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Posted

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 xD

Posted

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

 

 

Posted

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 xD

Posted

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 xD

Posted

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 :D

 

If it helps you, here the link to my issue, with the toggle-part inside: Click

 

Greets Tankwart

Posted

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 xD

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