Posted April 30, 20205 yr 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 April 30, 20205 yr by kaydogz solved
April 30, 20205 yr 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. 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TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code. 2.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.
April 30, 20205 yr 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 April 30, 20205 yr by Turtledove
April 30, 20205 yr 30 minutes ago, Turtledove said: Send a packet to server when it triggers, and negate it there. Isn't LivingFallEvent also fired on the server side? 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.
April 30, 20205 yr 4 minutes ago, DavidM said: Isn't LivingFallEvent also fired on the server side? Oh yeah you're right, assuming he's registered his event handler all he'd have to do is just cancel the event. Disregard my earlier post.
April 30, 20205 yr Author 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 April 30, 20205 yr by kaydogz formatting issue again
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