?
December 5, 20186 yr 4 hours ago, nov4e said: I can't spawn them. Make sure you are on the client. Spawning particles on a server has no effect - the method is a noop for WorldServer.
December 6, 20186 yr Author 16 hours ago, V0idWa1k3r said: Make sure you are on the client. Spawning particles on a server has no effect - the method is a noop for WorldServer. Yes, Im in the client proxy.
December 6, 20186 yr 8 minutes ago, nov4e said: Yes, Im in the client proxy. The proxies separate physical sides, you need to separate logical sides. You need to show more of your code.
December 6, 20186 yr Author I have to put the methods in a eventhandler marking it with Side.CLIENT only?
December 6, 20186 yr 1 minute ago, nov4e said: I have to put the methods in a eventhandler marking it with Side.CLIENT only? Thats also for distinguishing between physical sides About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)
December 6, 20186 yr Author 1 minute ago, Cadiboo said: Thats also for distinguishing between physical sides ok i make a new event handler only client only and it should work?
December 6, 20186 yr 1 minute ago, nov4e said: ok i make a new event handler only client only and it should work? No. 6 minutes ago, V0idWa1k3r said: you need to separate logical sides Hint: world.isRemote About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)
December 6, 20186 yr As a side note events are not guaranteed to run on both logical sides. If the event only fires on a logical server then world.isRemote will always return false and your code will never execute. In this case you would either need an event that does fire on the logical client or you will need to use packets.
December 6, 20186 yr Author if(strWorld.isRemote) { strWorld.spawnParticle(EnumParticleTypes.BLOCK_CRACK, x, y, z, 0, 0, 0, intID); }
December 7, 20186 yr Author On 12/6/2018 at 2:15 PM, V0idWa1k3r said: In this case you would either need an event that does fire on the logical client or you will need to use packets. how i can do that?
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