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Posted (edited)

Not sure why these particles are not spawning.

 

public boolean FireParticleEffect(EntityLivingBase target)
    {
        World world = target.getEntityWorld();
        for(int countparticles = 0; countparticles <= 7 * this.level / 2; ++countparticles)
        {
            Random rand = new Random();
            world.spawnParticle(EnumParticleTypes.FLAME, target.posX + (rand.nextDouble() - 0.5D) * (double)target.width, target.posY + rand.nextDouble() * (double)target.height - (double)target.getYOffset(), target.posZ + (rand.nextDouble() - 0.5D) * (double)target.width, 0.0D, 0.0D,0.0D);
        }
        for(int countparticles = 0; countparticles <= 20 * this.level / 2; ++countparticles)
        {
            Random rand = new Random();
            world.spawnParticle(EnumParticleTypes.LAVA, target.posX + (rand.nextDouble() - 0.5D) * (double)target.width, target.posY + rand.nextDouble() * (double)target.height - (double)target.getYOffset(), target.posZ + (rand.nextDouble() - 0.5D) * (double)target.width, 0.0D, 0.0D,0.0D);
        }
        return true;
    }

 

Any ideas?

Edited by WateR
Posted (edited)
  On 7/20/2019 at 1:47 PM, diesieben07 said:

Where is this method called from? Post more code.

Expand  
@Override
	public boolean hitEntity(ItemStack stack, EntityLivingBase target, EntityLivingBase attacker)
	{
		target.setFire(getFireDuration(true, false));
		stack.damageItem(1, attacker);
		FireParticleEffect(target);
	    return true;
	}

It's inside an ItemSword class

Edited by WateR
Posted (edited)
  On 7/21/2019 at 7:19 PM, diesieben07 said:

Looks like you are spawning particles on the server. Particles must (usually) be spawned on the client.

Expand  

I've tried using

@SideOnly(Side.CLIENT)

and

world.isRemote

on FireParticleEffect but they both don't change anything.

Edited by WateR
Posted (edited)

I would suggest trying the following:

1) use "if (world.remote)" to call FireParticleEffect 

2) Preface the  FireParticleEffect  method with @SideOnly(Side.Client)

 

Edited by PhilipChonacky
Posted
  On 7/22/2019 at 1:17 AM, PhilipChonacky said:

I would suggest trying the following:

1) use "if (world.remote)" to call FireParticleEffect 

2) Preface the  FireParticleEffect  method with @SideOnly(Side.Client)

Expand  

I tried that but it still doesn't change anything...

Posted

Fixed the problem...

 

The server kept running spawnParticle on the server side. I made a packet that would send the data to the client.

Posted
  On 7/22/2019 at 1:17 AM, PhilipChonacky said:

I would suggest trying the following:

1) use "if (world.remote)" to call FireParticleEffect 

2) Preface the  FireParticleEffect  method with @SideOnly(Side.Client)

Expand  

That is not going to change anything.

Particles must be spawned on the client.

If an event on the server is supposed to create particles, the server must send packet(s) to notify the client(s).

Some tips:

  Reveal hidden contents

 

Posted
  On 7/22/2019 at 9:54 AM, DavidM said:

That is not going to change anything.

Particles must be spawned on the client.

If an event on the server is supposed to create particles, the server must send packet(s) to notify the client(s).

Expand  

Yes and I did just that. Got it working we're all good here.

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