Jump to content

Recommended Posts

Posted

Hello mod-makers.

I am trying to create a pair of boots that make the player bounce upon falling while wearing them. So I have this item class that does nothing special apart from extending ArmorItem, and a PlayerEvent class that does the following:

 

@Mod.EventBusSubscriber(modid = PegasusVanguard.ID)
public class ModPlayerEvents {

	@SubscribeEvent
	public static void onPlayerFall(LivingFallEvent event) {
		LivingEntity entity = event.getEntityLiving();

		if (entity instanceof PlayerEntity && !entity.getEntityWorld().isRemote) {
			Iterator<ItemStack> armorSlots = entity.getArmorInventoryList().iterator();
			entity = (PlayerEntity) entity;

			while (armorSlots.hasNext()) {
				if (armorSlots.next().getItem() instanceof ItemAirForceBoots) {
					event.setDamageMultiplier(0);
					entity.setFire(1); // why not
					
					Vec3d v = entity.getMotion();
					entity.setMotion(v.x, -v.y * 5.0D, v.z);
					entity.setJumping(true);
					entity.isAirBorne = true;
				}
			}
		}
	}
}

 

The only problem is setting the Y motion yields no result. First thing I tried is copying vanilla SlimeBlock code, but that didn't work. Then I played around with setMotion, setVelocity and travel, but I only managed to modify the X and Z components of the motion vector (and it works). I also tried, as you can see, to set some boolean flags to no avail. I am out of ideas at this point, the event fires just fine and code above setMotion is perfectly working. I don't see why just the Y axis is problematic...

Hoping someone can help out! Cheers!

Posted (edited)
4 hours ago, -fr0st- said:

Hello mod-makers.

I am trying to create a pair of boots that make the player bounce upon falling while wearing them. So I have this item class that does nothing special apart from extending ArmorItem, and a PlayerEvent class that does the following:

 


@Mod.EventBusSubscriber(modid = PegasusVanguard.ID)
public class ModPlayerEvents {

	@SubscribeEvent
	public static void onPlayerFall(LivingFallEvent event) {
		LivingEntity entity = event.getEntityLiving();

		if (entity instanceof PlayerEntity && !entity.getEntityWorld().isRemote) {
			Iterator<ItemStack> armorSlots = entity.getArmorInventoryList().iterator();
			entity = (PlayerEntity) entity;

			while (armorSlots.hasNext()) {
				if (armorSlots.next().getItem() instanceof ItemAirForceBoots) {
					event.setDamageMultiplier(0);
					entity.setFire(1); // why not
					
					Vec3d v = entity.getMotion();
					entity.setMotion(v.x, -v.y * 5.0D, v.z);
					entity.setJumping(true);
					entity.isAirBorne = true;
				}
			}
		}
	}
}

 

The only problem is setting the Y motion yields no result. First thing I tried is copying vanilla SlimeBlock code, but that didn't work. Then I played around with setMotion, setVelocity and travel, but I only managed to modify the X and Z components of the motion vector (and it works). I also tried, as you can see, to set some boolean flags to no avail. I am out of ideas at this point, the event fires just fine and code above setMotion is perfectly working. I don't see why just the Y axis is problematic...

Hoping someone can help out! Cheers!

Okay, motions and velocity have to be handled on the client side as well. The reason why nothing happens is because you have !World#isRemote check; only the server is notified of the velocity change, the client is not, so you won't witness anything happening.

 

Also, use PlayerEntity###getItemStackFromSlot to check if the boots are equipped.

 

Lastly, you don't need to include your Mod ID in the EventBusSubscriber annotation.

 

P.S. was the Entity#world field removed? If not, just use PlayerEntity#world instead of PlayerEntity###getEntityWorld.

Edited by Differentiation
Posted (edited)

Hey! Thanks for the reply.

I have removed the check for client side and now it... sort of works.

The problem is that it works as long as i remove event.setDamageMultiplier(0), otherwise it just behaves as before.

This is certainly not good, because I also want to be able to avoid fall damage entirely. There might be some workaround (like using potion effects or something?) but I want it to be as elegant as possible. I just don't get why it interferes like that. Thanks for everything else, though.

 

For some reason it works if i set the damage multiplier to something really small, like 0.0001F. Another thing i noticed is that if I press the spacebar in midair, then the bounce effect will not trigger, otherwise it works (90%). Might be due to some boolean flags being set?

Edited by -fr0st-
Posted
1 hour ago, -fr0st- said:

it works as long as i remove event.setDamageMultiplier(0), otherwise it just behaves as before.

The damage multiplier is used directly on the fall distance, not the damage that you took from falling. Therefore, multiplying it by zero reduces your fall distance to 0. Which, I assume, is setting your Y motion to 0. Afraid I can't help with the space bar issue.

Posted
2 hours ago, -fr0st- said:

Hey! Thanks for the reply.

I have removed the check for client side and now it... sort of works.

The problem is that it works as long as i remove event.setDamageMultiplier(0), otherwise it just behaves as before.

This is certainly not good, because I also want to be able to avoid fall damage entirely. There might be some workaround (like using potion effects or something?) but I want it to be as elegant as possible. I just don't get why it interferes like that. Thanks for everything else, though.

 

For some reason it works if i set the damage multiplier to something really small, like 0.0001F. Another thing i noticed is that if I press the spacebar in midair, then the bounce effect will not trigger, otherwise it works (90%). Might be due to some boolean flags being set?

Simply cancel the event after running all the code will cancel damaging the player. HOWEVER, make sure to set event priority to low or lowest not to conflict with aspects/effects of other mods.

Posted
13 hours ago, Differentiation said:

Simply cancel the event after running all the code will cancel damaging the player. HOWEVER, make sure to set event priority to low or lowest not to conflict with aspects/effects of other mods.

Hey!

I did as you instructed me, and I set the event priority to lowest.

I tried canceling the event but even doing so after running the rest of the code just yields the same result (player being set on fire and no movement).

Posted
8 hours ago, -fr0st- said:

Hey!

Here is what you should do instead. Set the multiplier to 0. Check if the world is on the server (isRemote is false). Then modify the velocity/motion. Then do living.velocityChanged = true.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted
15 hours ago, Animefan8888 said:

Here is what you should do instead. Set the multiplier to 0. Check if the world is on the server (isRemote is false). Then modify the velocity/motion. Then do living.velocityChanged = true.

Ahh yes, this is exactly what I was looking for! Thanks :)

Posted
On 10/19/2019 at 2:22 AM, Differentiation said:

Lastly, you don't need to include your Mod ID in the EventBusSubscriber annotation.

You do have to include it unless the annotation is attached to a class inside the main mod class (which would have the mod ID passed in as a parameter in the @Mod annotation), which is not the case here.

Some tips:

Spoiler

Modder Support:

Spoiler

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:

Spoiler

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.

 

 

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

    • I want to create block with entity, that will have height of 3 or more(configurable) and I tried to change first VoxelShape by increasing collision box on height I want and for changing block height on visual side i tried to configure BlockModelBuilder:  base.element() .from(0, 0, 0) .to(16f, 48f, 16f) .face(Direction.UP).texture("#top").end() .face(Direction.DOWN).texture("#bottom").end() .face(Direction.NORTH).texture("#side").end() .face(Direction.SOUTH).texture("#side").end() .face(Direction.WEST).texture("#side").end() .face(Direction.EAST).texture("#side").end() .end(); but, getting crash with next error: Position y out of range, must be within [-16, 32]. Found: %d [48.0]; Looks like game wont to block height modified by more than 32. Is there any way to fix that problem?
    • As long as the packets you are sending aren't lost, there's nothing wrong with what you're currently doing. Although, this sounds like something that would benefit from you making your own datapack registry instead of trying to arbitrarily sync static maps. Check out `DataPackRegistryEvent.NewRegistry`.
    • Hey all, I've been working a lot with datapacks lately, and I'm wondering what the most efficient way to get said data from server to client is.  I'm currently using packets, but given that a lot of the data I'm storing involves maps along the lines of Map<ResourceLocation, CustomDataType>, it can easily start to get messy if I need to transmit a lot of that data all at once. Recently I started looking into the ReloadableServerResources class, which is where Minecraft stores its built-ins.  I see you can access it via the server from the server's resources.managers, and it seems like this can be done even from the client to appropriately retrieve data from the server, unless I'm misunderstanding.  However, from what I can tell, this only works via built-in methods such as getRecipeManager() or getLootTables(), etc.  These are all SimpleJsonResourceReloadListeners, just like my datapack entries are, so it seems like it could be possible for me to access my datapack entries similarly?  But I don't see anywhere in ReloadableServerResources that stores loaded modded entries, so either I'm looking in the wrong place or it doesn't seem to be a thing. Are packets really the best way of doing this, or am I missing a method that would let me use ReloadableServerResources or something similar?
    • Hi, everyone! I'm new to minecraft modding stuff and want ask you some questions. 1. I checked forge references and saw there com.mojang and net.minecraft (not net.minecraftforge) and as I understand it's original game packages with all minecraft logic inside including renderers and so on, right? 2. Does it mean that forge has a limited set of instruments which doesn't cover all the aspects of the game? If make my question more specific then does forge provide such instruments that allow me totally change minecraft itself, like base mechanics and etc.? Or I have to use "original game packages" to implement such things? 3. I actively learning basic concepts with forge documentation and tutorials. So in my plans make different inventory system like in diabloids. Is that possible with forge? 4. It is last question related to the second one. So how deeply I can change minecraft with forge? I guess all my questions above because of that I haven't globally understanding what forge is and how it works inside and how it works with minecraft. It would be great if you provide some links or topics about it or explain it by yourself but I guess it's to big to be explained in that post at once. Anyway, thank you all for any help!
    • Im trying add to block a hole in center, just a usual block and in center of it on up side, there is should be a hole. I tried to add it via BlockModelBuilder, but its not working. Problem is that it only can change block size outside. I tried it to do with VoxelShape and its working, but its has been on server side and looks like its just changed collision shape, but for client, there is a texture covering this hole. I tried to use: base.renderType("cutout"); and removed some pixels from texture. I thought its should work, but game optimization makes block inside looks transparent. So, only custom model?
  • Topics

×
×
  • Create New...

Important Information

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