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[1.12.2] sounds efect for weapon cause lag in virtualserver


perromercenary00

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goog days  i have a trouble and a broken english

 

im doing some code to make guns  in minecraft but i have this trouble

i have a basic gun is this moment i make it shoot  for rounds every time i press rigthclick  one bullet every 256 milliseconds

the gun works the shoot animation runs but notice than most of the times there was no sound effect and  the code is not execute and no  damage is cause to the target entity

 

	    // ###########################################################
    public boolean disparo(ItemStack stack, World world, Entity entity) {
	        if (world.isRemote) {
	            //entity.world.playSound(null, entity.getPosition(), sonidos.pistola75nf_disparo, SoundCategory.PLAYERS, 2.0F,1.0F);
            return true;
        }
	        if (!world.isRemote) {
            if (this.ammunition > 0) {
	                entity.world.playSound(null, entity.getPosition(), sonidos.pistola75nf_disparo, SoundCategory.PLAYERS,2.0F, 1.0F);
	 
	// this class do all the math necessary to calculate the bullet trajectory and return the affected entities
                objetoobjetivo objetivo = new objetoobjetivo(world, entity, 20, 1);
                if (objetivo.getHayEntidades()) { //there is afected entities ?
	                    ArrayList<Entity> entidades = objetivo.getEntidades();
                    Entity targetEntity = entidades.get(0);
                    boolean isheadshoot = false;
	
                    float dice = rollsAd100dice(); //random float number from 0.0F to 100
	                    boolean iscritico = (dice < this.critico) ? true : false;
	                    dice = rollsAd100dice();
                    boolean iselemental = (dice < this.echange) ? true : false;
	                    for (int e = 0; e < entidades.size(); e++) {
	                        if (targetEntity != null && targetEntity instanceof EntityLivingBase) {
                            EntityLivingBase livingtarget = (EntityLivingBase) targetEntity;
	                            isheadshoot = objetivo.isheadshoot(livingtarget);
	                            float hp = livingtarget.getHealth();
                            float maxhp = livingtarget.getMaxHealth();
	                            float pain = (iscritico) ? (this.damage * 1.5F) : this.damage;
                            pain = (isheadshoot) ? (pain * 1.5F) : pain;
	                            hp -= pain;
	                            hp =(hp < 0.0F)? 0.0F : hp ;
                            livingtarget.setHealth(hp);
	//shows mesage on the player screen
	                            chat.chatm(entity, "#" + this.getTic() + " headshoot=" + isheadshoot + " iscritico=" + iscritico + " hp=" + livingtarget.getHealth()+"/"+maxhp);
	                        }
	                    }
	                }
            }
            this.ammunition--;
            this.ammunition = (this.ammunition < 1) ? 0 : this.ammunition;
            return true;
        }
	        return false;
    }
	

 

soo i disable the sound before the shoot code and now its runs perfect

	        if (!world.isRemote) {
            if (this.ammunition > 0) {
	               // entity.world.playSound(null, entity.getPosition(), sonidos.pistola75nf_disparo, SoundCategory.PLAYERS,2.0F, 1.0F);
	

 

also notice than the sound dont'n works when i execute this client side

      entity.world.playSound(null, entity.getPosition(), sonidos.pistola75nf_disparo, SoundCategory.PLAYERS,2.0F, 1.0F);

 

 

when i play the sound for the bullet shoot its most of the times fucks up server side

is not like totally crashig the virtual server but it stalls and run no more code until next tic

 

soo  i must wrong using sounds

 

is this the right way to play a sound ?? and why is not working client side

entity.world.playSound(null, entity.getPosition(), sonidos.pistola75nf_disparo, SoundCategory.PLAYERS,2.0F, 1.0F);

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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