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[Help]Making portal travel to a custom dimension


ExcuseMyLuck

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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.

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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.

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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?

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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.

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Share on other sites

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.

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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.

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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.

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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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