Jump to content

[UNSOLVED] [1.12.2] Making onItemRightClick(...) fire every tick?


Recommended Posts

Posted
7 hours ago, diesieben07 said:

If you change the item stack at all during usage, you need to override canContinueUsing.

Okay, now the server gets notified. However, the only thing that's bothering me is this error I get when using the item continuously.

[14:24:19] [Thread-6/ERROR] [minecraft/SoundManager]: Error in class 'ChannelLWJGL OpenAL'
[14:24:19] [Thread-6/ERROR] [minecraft/SoundManager]: Invalid enumerated parameter value.
[14:24:19] [Thread-6/ERROR] [minecraft/SoundManager]: Error in class 'ChannelLWJGL OpenAL'
[14:24:19] [Thread-6/ERROR] [minecraft/SoundManager]: Error creating buffers in method 'preLoadBuffers'

It doesn't, however, affect my game or anything...

Is there a reason why this is happening? Maybe it's the fact that I'm playing a sound every 2 ticks (too frequently)? :/

Posted
1 minute ago, diesieben07 said:

Show where you are playing your sound.

if (!world.isRemote)
				{
					EntityRayBullet ball = new EntityRayBullet(player, 0.001F);
					Vec3d vector = player.getLookVec();
					double x = vector.x;
					double y = vector.y;
			       	double z = vector.z;
					ball.shoot(player, player.rotationPitch, player.rotationYaw, 0.0F, 3.33F, 0.5F);
					ball.setRotationYawHead(player.rotationYawHead);
			       	ball.setPositionAndUpdate(player.posX - (x * 0.75D), player.posY + player.eyeHeight, player.posZ - (z * 0.75D));
			       	world.spawnEntity(ball);
			       	
			       	//if (entityliving.ticksExisted % 3 == 0)
					///{
			       		world.playSound(null, player.getPosition(), DinocraftSoundEvents.RAY_GUN_SHOT, SoundCategory.NEUTRAL, 3.0F, world.rand.nextFloat() + 0.5F);
			       //	}
			    }

in onUsingTick method

Posted
3 minutes ago, diesieben07 said:

Looks fine. Not sure, does it happen with different sound files?

It only happens if the sound is played too frequently. Apparently, if the method fires every 4 ticks the errors don't occur, but 3 and below the errors start occurring frequently.

This never happened before for any sound.

Posted (edited)
3 minutes ago, diesieben07 said:

Sounds like a bug in the sound system? You also did not answer my question though.

Just tried with BLOCK_ENDERCHEST_CLOSE (Minecraft) and BOUNCE (Modded) and RAY_GUN_SHOT (Modded). The modded ones give errors; Minecraft doesn't. Must be something with my mod then ;/

I have no idea what it is though. Maybe it has to do with the fact that the sounds are streamed?

Edited by Differentiation
Posted
2 minutes ago, diesieben07 said:

How are you creating your sound files? Can you post one?
Also post your sounds.json.

Sounds are .ogg files.

 

DinocraftSoundEvents.java

public class DinocraftSoundEvents 
{	
	public static final SoundEvent GRAB;
	public static final SoundEvent CHARM;
	public static final SoundEvent HARP;
	public static final SoundEvent CRUNCH;
	public static final SoundEvent SHOT;
	public static final SoundEvent GUN_SHOT;
	public static final SoundEvent SHOTGUN_SHOT;
	public static final SoundEvent RAY_GUN_SHOT;
	public static final SoundEvent SEED_SHOT;
	public static final SoundEvent HIT;
	public static final SoundEvent CRACK;
	public static final SoundEvent BOUNCE;
	
	static
	{
		GRAB = new SoundEvent(new ResourceLocation(Reference.MODID, "grab")).setRegistryName("grab");
		CHARM = new SoundEvent(new ResourceLocation(Reference.MODID, "charm")).setRegistryName("charm");
		HARP = new SoundEvent(new ResourceLocation(Reference.MODID, "harp")).setRegistryName("harp");
		CRUNCH = new SoundEvent(new ResourceLocation(Reference.MODID, "crunch")).setRegistryName("crunch");
		SHOT = new SoundEvent(new ResourceLocation(Reference.MODID, "shot")).setRegistryName("shot");
		GUN_SHOT = new SoundEvent(new ResourceLocation(Reference.MODID, "gun_shot")).setRegistryName("gun_shot");
		SHOTGUN_SHOT = new SoundEvent(new ResourceLocation(Reference.MODID, "shotgun_shot")).setRegistryName("shotgun_shot");
		RAY_GUN_SHOT = new SoundEvent(new ResourceLocation(Reference.MODID, "ray_gun_shot")).setRegistryName("ray_gun_shot");
		SEED_SHOT = new SoundEvent(new ResourceLocation(Reference.MODID, "seed_shot")).setRegistryName("seed_shot");
		HIT = new SoundEvent(new ResourceLocation(Reference.MODID, "hit")).setRegistryName("hit");
		CRACK = new SoundEvent(new ResourceLocation(Reference.MODID, "crack")).setRegistryName("crack");
		BOUNCE = new SoundEvent(new ResourceLocation(Reference.MODID, "bounce")).setRegistryName("bounce");
	}
	
	@EventBusSubscriber
	public static class RegistrationHandler
	{
		@SubscribeEvent
		public static void register(Register<SoundEvent> event)
		{
			event.getRegistry().registerAll(GRAB, CHARM, HARP, CRUNCH, SHOT, GUN_SHOT, SHOTGUN_SHOT, RAY_GUN_SHOT, SEED_SHOT, HIT, CRACK, BOUNCE);
          		Utils.getLogger().info("Registered all sounds");
		}
	}
}

 

sounds.json

{
	"grab": {
		"category": "entity",
		"subtitle": "item.grab",
		"sounds": [ { "name": "dinocraft:grab", "stream": true } ]
	},
	"charm": {
		"category": "random",
		"subtitle": "charm",
		"sounds": [ { "name": "dinocraft:charm", "stream": true } ]
	},
	"harp": {
		"category": "random",
		"subtitle": "harp",
		"sounds": [ { "name": "dinocraft:harp", "stream": true } ]
	},
	"crunch": {
		"category": "random",
		"subtitle": "crunch",
		"sounds": [ { "name": "dinocraft:crunch", "stream": true } ]
	},
	"shot": {
		"category": "random",
		"subtitle": "shot",
		"sounds": [ { "name": "dinocraft:shot", "stream": true } ]
	},
	"shotgun_shot": {
		"category": "random",
		"subtitle": "shotgun_shot",
		"sounds": [ { "name": "dinocraft:shotgun_shot", "stream": true } ]
	},
	"ray_gun_shot": {
		"category": "random",
		"subtitle": "ray_gun_shot",
		"sounds": [ { "name": "dinocraft:ray_gun_shot", "stream": true } ]
	},
	"gun_shot": {
		"category": "random",
		"subtitle": "gun_shot",
		"sounds": [ { "name": "dinocraft:gun_shot", "stream": true } ]
	},
	"hit": {
		"category": "random",
		"subtitle": "hit",
		"sounds": [ { "name": "dinocraft:hit", "stream": true } ]
	},
	"crack": {
		"category": "random",
		"subtitle": "crack",
		"sounds": [ { "name": "dinocraft:crack", "stream": true } ]
	},
	"bounce": {
		"category": "random",
		"subtitle": "bounce",
		"sounds": [ { "name": "dinocraft:bounce", "stream": true } ]
	},
	"seed_shot": {
		"category": "random",
		"subtitle": "seed_shot",
		"sounds": [ { "name": "dinocraft:seed_shot", "stream": true } ]
	}
}

 

Posted (edited)
5 minutes ago, diesieben07 said:

Yes, that problem would not cause that error.

Again: Please post one of your sound files or describe the process in which you are creating them.

"Ogg file" is about as descriptive as "text file".

 

 

 

 

 

 

I guess this is one of the sound files..

I don't really understand which files you're talking about

Edited by Differentiation
Posted
 
 
 
1
Just now, diesieben07 said:

Online converters are notoriously terrible.

Use ffmpeg.

I already have Audacity installed. Does it serve the same benefits?

 

Also, it'd be a pain for me to find the original sound files I used now.

 

 
 
 
 
2 minutes ago, diesieben07 said:

And again, your file should be in mono.

I'll just have to go to the file and delete one stereo for that

Posted (edited)
1 hour ago, diesieben07 said:

It shouldn't matter.

Okay, that's solved.

 

However, I don't understand why the bullets fired don't hit the entity I'm shooting at if I'm like 0 or 1 block away from it... This also happened before I got it to fire every tick.

 

I tried setting the position of the bullet a little bit behind the player when it spawns in an attempt to avoid this, but then if the player has a block behind him, the bullet just ends up hitting the block. :/

 

Is there any way to resolve this?

Edited by Differentiation
Posted
2 minutes ago, diesieben07 said:

I assume you just copied the arrow code? The arrow does not start hitting entities before having flown for 5 ticks, probably a crude workaround for it otherwise hitting the shooter itself.

Wrong topic

Posted (edited)

And for the bullet, I suggest you rewrite the whole class because that's what I did and it works fine, and also I think bullets are more similar to fireballs, not arrow.

Edited by poopoodice
Posted
9 minutes ago, diesieben07 said:

I assume you just copied the arrow code? The arrow does not start hitting entities before having flown for 5 ticks, probably a crude workaround for it otherwise hitting the shooter itself.

There's no code in my class that describes that. I didn't copy the code for EntityArrow, but I am extending EntityThrowable.

Posted
 
 
 
 
3 minutes ago, Differentiation said:

There's no code in my class that describes that. I didn't copy the code for EntityArrow, but I am extending EntityThrowable.

There's ingoreTime and ignoreEntity in EntityThrowable, and they might cause the problem?

Posted (edited)
3 minutes ago, Differentiation said:

So you're telling me I can just modify those to 0 and null, respectively, in the constructor?

No, I don't think so, because those variables were declared in the onUpdate method, and I don't have enough knowledge about projectile because my bullet doesn't extend EntityThrowable so I can't explain clearly. Sorry.

But I still recommend you to read the code in fireball instead of other projectiles.

Edited by poopoodice
Posted
1 hour ago, diesieben07 said:

I assume you just copied the arrow code? The arrow does not start hitting entities before having flown for 5 ticks, probably a crude workaround for it otherwise hitting the shooter itself.

No, the arrow doesn't do anything if the hit entity is the shooter. I didn't find anything with flown ticks affecting hit entities.

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




×
×
  • Create New...

Important Information

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