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FallingAngel

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Tree Puncher

Tree Puncher (2/8)

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  1. Anti Afk was changed to a player tick event as that needed to be on a timer and works now No it will not be on the server. The only issue I have now is this: public class Seller { private int count = 0; @SubscribeEvent public void playerTickEvent(TickEvent.PlayerTickEvent event) { if (event.phase == TickEvent.Phase.END) { if(this.count < 12000) { this.count++; } else { count = 0; FallingAngel.AutoSell.AutoSell.sellShit(); } } } } is running the FallingAngel.AutoSell.AutoSell.sellShit(); 2x rather than 1 time.
  2. update the Mod only appears to work on cracked servers on regular servers it does not send chat messages or do anything of the like.
  3. Update - got the code to only fire 2x now. I am using phase but for some reason it fires 2x instead of once any idea why? public class Seller { private int count = 0; @SubscribeEvent public void playerTickEvent(TickEvent.PlayerTickEvent event) { if (event.phase == TickEvent.Phase.END) { if(this.count < 20) { this.count++; } else { this.count = 0; if (FallingAngel.AutoSell.LivingEntityEventHandlers.run == 1) { FallingAngel.AutoSell.LivingEntityEventHandlers.run = 0; FallingAngel.AutoSell.AutoSell.sellShit(); } } } } } public class Seller { private int count = 0; @SubscribeEvent public void playerTickEvent(TickEvent.PlayerTickEvent event) { if (event.phase == TickEvent.Phase.END) { if(this.count < 20) { this.count++; } else { this.count = 0; if (FallingAngel.AutoSell.LivingEntityEventHandlers.run == 1) { FallingAngel.AutoSell.LivingEntityEventHandlers.run = 0; FallingAngel.AutoSell.AutoSell.sellShit(); } } } } }
  4. Im not going to argue the point as many servers still use 1.8 over 1.12 but whatever The commands class is working perfectly fine on multiplayer and single player servers Thank you fixed I'm am not very sure how to do this? From what I understand, the event triggers off 2x per tick, one at the start and once at the end. As a result this is rapid firing the message being sent, "/sell all" and getting me kicked for spam. How can i use the phase to make sure that at the instance the code only fires a single time? Fixed and now the code is being sent properly updated code: Main @Mod(modid = Reference.MOD_ID, name = Reference.NAME, version = Reference.VERSION, acceptedMinecraftVersions = Reference.ACCEPTED_VERSIONS) public class AutoSell { public static String planet; @Instance public static AutoSell instance; @SidedProxy(clientSide = Reference.CLIENT_PROXY_CLASS, serverSide = Reference.SERVER_PROXY_CLASS) public static CommonProxy proxy; @Mod.EventHandler public void onFMLInitialization(final FMLInitializationEvent event) { MinecraftForge.EVENT_BUS.register(new LivingEntityEventHandlers()); ClientCommandHandler.instance.registerCommand((ICommand)new Commands()); FMLCommonHandler.instance().bus().register((Object)this); FMLCommonHandler.instance().bus().register(new AntiAfk()); } public static void AfkForDays() { Minecraft.getMinecraft().thePlayer.sendChatMessage("/server " + planet + " planet"); Minecraft.getMinecraft().thePlayer.sendChatMessage("/lag"); } public static void sellShit() { Minecraft.getMinecraft().thePlayer.sendChatMessage("/sell all"); } } Sell class: public class LivingEntityEventHandlers { int maxslots; @SubscribeEvent public void LivingUpdateEvent(LivingEvent event) { if (event.entity instanceof EntityPlayerSP) { EntityPlayerSP player = (EntityPlayerSP) event.entity; InventoryPlayer inventory = player.inventory; for (int i = 0; i < inventory.mainInventory.length; ++i) { maxslots = i; if (inventory.mainInventory[i] == null) { } else { if (maxslots == 35) { FallingAngel.AutoSell.AutoSell.sellShit(); maxslots = 0; break; } } } } } } AntiAFK (Not Working) public class AntiAfk { int tick = 0; @SubscribeEvent public void onPlayerJoinedServer(FMLNetworkEvent.ClientConnectedToServerEvent event) { if(tick != 6000){ tick++; return; } else { tick = 0; FallingAngel.AutoSell.AutoSell.AfkForDays(); } } Commands public class Commands extends CommandBase { private final List aliases; private String planets; public Commands() { aliases = new ArrayList(); aliases.add("planet"); aliases.add("reco"); } @Override public int compareTo(Object o) { return 0; } @Override public String getName() { return "planet"; } @Override public String getCommandUsage(ICommandSender var1) { return "planet <text>"; } @Override public List getAliases() { return this.aliases; } @Override public void execute(ICommandSender sender, String[] args) throws CommandException { if (args.length == 0) { Minecraft.getMinecraft().thePlayer.addChatMessage(new ChatComponentText("§eplease enter in a planet or do '/planet list' to see the §ecurrent planet! ")); } else if (args[0].equals("list")) { if(planets != null && !planets.isEmpty()) { System.out.println(args[0]); Minecraft.getMinecraft().thePlayer.addChatMessage(new ChatComponentText("§eCurrent Planet: §4§l" + planets.toUpperCase())); } else { Minecraft.getMinecraft().thePlayer.addChatMessage(new ChatComponentText("§eNo current planet!")); } } else { FallingAngel.AutoSell.AutoSell.planet = args[0]; planets = args[0]; Minecraft.getMinecraft().thePlayer.addChatMessage(new ChatComponentText("§eplanet has been set to: §4§l" + args[0].toUpperCase() + " §r§eplanet")); } } public boolean canCommandSenderUse(ICommandSender var1) { return true; } @Override public List addTabCompletionOptions(ICommandSender sender, String[] args, BlockPos pos) { // TODO Auto-generated method stub return null; } @Override public boolean isUsernameIndex(String[] var1, int var2) { // TODO Auto-generated method stub return false; } }
  5. Currently I am attempting to create a mod in 1.8 (has to be 1.8 so pls dont say "UPDATE!!!!!") that will detect when your inventory is full and then run a command. Currently the mod works in single player, but not in multiplayer. As I understand it, the reason its not working in multiplayer is that the events I am trying to call are server based events and not client based events Here is my current code @Mod(modid = Reference.MOD_ID, name = Reference.NAME, version = Reference.VERSION, acceptedMinecraftVersions = Reference.ACCEPTED_VERSIONS) public class AutoSell { public static String planet; @Instance public static AutoSell instance; @SidedProxy(clientSide = Reference.CLIENT_PROXY_CLASS, serverSide = Reference.SERVER_PROXY_CLASS) public static CommonProxy proxy; @Mod.EventHandler public void onFMLInitialization(final FMLInitializationEvent event) { FMLCommonHandler.instance().bus().register(new LivingEntityEventHandlers()); ClientCommandHandler.instance.registerCommand((ICommand)new Commands()); FMLCommonHandler.instance().bus().register((Object)this); } @Mod.EventHandler public void serverLoad(FMLServerStartingEvent event) { // register server commands event.registerServerCommand(new Commands()); Runnable runnable = new Runnable() { public void run() { Minecraft.getMinecraft().thePlayer.sendChatMessage("/lag"); Minecraft.getMinecraft().thePlayer.sendChatMessage("/server " + planet + "planet"); } }; ScheduledExecutorService service = Executors .newSingleThreadScheduledExecutor(); service.scheduleAtFixedRate(runnable, 0, 1, TimeUnit.MINUTES); } } public class LivingEntityEventHandlers { int maxslots; @SubscribeEvent public void PlayerTickeEvent(TickEvent.PlayerTickEvent event) { if (event.player instanceof EntityPlayerMP) { EntityPlayerMP player = (EntityPlayerMP) event.player; InventoryPlayer inventory = player.inventory; for (int i = 0; i < inventory.mainInventory.length; ++i) { maxslots = i; if (inventory.mainInventory[i] == null) { } else { if (maxslots == 35) { Minecraft.getMinecraft().thePlayer.sendChatMessage("/sell all"); maxslots = 0; break; } } } } } } also the anti afk commands /lag and /server xplanet are not working I assume from the same issue. I'm new to forge coding, so forgive me for my stupidity
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