Jump to content

Formatting an entity's display name, but client-side only?


treebranch

Recommended Posts

My mod enables custom names for all living entities and changes their display names. There's a section of the nametag that I need to color separately for each client. Essentially I need something like PlayerEvent.NameFormat but for living entities.

Edited by treebranch
Link to comment
Share on other sites

I solved this by editing the display names of the client-side entities in Minecraft.getInstance().world during TickEvent.ClientTickEvent. However I have another problem. The code that assigns the nametag involves random numbers and needs to be done on the server, otherwise there's desync problems where both sides see a different number. It uses NBT tags to store that info per-mob, but removing the assignment code from the client doesn't work, since the client never receives the server-stored version of the NBT value. How can I fix this? I might make another thread if I can't figure it out, but if anyone knows off the top of their head it'd be great, since I'm still a Forge noob.

 

Edit: I'm probably going to use SimpleImpl for this, because the example in the docs shows how to send a simple int over the network, and that's exactly what I want to do.

 

Edit 2: Forget that, it looks like SimpleImpl simply isn't implemented in 1.13. That or the docs aren't updated. Anyway this issue is still open.

Edited by treebranch
Link to comment
Share on other sites

1 hour ago, treebranch said:

it looks like SimpleImpl simply isn't implemented in 1.13. That or the docs aren't updated.

https://gist.github.com/williewillus/353c872bcf1a6ace9921189f6100d09a#nitty-gritty-random-things-ctrlf-section

Specifically this section

Quote

network: SimpleImpl -> SimpleChannel

enqueuework instead of addScheduledTask

register free funcs

See https://github.com/sinkillerj/ProjectE/blob/c17ff6e1b7151b9ef12396af47a937bb599bf7bf/src/main/java/moze_intel/projecte/network/PacketHandler.java#L23-L52

 

Link to comment
Share on other sites

5 minutes ago, V0idWa1k3r said:

Thanks. I've been here, but I hit another dead end because apparently there's no IMessage interface anymore.

 

If you know where that went I'll be ecstatic. But in the meantime I've solved all my problems by just using entity.getUniqueID().getMostSignificantBits() as the seed for my random number generator on both the client and the server.

Link to comment
Share on other sites

6 minutes ago, treebranch said:

If you know where that went I'll be ecstatic.

You don't need that anymore. Look at SimpleChannel#registerMessage

It just takes in a bunch of functions/consumers now that take in an instance of your packet and do stuff with it, so basically any class can be an IMessage now, you don't need the interface since it is all done via functional interfaces. Again, look at the link I've provided, it has a clear usage example.

 

Link to comment
Share on other sites

4 minutes ago, V0idWa1k3r said:

You don't need that anymore. Look at SimpleChannel#registerMessage

It just takes in a bunch of functions/consumers now that take in an instance of your packet and do stuff with it, so basically any class can be an IMessage now, you don't need the interface since it is all done via functional interfaces. Again, look at the link I've provided, it has a clear usage example.

 

As a Java beginner with a very low IQ for networking code, I'm happy to use my random seed approach instead, but if I ever have to implement it in the future I'll use your link as a reference. Thanks.

Edited by treebranch
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • They were already updated, and just to double check I even did a cleanup and fresh update from that same page. I'm quite sure drivers are not the problem here. 
    • i tried downloading the drivers but it says no AMD graphics hardware has been detected    
    • Update your AMD/ATI drivers - get the drivers from their website - do not update via system  
    • As the title says i keep on crashing on forge 1.20.1 even without any mods downloaded, i have the latest drivers (nvidia) and vanilla minecraft works perfectly fine for me logs: https://pastebin.com/5UR01yG9
    • Hello everyone, I'm making this post to seek help for my modded block, It's a special block called FrozenBlock supposed to take the place of an old block, then after a set amount of ticks, it's supposed to revert its Block State, Entity, data... to the old block like this :  The problem I have is that the system breaks when handling multi blocks (I tried some fix but none of them worked) :  The bug I have identified is that the function "setOldBlockFields" in the item's "setFrozenBlock" function gets called once for the 1st block of multiblock getting frozen (as it should), but gets called a second time BEFORE creating the first FrozenBlock with the data of the 1st block, hence giving the same data to the two FrozenBlock :   Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=head] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@73681674 BlockEntityData : id:"minecraft:bed",x:3,y:-60,z:-6} Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=3, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=2, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} here is the code inside my custom "freeze" item :    @Override     public @NotNull InteractionResult useOn(@NotNull UseOnContext pContext) {         if (!pContext.getLevel().isClientSide() && pContext.getHand() == InteractionHand.MAIN_HAND) {             BlockPos blockPos = pContext.getClickedPos();             BlockPos secondBlockPos = getMultiblockPos(blockPos, pContext.getLevel().getBlockState(blockPos));             if (secondBlockPos != null) {                 createFrozenBlock(pContext, secondBlockPos);             }             createFrozenBlock(pContext, blockPos);             return InteractionResult.SUCCESS;         }         return super.useOn(pContext);     }     public static void createFrozenBlock(UseOnContext pContext, BlockPos blockPos) {         BlockState oldState = pContext.getLevel().getBlockState(blockPos);         BlockEntity oldBlockEntity = oldState.hasBlockEntity() ? pContext.getLevel().getBlockEntity(blockPos) : null;         CompoundTag oldBlockEntityData = oldState.hasBlockEntity() ? oldBlockEntity.serializeNBT() : null;         if (oldBlockEntity != null) {             pContext.getLevel().removeBlockEntity(blockPos);         }         BlockState FrozenBlock = setFrozenBlock(oldState, oldBlockEntity, oldBlockEntityData);         pContext.getLevel().setBlockAndUpdate(blockPos, FrozenBlock);     }     public static BlockState setFrozenBlock(BlockState blockState, @Nullable BlockEntity blockEntity, @Nullable CompoundTag blockEntityData) {         BlockState FrozenBlock = BlockRegister.FROZEN_BLOCK.get().defaultBlockState();         ((FrozenBlock) FrozenBlock.getBlock()).setOldBlockFields(blockState, blockEntity, blockEntityData);         return FrozenBlock;     }  
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.