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Posted (edited)

I'm trying to change the players speed from the server. I am sending a packet to the client that does Minecraft.getMinecraft().player.capabilities.setPlayerWalkSpeed(.15f); But it only changes the FOV and it seems inverted. I thought maybe it was a problem with the way I was sending the packet to the client but it does the same thing when I set the speed from the client. In singleplayer it works fine. Is there a better way I can set the speed from the server? I don't want to use potion effects.

Edited by ZephaniahNoah
Posted (edited)

Packet Handler:

Spoiler

package com.zephaniahnoah.lakraces.packets;

import net.minecraft.client.Minecraft;
import net.minecraft.entity.SharedMonsterAttributes;
import net.minecraftforge.fml.common.network.simpleimpl.IMessage;
import net.minecraftforge.fml.common.network.simpleimpl.IMessageHandler;
import net.minecraftforge.fml.common.network.simpleimpl.MessageContext;

public class PlayerSpeedPacketHandler implements IMessageHandler<SendPlayerSpeed, IMessage> {
        
    @Override
    public IMessage onMessage(SendPlayerSpeed message, MessageContext ctx) {
    
    Minecraft.getMinecraft().player.getEntityAttribute(SharedMonsterAttributes.MOVEMENT_SPEED).setBaseValue(message.toSend);
    
    return null;
    }
}

 

Packet:

Spoiler

 


package com.zephaniahnoah.lakraces.packets;

import io.netty.buffer.ByteBuf;
import net.minecraftforge.fml.common.network.simpleimpl.IMessage;

public class SendPlayerSpeed implements IMessage {

    public SendPlayerSpeed(){}

    public double toSend;

    public SendPlayerSpeed(double speed) {    
        this.toSend = speed;
    }

    @Override public void toBytes(ByteBuf buf) {
        buf.writeDouble(toSend);
    }

    @Override public void fromBytes(ByteBuf buf) {
        toSend = buf.readDouble();
    }
}

Registering It:

Spoiler

 


...

    @EventHandler
    public void init(FMLInitializationEvent event) {
        INSTANCE.registerMessage(PlayerSpeedPacketHandler.class, SendPlayerSpeed.class, 1, Side.CLIENT);
    }

...

EDIT: I've tried setting the attribute in many places and it has the same effect. It works until I sprint. I tried saving the value from the packet to the client then setting the speed to it on KeyInputEvent but that fires before the player sprints. If there was a sprint event I could set it there.

Edited by ZephaniahNoah
Posted
1 hour ago, ZephaniahNoah said:

.setBaseValue(message.toSend);

I said apply a modifier to the attribute not change the base value.


Also why are you doing it on the client do it on the server.

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Posted (edited)

Do not do it on the client, even though the player movement is handled on the client.

The client can be a hack client that will simple ignore the packet.

Edited by DavidM

Some tips:

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Modder Support:

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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:

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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.

 

 

Posted (edited)
1 hour ago, Animefan8888 said:

I said apply a modifier to the attribute not change the base value.


Also why are you doing it on the client do it on the server.

Aha! I'm sorry. I misunderstood you. This is my first time using attribute modifiers. I'll apply a modifier to the attribute.

Also, I was changing the speed on the client because I was originally using player.capabilities.setPlayerWalkSpeed(.15f); which threw no such method on the server. But I'll do it on the server now. Thank you!! :D

 

14 minutes ago, DavidM said:

Do not do it on the client, even though the player movement is handled on the client.

The client can be a hack client that will simple ignore the packet.

You're right. But I don't know what you mean by ignore the packet. Anyways I'm doing it on the server now.

Edited by ZephaniahNoah

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