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[SOLVED] Change player dimension on item right click


coolAlias

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Solution (thanks to Draco):

Set the player's position with setPositionAndUpdate, adjusting x and z by at least one so the player doesn't spawn directly in the created portal. If you don't want a portal to generate at all, you must set the player's position at least 32+ blocks away from their initial position as set by travelToDimension. Be sure to use the player's world object rather than one passed in from the method parameters after using travelToDimension, as the worldObj has changed.

 

Problem:

I'm trying to make an item that when used teleports the player back to the overworld from the nether, but everytime I use it, the change dimension screen shows but I end up right back in the nether:

public void onPlayerStoppedUsing(ItemStack stack, World world, EntityPlayer player, int ticksRemaining) {
switch(player.dimension) {
case -1:
player.travelToDimension(0);
break;
}
default: ;
}

If I travel far enough from the first nether portal, this code will create a new nether portal in whatever chunk I happen to spawn in (still in the Nether). I do see the overworld for a second, so I believe I am teleporting, but it is immediately sending me back... I'm thinking it spawns the player directly in a portal...

 

I tried using 'player.setInPortal()' before changing dimension to try to prevent the player from teleporting immediately, but that didn't work. Any ideas?

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It's because vanilla assumes that travelToDimension() needs to create a nether portal.  The reason you're "ending up back in the nether" is that you transitioned to the overworld, vanilla placed a nether portal, and because you didn't have any teleport-cooldown set, you were instantly sent back to the nether (because you were touching the created portal).

 

I had this problem and the only solution I found was to send the player to the overworld, then move them to a new location.  Even then there's a small possibility of creating a nether portal (but the player doesn't end up touching it).

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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Dont know if this will help, I used this in a mod I made some time ago (1.4.6) to get the player to the end dimension....

 

public void onEntityCollidedWithBlock(World par1World, int par2, int par3, int par4, Entity par5Entity)
    {
        if (par5Entity.ridingEntity == null && par5Entity.riddenByEntity == null && par5Entity instanceof EntityPlayer && !par1World.isRemote)
        {
            ((EntityPlayer)par5Entity).travelToDimension(1);
        }
    }

 

The above is obviously from a block, but may still work. Not sure if it will allow you to get to the overworld like you want, but its a start away from setInPortal...

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The above is obviously from a block, but may still work. Not sure if it will allow you to get to the overworld like you want, but its a start away from setInPortal...

 

It utilizes the same function he's already using and I already stated what's actually occurring.

 

I have experience in these matters

http://www.minecraftforge.net/forum/index.php/topic,14684.msg74887.html

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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Thanks for confirming my suspicions. Looking more closely into the code, I see the portal is created in ServerConfigurationManager.transferEntityToWorld, which seems to get called no matter what method was originally used to teleport.

 

I haven't had any luck using setPositionAndUpdate unless I send the player back to the original portal; how far away did you set their position? This is what I tried which works for not returning to the nether, but it still spawns a portal:

 

double dy = (double) player.worldObj.getHeightValue((int) player.posX - 10, (int) player.posZ + 10);
player.setPositionAndUpdate(player.posX - 10, dy + 1, player.posZ + 10);

 

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I haven't had any luck using setPositionAndUpdate unless I send the player back to the original portal; how far away did you set their position? This is what I tried which works for not returning to the nether, but it still spawns a portal:

 

Huge distances.  I was specifically teleporting the player to the overworld spawn.  At distances less than 32 blocks portals showed up again.

 

(Or I should say: at a distance of about 32 blocks I observed a portal being created on one occasion)

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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