Jump to content

Recommended Posts

Posted

Hey,

 

I was wanting to stop the death event from occurring and instead teleport the player to a specific location. Now i already have the teleporting working and the event.setCancelled(true); doesn't seem to be working for me, the player just dies anyway.

 

I have tried to heal the player on the LivingDeathEvent using the code below but to no avail, does anyone have any ideas on how to stop the player from dying.

 

And I am sorry if i have overlooked something ridiculously simple and obvious, and any help would be greatly appreciated.

 

@ForgeSubscribe

public void onDeath(LivingDeathEvent event) {

if (event.entity instanceof EntityPlayer && !event.entity.worldObj.isRemote) {

EntityPlayer killed = (EntityPlayer) event.entity;

Entity killer = event.source.getEntity();

killed.dropItem(Item.appleRed.itemID, 2);

killed.isDead = false;

killed.heal(10);

event.setCanceled(true);

 

EntityPlayer killedafter = (EntityPlayer) event.entity;

 

}

}

Posted

You might want to make a method that gets called when the player gets hurt, find them on the MinecraftForge forum.

 

I remember I did this once before, but I forgot. :/

 

 

Once you get the method, and you define it as such:

 

THIS IS NOT A COPY-PASTE CODE, IT WILL NOT WORK, THIS IS TELLING YOU WHAT IT DOES.

//stuff 
public class PlayerTeleport extends EntityPlayer
{
public static EntityPlayer player;

public PlayerTeleport(EntityPlayer entityplayer)
{
this.player = entityplayer;
}

public void onPlayerDeath(//Method method) //Find the method, insert it in with the player.
{
if (player.getHealth() <= 1 && !player.isDead)
{
//do stuff.
}
else if (player.getHealth() = 0 && player.isDead)
{
player.isDead = false;
player.heal(10);
//do stuff
}
else
{
return null; //do nothing.
}
}
}

//JUST AN EXAMPLE, DON'T TAKE THIS TOO SERIOUSLY AS REAL CODE.

Posted
  On 4/9/2013 at 10:57 PM, coolboy4531 said:

You might want to make a method that gets called when the player gets hurt, find them on the MinecraftForge forum.

 

I remember I did this once before, but I forgot. :/

 

 

Once you get the method, and you define it as such:

 

THIS IS NOT A COPY-PASTE CODE, IT WILL NOT WORK, THIS IS TELLING YOU WHAT IT DOES.

//stuff 
public class PlayerTeleport extends EntityPlayer
{
public static EntityPlayer player;

public PlayerTeleport(EntityPlayer entityplayer)
{
this.player = entityplayer;
}

public void onPlayerDeath(//Method method) //Find the method, insert it in with the player.
{
if (player.getHealth() <= 1 && !player.isDead)
{
//do stuff.
}
else if (player.getHealth() = 0 && player.isDead)
{
player.isDead = false;
player.heal(10);
//do stuff
}
else
{
return null; //do nothing.
}
}
}

//JUST AN EXAMPLE, DON'T TAKE THIS TOO SERIOUSLY AS REAL CODE.

 

This example isn't really good, tbh (for example, why do you extend EntityPlayer?).

 

I would go for the LivingHurtEvent. Here's some Pseudocode:

@ForgeSubscribe
public void onPlayerHurt(LivingHurtEvent evt) {
     if(evt.livingEntity instanceof EntityPlayer AND evt.livingEntity.getHealth - evt.damageAmount <= 0) {
        teleportPlayer((EntityPlayer)evt.livingEntity);
        evt.setCanceled(true);
    }
}

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

  Quote

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

Posted

SanAndreasP, thank you so much, it works like a charm.

 

just for anyone in the future needed help with this, here is the code i ended up using.

 

@ForgeSubscribe

public void onPlayerHurt(LivingHurtEvent event) {

if (event.entityLiving instanceof EntityPlayer && event.entityLiving.getHealth() - event.ammount <= 0) {

 

                        System.out.println("The Player " + event.entityLiving.getEntityName() + " died.");

 

event.setCanceled(true);

 

}

}

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

    • The problem occurs also in 1.20.1 Forge, but with an "Error executing task on client" instead. I have "Sinytra Connector" installed. On 1.21.5 Fabric, there is no problem. When this happens, the chat message before the death screen appears gets sent, with an extra dash added.
    • Well, as usual, it was user error. Naming mismatch in sounds.json.  Please delete this post if you find it necessary. 
    • Hello Forge community.  I'm running into an issue with a mod I'm working on.  To preface, I can call /playsound modId:name music @a and I can hear the sound I registered being played in game. Great!  However, I cannot get it to trigger via my mod code.    Registration: public static final RegistryObject<SoundEvent> A_WORLD_OF_MADNESS = SOUND_EVENTS.register("a_world_of_madness", () -> new SoundEvent(new ResourceLocation("tetheredsouls", "a_world_of_madness")));   Playback: Minecraft mc = Minecraft.getInstance(); if (!(mc.player instanceof LocalPlayer) || mc.level == null) return; LocalPlayer player = (LocalPlayer) mc.player; BlockPos pos = player.blockPosition(); SoundEvent track = ModSounds.A_WORLD_OF_MADNESS.get(); System.out.println(track); System.out.println(pos); System.out.println(player); // play exactly like the tutorial: client-only, at the player's position try { mc.level.playLocalSound( player.getX(), player.getY(), player.getZ(), track, SoundSource.MUSIC, // Or MASTER if needed 1f, 1f, false ); System.out.println("[DEBUG] playSound success: " + track.getLocation()); } catch (Exception e) { System.err.println("[ERROR] Failed to play sound: " + track.getLocation()); e.printStackTrace(); } Sounds.json:   { "theme_of_laura": { "category": "music", "sounds": [ { "name": "tetheredsouls:a_world_of_madness", "stream": true } ] } } Things I have tried: - multiple .ogg files. Short .ogg files (5 seconds, <100KB).  - default minecraft sounds imported from import net.minecraft.sounds.SoundEvents; These work given my code. No idea why these are different.  - playSound() method, as well as several others in past iterations that did not work   I would be forever grateful if somebody could point me in the right direction. I've looked at several mod github repositories and found extremely similar code to what I'm doing. I've also found several threads in this forum that did not solve my issue. I just cannot figure out what I'm doing differently, and why I'm able to queue sounds manually with playsound but the code won't play it (despite confirming the code is being run with the debug statements.)
    • Delete the tensura-reincarnated/common.toml file (config folder)
  • Topics

  • Create New...

Important Information

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