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[SOLVED] [1.15.2] Nullifying fall damage does not work


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Posted (edited)

I made a dimension called the Realm of the Ancients, and when you fall into the abyss below, I want it to teleport you to the top of the Overworld, Aether-style. I made a capability called FallingFromSky which just stores a boolean that denotes if the player is falling from the dimension. Here is my code:

@SubscribeEvent
	public static void playerTick(final TickEvent.PlayerTickEvent event) {
		if (event.player.dimension == DBMDimension.getType(DBMDimensions.the_realm_of_the_ancients_dimension) && event.player.getPosition().getY() <= 0) {
			DBMTeleporter.teleportPlayerTop(event.player);
			if (!DaBoisMod.getCapabilityOf(event.player, FallingFromSkyProvider.FALLING_FROM_SKY_CAPABILITY).isFallingFromSky()) DBMPacketHandler.sendToServer(new SSyncFallingFromSkyPacket(true));
		}
		if (event.side == LogicalSide.SERVER && DaBoisMod.getCapabilityOf(event.player, FallingFromSkyProvider.FALLING_FROM_SKY_CAPABILITY).isFallingFromSky()) {
			if (!event.player.onGround) event.player.fallDistance = 0F;
			else DBMPacketHandler.sendToServer(new SSyncFallingFromSkyPacket(false));
		}
	}

The packets just set the falling from sky variable.

When I fall into the void of the dimension, it successfully teleports me to the top of the Overworld and I fall to the ground and take no damage. However, when I open to LAN just to test how it would work on a server, I die when falling. I tried to debug by logging to the console the falling from sky variable every tick, and it shows that the value is true for only a second in the Overworld, after which it turns false. Any help is appreciated.

Edited by kaydogz
solved
Posted
if (event.side == LogicalSide.SERVER && DaBoisMod.getCapabilityOf(event.player, FallingFromSkyProvider.FALLING_FROM_SKY_CAPABILITY).isFallingFromSky()) {
	if (!event.player.onGround) event.player.fallDistance = 0F;
	else DBMPacketHandler.sendToServer(new SSyncFallingFromSkyPacket(false));
}

Assuming that the method names are correct, you are already on the server side in this if statement; however, you are still sending a packet to the server.

Also I think there is an entity land event or something, and it might be better to use that for your case.

 

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Posted (edited)

I would highly recommend negating fall damage with the player fall event instead, it's super easy. Send a packet to server when it triggers, and negate it there. When the event triggers, just cancel the event. I use it to negate fall damage in exchange for player mana points.

Edited by Turtledove
Posted
  On 4/30/2020 at 5:48 AM, Turtledove said:

Send a packet to server when it triggers, and negate it there.

Expand  

Isn't LivingFallEvent also fired on the server side?

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Posted (edited)

Thanks guys! I finally got it to work. I'm not exactly sure how I didn't know the LivingFallEvent existed... but here's the code for anyone that wants to see:

@SubscribeEvent
public static void playerTick(final TickEvent.PlayerTickEvent event) {
	if (event.side == LogicalSide.SERVER && event.player.dimension == DBMDimension.getType(DBMDimensions.the_realm_of_the_ancients_dimension) && event.player.getPosition().getY() <= 0) {
		DBMTeleporter.teleportPlayerTop(event.player);
		if (!DaBoisMod.getCapabilityOf(event.player, FallingFromSkyProvider.FALLING_FROM_SKY_CAPABILITY).isFallingFromSky())
			DaBoisMod.getCapabilityOf(event.player, FallingFromSkyProvider.FALLING_FROM_SKY_CAPABILITY).setFallingFromSky(true);
	}
}

@SubscribeEvent
public static void livingFall(final LivingFallEvent event) {
	if (event.getEntity() instanceof PlayerEntity) {
		PlayerEntity player = (PlayerEntity) event.getEntity();
		if (DaBoisMod.getCapabilityOf(player, FallingFromSkyProvider.FALLING_FROM_SKY_CAPABILITY).isFallingFromSky()) {
			event.setCanceled(true);
			DaBoisMod.getCapabilityOf(player, FallingFromSkyProvider.FALLING_FROM_SKY_CAPABILITY).setFallingFromSky(false);
		}
	}
}
Edited by kaydogz
formatting issue again

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