Jump to content

[1.12.2] Slowdown a while loop?


Seynox

Recommended Posts

Hi!

I want to slowdown the while loop because it's spamming the playSound and causing the game to crash

i saw that Thread.sleep() is freezing the whole game, so i guess i should count ticks but i have no idea how to do it.

Here's my code (The LOW_HEALTH_SOUND is 4.2s long)

@SubscribeEvent
	public void LivingDamageEvent(LivingDamageEvent event) {
		
		Entity entity = event.getEntity();
		World worldIn = event.getEntity().world;
		
		if(entity instanceof EntityPlayer) {
			float low_health = (((EntityPlayer) entity).getMaxHealth()) /3;
			
			while(((EntityPlayer) entity).getHealth() <= low_health) {
					worldIn.playSound(null, ((EntityPlayer) entity).getPosition(), SSMSoundHandler.LOW_HEALTH_SOUND, SoundCategory.AMBIENT, 1, 1);
              //wait 4200ms here
				}
			}
		}
	}

Can you guys help me?

Edited by Seynox
Link to comment
Share on other sites

Thanks!

The last thing i need is to create a ISound (The sound i was using was a SoundEvent, which mean its not working with Minecraft.getMinecraft().getSoundHandler().playSound and .isSoundPlaying)

I cant find any use of ISounds in Minecraft files, and anything on internet, could you help me?

Link to comment
Share on other sites

I just want to add that you shouldn't need a loop for this. Trying to slow down the loop would mean freezing the thread and that won't do what you want. You have to think in events. The client tick event will fire every tick (20 times per second on a server that's running properly) and ticks are like game logic steps, it's more the kind of loop you're thinking of. Checking the player's health once in that event will check it every tick. If you want to do something, say, every X ticks, try keeping a counter in your class and incrementing it during the tick event. Never do it in an actual loop since if my understanding of Forge events is correct then you'll just freeze the game by prolonging that tick forever.

Link to comment
Share on other sites

30 minutes ago, Seynox said:

Could you give me an exemple of what i should put, and where to create a ISound?

As diesieben07 has stated, look at WorldClient#playSound for an example.

 

In addition, there is no reason for naming your World variable “worldIn” instead of just “world”; the suffix “In” should not be used in such a way and can cause confusion.

Some tips:

Spoiler

Modder Support:

Spoiler

1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

Spoiler

1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.

 

 

Link to comment
Share on other sites

Okay so, based on the MinecartMovingSound.class, i created a LowHealthSound.class and i removed everything that use the player velocity to get the volume etc, so everything works except the isSoundPlaying that stay on True, even when the sound is playing

 

EDIT : When its on True, nothing happen, which mean it might be a problem to recognize the sound

The EventHandler code :

Spoiler

int ticks;
	@SubscribeEvent
	public void onPlayerTick(ClientTickEvent event) {
		
		EntityPlayer player = Minecraft.getMinecraft().player;
		World world = Minecraft.getMinecraft().world;
		
		if(player == null) {
		} else {
			float low_health = (player.getMaxHealth()) /3;
			
			if(ticks == 40) {
				ticks = 0;
				ISound Lowhealth = new Lowhealth_Sound(player);
				
				if(player.getHealth() <= low_health && Minecraft.getMinecraft().getSoundHandler().isSoundPlaying(Lowhealth) == false) {
					
					Minecraft.getMinecraft().getSoundHandler().playSound(Lowhealth);
				}
				}
			else {ticks++;}
		}
		
	}

 

The Lowhealth_Sound code :

Spoiler

@SideOnly(Side.CLIENT)
public class Lowhealth_Sound extends MovingSound
{
    private final EntityPlayer player;
    private float distance = 0.0F;

    public Lowhealth_Sound(EntityPlayer player)
    {
        super(SSMSoundHandler.LOWHEALTH_SOUND, SoundCategory.NEUTRAL);
        this.player = player;
        this.repeat = false;
        this.repeatDelay = 0;
    }

    public void update()
    {
        if (this.player.isDead)
        {
            this.donePlaying = true;
        }
        else
        {
        	this.xPosF = (float)this.player.posX;
            this.yPosF = (float)this.player.posY;
            this.zPosF = (float)this.player.posZ;
        	
            this.distance = 0.00F;
            this.volume = 0.35F;
        }

    }
}

 

 

Edited by Seynox
Link to comment
Share on other sites

I now have that but the problem still the same, its not detecting the sound getting played (even if i hear it)

Spoiler

int ticks;
	@SubscribeEvent
	public void onPlayerTick(ClientTickEvent event) {
		
		EntityPlayer player = Minecraft.getMinecraft().player;
		World world = Minecraft.getMinecraft().world;
		
		if(player == null) {} else {
			float low_health = (player.getMaxHealth()) /3;
			PositionedSoundRecord sound = new PositionedSoundRecord(SSMSoundHandler.LOWHEALTH_SOUND,  SoundCategory.AMBIENT, 1, 1, player.getPosition().getX(), player.getPosition().getY(), player.getPosition().getZ());
			
			if(ticks == 40) {
				ticks = 0;
				
				if(player.getHealth() <= low_health && Minecraft.getMinecraft().getSoundHandler().isSoundPlaying(sound) == false) {
					
					Minecraft.getMinecraft().getSoundHandler().playSound(sound);
				}
				}
			else {ticks++;}
		}
		
	}

 

 

Link to comment
Share on other sites

I don't really know how to hold the Object, could you show me an exemple?

And, im new to Java & Modding thats why i make stupid mistakes.

So i fixed the empty if statement, but for the "== false" thats to know when its not playing the sound, i dont know how i could do

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hey folks. I am working on a custom "Mecha" entity (extended from LivingEntity) that the player builds up from blocks that should get modular stats depending on the used blocks. e.g. depending on what will be used for the legs, the entity will have a different jump strength. However, something unexpected is happening when trying to override a few of LivingEntity's functions and using my new own "Mecha" specific fields: instead of their actual instance-specific value, the default value is used (0f for a float, null for an object...) This is especially strange as when executing with the same entity from a point in the code specific to the mecha entity, the correct value is used. Here are some code snippets to better illustrate what I mean: /* The main Mecha class, cut down for brevity */ public class Mecha extends LivingEntity { protected float jumpMultiplier; //somewhere later during the code when spawning the entity, jumpMultiplier is set to something like 1.5f //changing the access to public didn't help @Override //Overridden from LivingEntity, this function is only used in the jumpFromGround() function, used in the aiStep() function, used in the LivingEntity tick() function protected float getJumpPower() { //something is wrong with this function //for some reason I can't correctly access the fields and methods from the instanciated entity when I am in one of those overridden protected functions. this is very annoying LogUtils.getLogger().info(String.valueOf(this.jumpMultiplier))) //will print 0f return this.jumpMultiplier * super.getJumpPower(); } //The code above does not operate properly. Written as is, the entity will not jump, and adding debug logs shows that when executing the code, the value of this.jumpMultiplier is 0f //in contrast, it will be the correct value when done here: @Override public void tick() { super.tick(); //inherited LivingEntity logic //Custom logic LogUtils.getLogger().info(String.valueOf(this.jumpMultiplier))) //will print 1.5f } } My actual code is slightly different, as the jumpMuliplier is stored in another object (so I am calling "this.legModule.getJumpPower()" instead of the float), but even using a simple float exactly like in the code above didn't help. When running my usual code, the object I try to use is found to be null instead, leading to a crash from a nullPointerException. Here is the stacktrace of said crash: The full code can be viewed here. I have found a workaround in the case of jump strength, but have already found the same problem for another parameter I want to do, and I do not understand why the code is behaving as such, and I would very much like to be able to override those methods as intended - they seemed to work just fine like that for vanilla mobs... Any clues as to what may be happening here?
    • Please delete post. Had not noticed the newest edition for 1.20.6 which resolves the issue.
    • https://paste.ee/p/GTgAV Here's my debug log, I'm on 1.18.2 with forge 40.2.4 and I just want to get it to work!! I cant find any mod names in the error part and I would like some help from the pros!! I have 203 mods at the moment.
    • In 1.20.6 any potion brewed in the brewing stand disappears upon completion.
    • My game crashes whenever I click on Singleplayer then it crashes after the "Saving world". I'm playing on fabric 1.20.1 on forge for the easy instance loading. My game is using 12GB of RAM, I tried deleting the options.txt, and also renaming the saves file but neither worked. Here's the crash report link: https://mclo.gs/qByOqVK
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.