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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

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

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);

 

}

}

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