Drachenbauer Posted April 28, 2020 Posted April 28, 2020 (edited) Hello I want to add more blockstates and models to a button (for redstone) out of glazed terracotta. Now i want to add a key control to change the model between ones with the same shape-orientation and and different texture-rotations, to match all possible rotations of the glazed terracotta-block. I think, i van add a custom blockstate and expand the json files. i also know the line for changing the blockstate for another model. But how do i code a key-control for the block? It should do the stuff above, if i aim at it and press a given key on the peyboard (for sample "R" for rotation) Edited May 4, 2020 by Drachenbauer Quote
ChampionAsh5357 Posted April 28, 2020 Posted April 28, 2020 You probably would need to create a KeyBinding for your own configurable key and then use a packet to execute what you want to do on the server. Quote
Drachenbauer Posted May 4, 2020 Author Posted May 4, 2020 Is there any where a tutorial for this? Quote
ChampionAsh5357 Posted May 4, 2020 Posted May 4, 2020 I do not know of any for 1.15. However, the process isn't quite difficult from what I remember. Just create a final instance of the KeyBinding by using its constructor and then register using ClientRegistry#registerKeyBinding during the FMLClientSetupEvent. Remember that this is client-side only so any data received must be sent via packet to the server. Quote
Drachenbauer Posted May 5, 2020 Author Posted May 5, 2020 (edited) Is sent via packet to server only needed, if it should be used in multiplayer, too? I created an instance for the keybinding and registered it in clientside. How do i now use it in my Block? Edited May 5, 2020 by Drachenbauer Quote
Novârch Posted May 5, 2020 Posted May 5, 2020 45 minutes ago, Drachenbauer said: Is sent via packet to server only needed, if it should be used in multiplayer, too? No, it's mandatory to send a client to server packet. Quote It's sad how much time mods spend saying "x is no longer supported on this forum. Please update to a modern version of Minecraft to receive support".
Drachenbauer Posted May 5, 2020 Author Posted May 5, 2020 How do i now use the registered keybinding and how do i send a packet? Quote
Novârch Posted May 5, 2020 Posted May 5, 2020 5 minutes ago, Drachenbauer said: How do i now use the registered keybinding and how do i send a packet? Use the keybinds using events, specifically InputEvent, packets are pretty well documented on the forge docs, but basically you want to use SimpleChannel#sendToServer with your custom packet. Quote It's sad how much time mods spend saying "x is no longer supported on this forum. Please update to a modern version of Minecraft to receive support".
Drachenbauer Posted May 5, 2020 Author Posted May 5, 2020 (edited) I do it understand better with samples. But i cannot find some about the inputEvent for 1.15 on the web... And i don´t know, where i should place the stuff about the package. In the block-class? In the main-class? some where else? Edited May 5, 2020 by Drachenbauer Quote
Novârch Posted May 5, 2020 Posted May 5, 2020 (edited) 12 minutes ago, Drachenbauer said: I do it understand better with samples. But i cannot find some about the inputEvent for 1.15 on the web... And i don´t know, where i should place the stuff about the package. In the block-class? In the main-class? some where else? Have you even looked at InputEvent in your IDE? Use isKeyDown from it for your purposes. What do you mean by "stuff about the package"? Edited May 5, 2020 by Novârch Quote It's sad how much time mods spend saying "x is no longer supported on this forum. Please update to a modern version of Minecraft to receive support".
Drachenbauer Posted May 5, 2020 Author Posted May 5, 2020 I mean the line of code, that sends the data package from client to server. Quote
kaydogz Posted May 5, 2020 Posted May 5, 2020 (edited) 2 minutes ago, Drachenbauer said: I mean the line of code, that sends the data package from client to server. Do you have a packet system? If not then look at the Forge documentation to make one Edited May 5, 2020 by kaydogz Quote
Drachenbauer Posted May 5, 2020 Author Posted May 5, 2020 I´m not sure, how to find the InputEvent in my ide... Actualla most times i used call-hirachy or "find references" to find stuff. But i have nothing open, that has references to InputEvent. And i don´t know, where in the big file-system of the referenced library it is. Quote
kaydogz Posted May 5, 2020 Posted May 5, 2020 1 minute ago, Drachenbauer said: I´m not sure, how to find the InputEvent in my ide... Actualla most times i used call-hirachy or "find references" to find stuff. But i have nothing open, that has references to InputEvent. And i don´t know, where in the big file-system of the referenced library it is. net.minecraftforge.client.event.InputEvent.KeyInputEvent Quote
Drachenbauer Posted May 5, 2020 Author Posted May 5, 2020 In the forgedocs page about the simple channel packet system, it says register packet. But it does not tell, where i have to call INSTANCE.registerMessage. What is the right location for this? Quote
Novârch Posted May 5, 2020 Posted May 5, 2020 4 minutes ago, Drachenbauer said: In the forgedocs page about the simple channel packet system, it says register packet. But it does not tell, where i have to call INSTANCE.registerMessage. What is the right location for this? Main constructor. Quote It's sad how much time mods spend saying "x is no longer supported on this forum. Please update to a modern version of Minecraft to receive support".
Drachenbauer Posted May 5, 2020 Author Posted May 5, 2020 (edited) It also doesn´t show the call-line, filled with all the needed parameters... And for this, i don´t know, how to replace "MyMessage" public static void handle(MyMessage msg, Supplier<NetworkEvent.Context> ctx) { ctx.get().enqueueWork(() -> { // Work that needs to be threadsafe (most work) EntityPlayerMP sender = ctx.get().getSender(); // the client that sent this packet // do stuff } ); ctx.get().setPacketHandled(true); } EntityPlayerMP must be ServerPlayerEntity to have this line free from red underscored errors. Edited May 5, 2020 by Drachenbauer Quote
kaydogz Posted May 5, 2020 Posted May 5, 2020 23 minutes ago, Drachenbauer said: i don´t know, how to replace "MyMessage" MyMessage is your packet Quote
Drachenbauer Posted May 5, 2020 Author Posted May 5, 2020 Must i create an extra class for my packet? The instruction-page does not tell that. Quote
kaydogz Posted May 5, 2020 Posted May 5, 2020 3 minutes ago, Drachenbauer said: Must i create an extra class for my packet? The instruction-page does not tell that. Your packet class is the class which has the Handlersubclass. Quote
Drachenbauer Posted May 5, 2020 Author Posted May 5, 2020 In that page i found nothing about creating a Handler-supclass... Quote
kaydogz Posted May 5, 2020 Posted May 5, 2020 2 minutes ago, Drachenbauer said: In that page i found nothing about creating a Handler-supclass... Then whatever class the handle method is in. Quote
Drachenbauer Posted May 5, 2020 Author Posted May 5, 2020 This is my PacketHandler class. But i still don´t know, how a working INSTANCE.registerMessage line looks like. Quote
Drachenbauer Posted May 5, 2020 Author Posted May 5, 2020 Must i call INSTANCE.sendToServer(new MyMessage()) in the net.minecraftforge.client.event.InputEvent.KeyInputEvent? And where do i place this event? And how exactly do i define the content of the packet? Quote
Novârch Posted May 5, 2020 Posted May 5, 2020 1 minute ago, Drachenbauer said: Must i call INSTANCE.sendToServer(new MyMessage()) in the net.minecraftforge.client.event.InputEvent.KeyInputEvent? And where do i place this event? And how exactly do i define the content of the packet? Yes, you must. The event should go in an event handler. All of the code you want to run on sending the packet should be called after ctx.enqueWork in handle, the content of the packet is whatever you want! Quote It's sad how much time mods spend saying "x is no longer supported on this forum. Please update to a modern version of Minecraft to receive support".
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