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[1.15.2] Can't use attackEntityFrom to fully kill player


ketchup_god

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I am trying to make it so that when the player takes any damage, they instantly die with a custom death message. To display message, I needed to use attackEntityFrom(CustomDamageSource, 100). However, what happens is when the player is "killed" the death message appears and the player dies but you can see the player still has full health, and when the player is damaged again another death message is shown. I'm guessing this is because attackEntityFrom makes the game think the player is dead, but when they get damaged again the game realizes and then actually kills the player. Is there a way to avoid this and kill the player with a custom death message?

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Show your code. All of it. Preferably as a git repo.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

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@Mod.EventBusSubscriber(modid = BadMinecraftFeatures.MOD_ID, bus = Bus.FORGE, value = Dist.CLIENT)
public class OnPlayerDamage
{
	@SuppressWarnings("resource")
	@SubscribeEvent
	public static void onPlayerDamage(LivingDamageEvent event) throws InterruptedException
	{
		World world = Minecraft.getInstance().world;
		Entity entity = event.getEntity();
		if (entity instanceof PlayerEntity) 
		{
			Item MainItem = ((PlayerEntity) entity).getHeldItemMainhand().getItem();
			if (MainItem == ItemInit.totem_of_dying) 
			{
				double x = entity.getPosX();
				double y = entity.getPosY();
				double z = entity.getPosZ();
				((PlayerEntity) entity).inventory.deleteStack(((PlayerEntity) entity).getHeldItemMainhand());
				Minecraft.getInstance().gameRenderer.displayItemActivation(new ItemStack(ItemInit.totem_of_dying, 1));
				world.playSound( x, y, z, SoundEvents.ITEM_TOTEM_USE, SoundCategory.MASTER, 1.0F, 1.0F, false);
				entity.attackEntityFrom(CustomDamageSources.TotemDamage, 100);
				for (int i = 0; i < 5; i++) 
				{
					Minecraft.getInstance().particles.addParticleEmitter(entity, ParticleTypes.TOTEM_OF_UNDYING);
					TimeUnit.MILLISECONDS.sleep(100);
				}
			}
		}
	}
}

Here's the code. I haven't set up a git repo yet, will in the future

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8 minutes ago, ketchup_god said:

World world = Minecraft.getInstance().world;

No. Minecraft is a client only class. Use the World inside the Entity.

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.

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52 minutes ago, diesieben07 said:

No.

LivingDamageEvent already fires on server (and maybe on the client, too). Just check that World#isRemote is false and do not use client-only classes.

I set up a server to test the mod after adding the World#isRemote test and compiled the mod. I could connect to the server fine and everything worked, but the LivingDamageEvent just wouldn't run.

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@Mod.EventBusSubscriber(modid = BadMinecraftFeatures.MOD_ID, bus = Bus.FORGE, value = Dist.CLIENT)
public class OnPlayerDamage
{
	@SuppressWarnings("resource")
	@SubscribeEvent
	public static void onPlayerDamage(LivingDamageEvent event) throws InterruptedException
	{
		Entity entity = event.getEntity();
		if (!entity.world.isRemote()) 
		{
			if (entity instanceof PlayerEntity) 
			{
				Item MainItem = ((PlayerEntity) entity).getHeldItemMainhand().getItem();
				if (MainItem == ItemInit.totem_of_dying)
				{
					double x = entity.getPosX();
					double y = entity.getPosY();
					double z = entity.getPosZ();
					((PlayerEntity) entity).inventory.deleteStack(((PlayerEntity) entity).getHeldItemMainhand());
					//Minecraft.getInstance().gameRenderer.displayItemActivation(new ItemStack(ItemInit.totem_of_dying, 1));
					entity.world.playSound( x, y, z, SoundEvents.ITEM_TOTEM_USE, SoundCategory.MASTER, 1.0F, 1.0F, false);
					entity.attackEntityFrom(CustomDamageSources.TotemDamage, 100);
					//Minecraft.getInstance().particles.addParticleEmitter(entity, ParticleTypes.TOTEM_OF_UNDYING);
				}
			}
		}
		else
		{
			return;
		}
	}
}

I did multiple tests with removing some parts of the code, and every time it worked fine in singleplayer but just didn't run in multiplayer. The items were initialized and everything, it's just that the event didn't run.

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Your event bus subscriber is set to client (parameter of the annotation). It will only run on the client distribution.

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

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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.

 

 

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