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Posted

Hey everybody. I have been stuck on this for quite a while and have played with quite a it of code(which I returned back to normal). I cannot figure out how to make the portal block send a player to my custom dimension instead of the nether. Any help would be appreciated. Thanks in advance.

Posted

I have teleport code. It's from 1.3.2, but I don't see any reason why it shouldn't work.

 

        public static void changeDimensions(DimChange request){
                request.preHandle();
                EntityPlayerMP p = request.player();
                int oldDim = p.dimension;
                int newDim = request.destDim();
                WorldServer oldServer = p.mcServer.worldServerForDimension(oldDim);
                p.dimension = newDim;
                WorldServer newServer = p.mcServer.worldServerForDimension(newDim);
                p.playerNetServerHandler.sendPacketToPlayer(new Packet9Respawn(
                                p.dimension,
                                (byte)p.worldObj.difficultySetting,
                                newServer.getWorldInfo().getTerrainType(),
                                newServer.getHeight(),
                                p.theItemInWorldManager.getGameType()));
                oldServer.removeEntity(p);
                p.isDead = false;
                WorldProvider oldProvider = DimensionManager.getProvider(oldDim);
                WorldProvider newProvider = DimensionManager.getProvider(newDim);
                double[] coords = request.destCoords();
                p.setLocationAndAngles(coords[0], coords[1], coords[2], 90, 0);
                if(p.isEntityAlive()){
                        oldServer.updateEntityWithOptionalForce(p, false);
                        newServer.spawnEntityInWorld(p);
                        newServer.updateEntityWithOptionalForce(p, false);
                }
                p.setWorld(newServer);
                ServerConfigurationManager scm = p.mcServer.getConfigurationManager();
                scm.func_72375_a(p, oldServer);
                p.playerNetServerHandler.setPlayerLocation(p.posX, p.posY, p.posZ, p.rotationYaw, p.rotationPitch);
                p.theItemInWorldManager.setWorld(newServer);
                scm.updateTimeAndWeatherForPlayer(p, newServer);
                scm.syncPlayerInventory(p);
                Iterator i = p.getActivePotionEffects().iterator();
                while(i.hasNext()){
                        PotionEffect effect = (PotionEffect) i.next();
                        p.playerNetServerHandler.sendPacketToPlayer(new Packet41EntityEffect(p.entityId,effect));
                }
                request.postHandle();
                GameRegistry.onPlayerChangedDimension(p);
        }

 

DimChange is my own class—I'll copy it here if you want to use it. It's built like an event, which is subclassed for every circumstance. (Probably not what you want, but it made sense for my purposes.) Otherwise, you can just get the player and world from wherever you would get them.

 

public abstract class DimChange{
        
        protected final EntityPlayerMP mp;
        
        public DimChange(EntityPlayerMP mp){
                this.mp = mp;
        }
        
        public void preHandle(){}
        
        /**The player to be transported. TODO: accept other entities*/
        public EntityPlayerMP player(){
                return mp;
        }
        
        /**Destination dimension ID*/
        public abstract int destDim();
        
        /**Should return an int[] of size 3 with x,y,z coords.*/
        public abstract double[] destCoords();
        
        public void postHandle(){}
}

 

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

Posted

I have teleport code. It's from 1.3.2, but I don't see any reason why it shouldn't work.

 

        public static void changeDimensions(DimChange request){
                request.preHandle();
                EntityPlayerMP p = request.player();
                int oldDim = p.dimension;
                int newDim = request.destDim();
                WorldServer oldServer = p.mcServer.worldServerForDimension(oldDim);
                p.dimension = newDim;
                WorldServer newServer = p.mcServer.worldServerForDimension(newDim);
                p.playerNetServerHandler.sendPacketToPlayer(new Packet9Respawn(
                                p.dimension,
                                (byte)p.worldObj.difficultySetting,
                                newServer.getWorldInfo().getTerrainType(),
                                newServer.getHeight(),
                                p.theItemInWorldManager.getGameType()));
                oldServer.removeEntity(p);
                p.isDead = false;
                WorldProvider oldProvider = DimensionManager.getProvider(oldDim);
                WorldProvider newProvider = DimensionManager.getProvider(newDim);
                double[] coords = request.destCoords();
                p.setLocationAndAngles(coords[0], coords[1], coords[2], 90, 0);
                if(p.isEntityAlive()){
                        oldServer.updateEntityWithOptionalForce(p, false);
                        newServer.spawnEntityInWorld(p);
                        newServer.updateEntityWithOptionalForce(p, false);
                }
                p.setWorld(newServer);
                ServerConfigurationManager scm = p.mcServer.getConfigurationManager();
                scm.func_72375_a(p, oldServer);
                p.playerNetServerHandler.setPlayerLocation(p.posX, p.posY, p.posZ, p.rotationYaw, p.rotationPitch);
                p.theItemInWorldManager.setWorld(newServer);
                scm.updateTimeAndWeatherForPlayer(p, newServer);
                scm.syncPlayerInventory(p);
                Iterator i = p.getActivePotionEffects().iterator();
                while(i.hasNext()){
                        PotionEffect effect = (PotionEffect) i.next();
                        p.playerNetServerHandler.sendPacketToPlayer(new Packet41EntityEffect(p.entityId,effect));
                }
                request.postHandle();
                GameRegistry.onPlayerChangedDimension(p);
        }

 

DimChange is my own class—I'll copy it here if you want to use it. It's built like an event, which is subclassed for every circumstance. (Probably not what you want, but it made sense for my purposes.) Otherwise, you can just get the player and world from wherever you would get them.

 

public abstract class DimChange{
        
        protected final EntityPlayerMP mp;
        
        public DimChange(EntityPlayerMP mp){
                this.mp = mp;
        }
        
        public void preHandle(){}
        
        /**The player to be transported. TODO: accept other entities*/
        public EntityPlayerMP player(){
                return mp;
        }
        
        /**Destination dimension ID*/
        public abstract int destDim();
        
        /**Should return an int[] of size 3 with x,y,z coords.*/
        public abstract double[] destCoords();
        
        public void postHandle(){}
}

 

 

Thank you for the code, but where would I insert it? The BlockPortal class? And would I just copy and paste the method into the class or would I take out one method and replace it with this one?

Posted

I have teleport code. It's from 1.3.2, but I don't see any reason why it shouldn't work.

 

        public static void changeDimensions(DimChange request){
                request.preHandle();
                EntityPlayerMP p = request.player();
                int oldDim = p.dimension;
                int newDim = request.destDim();
                WorldServer oldServer = p.mcServer.worldServerForDimension(oldDim);
                p.dimension = newDim;
                WorldServer newServer = p.mcServer.worldServerForDimension(newDim);
                p.playerNetServerHandler.sendPacketToPlayer(new Packet9Respawn(
                                p.dimension,
                                (byte)p.worldObj.difficultySetting,
                                newServer.getWorldInfo().getTerrainType(),
                                newServer.getHeight(),
                                p.theItemInWorldManager.getGameType()));
                oldServer.removeEntity(p);
                p.isDead = false;
                WorldProvider oldProvider = DimensionManager.getProvider(oldDim);
                WorldProvider newProvider = DimensionManager.getProvider(newDim);
                double[] coords = request.destCoords();
                p.setLocationAndAngles(coords[0], coords[1], coords[2], 90, 0);
                if(p.isEntityAlive()){
                        oldServer.updateEntityWithOptionalForce(p, false);
                        newServer.spawnEntityInWorld(p);
                        newServer.updateEntityWithOptionalForce(p, false);
                }
                p.setWorld(newServer);
                ServerConfigurationManager scm = p.mcServer.getConfigurationManager();
                scm.func_72375_a(p, oldServer);
                p.playerNetServerHandler.setPlayerLocation(p.posX, p.posY, p.posZ, p.rotationYaw, p.rotationPitch);
                p.theItemInWorldManager.setWorld(newServer);
                scm.updateTimeAndWeatherForPlayer(p, newServer);
                scm.syncPlayerInventory(p);
                Iterator i = p.getActivePotionEffects().iterator();
                while(i.hasNext()){
                        PotionEffect effect = (PotionEffect) i.next();
                        p.playerNetServerHandler.sendPacketToPlayer(new Packet41EntityEffect(p.entityId,effect));
                }
                request.postHandle();
                GameRegistry.onPlayerChangedDimension(p);
        }

 

DimChange is my own class—I'll copy it here if you want to use it. It's built like an event, which is subclassed for every circumstance. (Probably not what you want, but it made sense for my purposes.) Otherwise, you can just get the player and world from wherever you would get them.

 

public abstract class DimChange{
        
        protected final EntityPlayerMP mp;
        
        public DimChange(EntityPlayerMP mp){
                this.mp = mp;
        }
        
        public void preHandle(){}
        
        /**The player to be transported. TODO: accept other entities*/
        public EntityPlayerMP player(){
                return mp;
        }
        
        /**Destination dimension ID*/
        public abstract int destDim();
        
        /**Should return an int[] of size 3 with x,y,z coords.*/
        public abstract double[] destCoords();
        
        public void postHandle(){}
}

 

 

Thank you for the code, but where would I insert it? The BlockPortal class? And would I just copy and paste the method into the class or would I take out one method and replace it with this one?

It's a static method, put it wherever you want. And don't replace anything with it.

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

Posted

I have teleport code. It's from 1.3.2, but I don't see any reason why it shouldn't work.

 

        public static void changeDimensions(DimChange request){
                request.preHandle();
                EntityPlayerMP p = request.player();
                int oldDim = p.dimension;
                int newDim = request.destDim();
                WorldServer oldServer = p.mcServer.worldServerForDimension(oldDim);
                p.dimension = newDim;
                WorldServer newServer = p.mcServer.worldServerForDimension(newDim);
                p.playerNetServerHandler.sendPacketToPlayer(new Packet9Respawn(
                                p.dimension,
                                (byte)p.worldObj.difficultySetting,
                                newServer.getWorldInfo().getTerrainType(),
                                newServer.getHeight(),
                                p.theItemInWorldManager.getGameType()));
                oldServer.removeEntity(p);
                p.isDead = false;
                WorldProvider oldProvider = DimensionManager.getProvider(oldDim);
                WorldProvider newProvider = DimensionManager.getProvider(newDim);
                double[] coords = request.destCoords();
                p.setLocationAndAngles(coords[0], coords[1], coords[2], 90, 0);
                if(p.isEntityAlive()){
                        oldServer.updateEntityWithOptionalForce(p, false);
                        newServer.spawnEntityInWorld(p);
                        newServer.updateEntityWithOptionalForce(p, false);
                }
                p.setWorld(newServer);
                ServerConfigurationManager scm = p.mcServer.getConfigurationManager();
                scm.func_72375_a(p, oldServer);
                p.playerNetServerHandler.setPlayerLocation(p.posX, p.posY, p.posZ, p.rotationYaw, p.rotationPitch);
                p.theItemInWorldManager.setWorld(newServer);
                scm.updateTimeAndWeatherForPlayer(p, newServer);
                scm.syncPlayerInventory(p);
                Iterator i = p.getActivePotionEffects().iterator();
                while(i.hasNext()){
                        PotionEffect effect = (PotionEffect) i.next();
                        p.playerNetServerHandler.sendPacketToPlayer(new Packet41EntityEffect(p.entityId,effect));
                }
                request.postHandle();
                GameRegistry.onPlayerChangedDimension(p);
        }

 

DimChange is my own class—I'll copy it here if you want to use it. It's built like an event, which is subclassed for every circumstance. (Probably not what you want, but it made sense for my purposes.) Otherwise, you can just get the player and world from wherever you would get them.

 

public abstract class DimChange{
        
        protected final EntityPlayerMP mp;
        
        public DimChange(EntityPlayerMP mp){
                this.mp = mp;
        }
        
        public void preHandle(){}
        
        /**The player to be transported. TODO: accept other entities*/
        public EntityPlayerMP player(){
                return mp;
        }
        
        /**Destination dimension ID*/
        public abstract int destDim();
        
        /**Should return an int[] of size 3 with x,y,z coords.*/
        public abstract double[] destCoords();
        
        public void postHandle(){}
}

 

 

Thank you for the code, but where would I insert it? The BlockPortal class? And would I just copy and paste the method into the class or would I take out one method and replace it with this one?

It's a static method, put it wherever you want. And don't replace anything with it.

 

Okay. So I typed in the teleport code and made the DimChange class(thank you again for the codes), but how do I call this method when the player enters the portal?

 

Here is a snipit of the BlockPortal class:

public void onEntityCollidedWithBlock(World par1World, int par2, int par3,
		int par4, Entity par5Entity) {
	if (par5Entity.ridingEntity == null
			&& par5Entity.riddenByEntity == null) {
		par5Entity.setInPortal();
	}
}

 

Can you help me with getting the player to enter the correct dimension? Once again, thank you SOOOOOO much for your help so far. And Im sorry for being such a code n00b.

Posted

I have teleport code. It's from 1.3.2, but I don't see any reason why it shouldn't work.

 

        public static void changeDimensions(DimChange request){
                request.preHandle();
                EntityPlayerMP p = request.player();
                int oldDim = p.dimension;
                int newDim = request.destDim();
                WorldServer oldServer = p.mcServer.worldServerForDimension(oldDim);
                p.dimension = newDim;
                WorldServer newServer = p.mcServer.worldServerForDimension(newDim);
                p.playerNetServerHandler.sendPacketToPlayer(new Packet9Respawn(
                                p.dimension,
                                (byte)p.worldObj.difficultySetting,
                                newServer.getWorldInfo().getTerrainType(),
                                newServer.getHeight(),
                                p.theItemInWorldManager.getGameType()));
                oldServer.removeEntity(p);
                p.isDead = false;
                WorldProvider oldProvider = DimensionManager.getProvider(oldDim);
                WorldProvider newProvider = DimensionManager.getProvider(newDim);
                double[] coords = request.destCoords();
                p.setLocationAndAngles(coords[0], coords[1], coords[2], 90, 0);
                if(p.isEntityAlive()){
                        oldServer.updateEntityWithOptionalForce(p, false);
                        newServer.spawnEntityInWorld(p);
                        newServer.updateEntityWithOptionalForce(p, false);
                }
                p.setWorld(newServer);
                ServerConfigurationManager scm = p.mcServer.getConfigurationManager();
                scm.func_72375_a(p, oldServer);
                p.playerNetServerHandler.setPlayerLocation(p.posX, p.posY, p.posZ, p.rotationYaw, p.rotationPitch);
                p.theItemInWorldManager.setWorld(newServer);
                scm.updateTimeAndWeatherForPlayer(p, newServer);
                scm.syncPlayerInventory(p);
                Iterator i = p.getActivePotionEffects().iterator();
                while(i.hasNext()){
                        PotionEffect effect = (PotionEffect) i.next();
                        p.playerNetServerHandler.sendPacketToPlayer(new Packet41EntityEffect(p.entityId,effect));
                }
                request.postHandle();
                GameRegistry.onPlayerChangedDimension(p);
        }

 

DimChange is my own class—I'll copy it here if you want to use it. It's built like an event, which is subclassed for every circumstance. (Probably not what you want, but it made sense for my purposes.) Otherwise, you can just get the player and world from wherever you would get them.

 

public abstract class DimChange{
        
        protected final EntityPlayerMP mp;
        
        public DimChange(EntityPlayerMP mp){
                this.mp = mp;
        }
        
        public void preHandle(){}
        
        /**The player to be transported. TODO: accept other entities*/
        public EntityPlayerMP player(){
                return mp;
        }
        
        /**Destination dimension ID*/
        public abstract int destDim();
        
        /**Should return an int[] of size 3 with x,y,z coords.*/
        public abstract double[] destCoords();
        
        public void postHandle(){}
}

 

 

Thank you for the code, but where would I insert it? The BlockPortal class? And would I just copy and paste the method into the class or would I take out one method and replace it with this one?

It's a static method, put it wherever you want. And don't replace anything with it.

 

Okay. So I typed in the teleport code and made the DimChange class(thank you again for the codes), but how do I call this method when the player enters the portal?

 

Here is a snipit of the BlockPortal class:

public void onEntityCollidedWithBlock(World par1World, int par2, int par3,
		int par4, Entity par5Entity) {
	if (par5Entity.ridingEntity == null
			&& par5Entity.riddenByEntity == null) {
		par5Entity.setInPortal();
	}
}

 

Can you help me with getting the player to enter the correct dimension? Once again, thank you SOOOOOO much for your help so far. And Im sorry for being such a code n00b.

Don't use setInPortal(); it only applies to the Nether. Just call a dimension change directly. Getting it to delay like the vanilla portal is more difficult as you need to deal with attaching data to the entity.

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

Posted

If I use "par5Entity.travelToDimension(125);", the player keeps teleporting instead of teleporting and being able to walk away.

That sounds like it's teleporting right back to the Overworld, where it hits your block and teleports again ad nauseam.

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

Posted
public class HolyDimensions {

@Instance
public static HolyDimensions instance;

@Init
public void load(FMLInitializationEvent evt) {
	DimensionManager.registerProviderType(125, WorldProviderHeaven.class,
			false);
	DimensionManager.registerDimension(125, 125);
}
}

Posted

public class HolyDimensions {

@Instance
public static HolyDimensions instance;

@Init
public void load(FMLInitializationEvent evt) {
	DimensionManager.registerProviderType(125, WorldProviderHeaven.class,
			false);
	DimensionManager.registerDimension(125, 125);
}
}

Stannum, I don't know. They changed everything. All my dimension experience was from 1.3.2.

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

Posted

You are probably having trouble with teleporting back and forth, forever. Every player should have an integer variable called something like portalCoolDown or something similar. When you teleport your player, set that to 100 or something to begin with, then whenever you have your collision method for your block, where you initially teleport the player, check to make sure the cooldown is equal to 0 before you teleport. If the cooldown is greater than 0, then they cannot teleport and it gives the player time to exit the teleporter.

 

Also, you will want to look into where your player lands when they teleport and where the portal is built. If they land in the teleporter like you do with the nether, it makes it easier to accidentally teleport back when you don't want to.

Read my thoughts on my summer mod work and tell me what you think!

http://www.minecraftforge.net/forum/index.php/topic,8396.0.html

 

I absolutely love her when she smiles

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    • log: https://mclo.gs/QJg3wYX as stated in the title, my game freezes upon loading into the server after i used a far-away waystone in it. The modpack i'm using is better minecraft V18. Issue only comes up in this specific server, singleplayer and other servers are A-okay. i've already experimented with removing possible culprits like modernfix and various others to no effect. i've also attempted a full reinstall of the modpack profile. Issue occurs shortly after the 'cancel' button dissapears on the 'loading world' section of the loading screen.   thanks in advance.
    • You would have better results asking a more specific question. What have you done? What exactly do you need help with? Please also read the FAQ regarding posting logs.
    • Hi, this is my second post with the same content as no one answered this and it's been a long time since I made the last post, I want to make a client-only mod, everything is ok, but when I use shaders, none of the textures rendered in RenderLevelStageEvent nor the crow entity model are rendered, I want them to be visible, because it's a horror themed mod I've already tried it with different shaders, but it didn't work with any of them and I really want to add support for shaders Here is how i render the crow model in the CrowEntityRenderer<CrowEntity>, by the time i use this method, i know is not the right method but i don't think this is the cause of the problem, the renderType i'm using is entityCutout @Override public void render(CrowEntity p_entity, float entityYaw, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource, int packedLight) { super.render(p_entity, entityYaw, partialTick, poseStack, bufferSource, packedLight); ClientEventHandler.getClient().crow.renderToBuffer(poseStack, bufferSource.getBuffer(ClientEventHandler.getClient().crow .renderType(TEXTURE)), packedLight, OverlayTexture.NO_OVERLAY, Utils.rgb(255, 255, 255)); } Here renderLevelStage @Override public void renderWorld(RenderLevelStageEvent e) { horrorEvents.draw(e); } Here is how i render every event public void draw(RenderLevelStageEvent e) { for (HorrorEvent event : currentHorrorEvents) { event.tick(e.getPartialTick()); event.draw(e); } } Here is how i render the crow model on the event @Override public void draw(RenderLevelStageEvent e) { if(e.getStage() == RenderLevelStageEvent.Stage.AFTER_ENTITIES) { float arcProgress = getArcProgress(0.25f); int alpha = (int) Mth.lerp(arcProgress, 0, 255); int packedLight = LevelRenderer.getLightColor(Minecraft.getInstance().level, blockPos); VertexConsumer builder = ClientEventHandler.bufferSource.getBuffer(crow); Crow<CreepyBirdHorrorEvent> model = ClientEventHandler .getClient().crow; model.setupAnim(this); RenderHelper.renderModelInWorld(model, position, offset, e.getCamera(), e.getPoseStack(), builder, packedLight, OverlayTexture.NO_OVERLAY, alpha); builder = ClientEventHandler.bufferSource.getBuffer(eyes); RenderHelper.renderModelInWorld(model, position, offset, e.getCamera(), e.getPoseStack(), builder, 15728880, OverlayTexture.NO_OVERLAY, alpha); } } How i render the model public static void renderModelInWorld(Model model, Vector3f pos, Vector3f offset, Camera camera, PoseStack matrix, VertexConsumer builder, int light, int overlay, int alpha) { matrix.pushPose(); Vec3 cameraPos = camera.getPosition(); double finalX = pos.x - cameraPos.x + offset.x; double finalY = pos.y - cameraPos.y + offset.y; double finalZ = pos.z - cameraPos.z + offset.z; matrix.pushPose(); matrix.translate(finalX, finalY, finalZ); matrix.mulPose(Axis.XP.rotationDegrees(180f)); model.renderToBuffer(matrix, builder, light, overlay, Utils .rgba(255, 255, 255, alpha)); matrix.popPose(); matrix.popPose(); } Thanks in advance
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