Posted June 5, 201312 yr As the title states, how would I do this? I thought that running it server side only via a packet would fix it, but it didn't. So I am at a loss... The packet code I am using is here: package rpg.network.packet; import net.minecraft.entity.player.EntityPlayer; import com.google.common.io.ByteArrayDataInput; import com.google.common.io.ByteArrayDataOutput; import cpw.mods.fml.relauncher.Side; public class PacketSendChat extends MinePGPacket { String message; public PacketSendChat() { } public PacketSendChat(String message) { this.message = message; } @Override protected void execute(EntityPlayer player, Side side) { if (side.isServer() && !side.isClient()) { player.sendChatToPlayer(message); } } @Override protected void writeData(ByteArrayDataOutput out) { out.writeUTF(message); } @Override protected void readData(ByteArrayDataInput in) { this.message = in.readUTF(); } } I am Mew. The Legendary Psychic. I behave oddly and am always playing practical jokes. I have also found that I really love making extremely long and extremely but sometimes not so descriptive variables. Sort of like what I just did there
June 5, 201312 yr Hi there! I'm very new to modding, but I have an idea. Have you tested "addChatMessage(message)" instead of "sendChatToPlayer(message)"? Maybe this helps. Greets Tankwart
June 5, 201312 yr Author Hi there! I'm very new to modding, but I have an idea. Have you tested "addChatMessage(message)" instead of "sendChatToPlayer(message)"? Maybe this helps. Greets Tankwart addChatMessage(""); sends a message to all the players, whereas sendChatToPlayer(""); sends the message only to the specified player. At least thats what I think... But that is beside the point. The method sends the message to the player, but it sends it twice. Which is what I am trying to avoid. I am Mew. The Legendary Psychic. I behave oddly and am always playing practical jokes. I have also found that I really love making extremely long and extremely but sometimes not so descriptive variables. Sort of like what I just did there
June 5, 201312 yr Author Use the server version of entity player. Then it can only happen server side. *facepalms* That was the cast I was missing... I am Mew. The Legendary Psychic. I behave oddly and am always playing practical jokes. I have also found that I really love making extremely long and extremely but sometimes not so descriptive variables. Sort of like what I just did there
June 5, 201312 yr Hi Mew! Sorry for my mistake! As I said, I'm very new to modding Why I wrote an answer though?! I had a similar problem with a CustomKeyHandler. Everytime I pressed a Key, the function was called two times (I think so, cause the chatmessage appeared two times.). It seemed to be the "keypressed" and "keyreleased"-problem. To shiip around this, I created an toggle which allowed to set a control-variable only once to true and after that to false. Now the chatmessage only appears one time, like it should, only the gamemode is changing very randomly, but that's another story. Maybe it helps you, if you create a toggle like mine in the function you call. Would be something like: - Is (boolean)sent=true? if yes, do nothing or if not, sendChat... and set sent to false I hope you got what I mean Sorry, but my english is at the borderline If it helps you, here the link to my issue, with the toggle-part inside: Click Greets Tankwart
June 5, 201312 yr Author thanks I am Mew. The Legendary Psychic. I behave oddly and am always playing practical jokes. I have also found that I really love making extremely long and extremely but sometimes not so descriptive variables. Sort of like what I just did there
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