Izzy Axel Posted October 27, 2014 Share Posted October 27, 2014 Capabilities isn't a member of Entity, what do I need to do to get the EntityPlayer instance of the relevant player inside onUpdate()? I tried this: EntityPlayer playerEnt = (EntityPlayer)player; But this may or may not cause some wonky behavior with the rest of the code for this item that isn't present in SSP. Edit: It's on a server that everything goes to hell. Quote Link to comment Share on other sites More sharing options...
Eternaldoom Posted October 27, 2014 Share Posted October 27, 2014 Use a PlayerTickEvent. Quote Check out my mod, Realms of Chaos, here. If I helped you, be sure to press the "Thank You" button! Link to comment Share on other sites More sharing options...
Izzy Axel Posted October 28, 2014 Author Share Posted October 28, 2014 Problem with that is, it's not passing in the instance of the affected stack, which I need to get to manipulate the durability, so is there any way to get both EntityPlayer and the stack without having to split the code up and use constant janky checks and timing between playerTickEvent and onUpdate? Quote Link to comment Share on other sites More sharing options...
JavaMatrix Posted October 28, 2014 Share Posted October 28, 2014 What onUpdate are you referring to? There are tons of them. And I think EntityPlayerMP might fix this. Quote You Only Live Once, So Win At Golf. Sorry for my English, I'm American. Link to comment Share on other sites More sharing options...
Eternaldoom Posted October 28, 2014 Share Posted October 28, 2014 What stack? Are you trying to decrease the durability of a held item? If so, you can get the stack from player.inventory Quote Check out my mod, Realms of Chaos, here. If I helped you, be sure to press the "Thank You" button! Link to comment Share on other sites More sharing options...
Izzy Axel Posted October 29, 2014 Author Share Posted October 29, 2014 onUpdate in an item class. The item works anywhere in your inventory, so I need the specific instance. Quote Link to comment Share on other sites More sharing options...
Eternaldoom Posted October 29, 2014 Share Posted October 29, 2014 You still haven't said what you are trying to do Quote Check out my mod, Realms of Chaos, here. If I helped you, be sure to press the "Thank You" button! Link to comment Share on other sites More sharing options...
Mitchellbrine Posted October 29, 2014 Share Posted October 29, 2014 Safely cast it. If you want to get the capabilities, then use player.capabilities. That literally is the capabilities of the player. Also, please explain what you're trying to do. Quote -Mitchellbrine Minecraft can do ANYTHING, it's coded in Java and you got the full power of Java behind you when you code. So nothing is impossible. It may be freaking fucking hard though, but still possible If you create a topic on Modder Support, live by this motto: I don't want your charity, I want your information Link to comment Share on other sites More sharing options...
Izzy Axel Posted October 29, 2014 Author Share Posted October 29, 2014 It's an item that, when activated, allows you to fly for a bit, but it doesn't need to be held once its activated to work. I'm using the durability for the timer. The main issue right now is when on a server, right clicking after it's been activated refills the durability completely and deactivates it, instead of just deactivating it, and the fall damage code doesn't work. Both work on SSP. public class ItemFlightTalisman extends ItemArtifact { ItemStack iStack = new ItemStack(this); boolean recharging = false; boolean using = false; boolean active = false; int buffer = 0; public ItemFlightTalisman(CreativeTabs tab) { super(); setUnlocalizedName("flightTalisman"); setTextureName(Reference.MODID + ":" + getUnlocalizedName().substring(5)); setCreativeTab(tab); setMaxDamage(401); setMaxStackSize(1); } @Override public ItemStack onItemRightClick(ItemStack stack, World world, EntityPlayer player) { if(world.isRemote) if(!active && stack.getItemDamage() == 0) { player.capabilities.allowFlying = true; player.capabilities.isFlying = true; active = true; } else if(active) { player.capabilities.allowFlying = false; player.capabilities.isFlying = false; active = false; } if(!world.isRemote) if(active) world.playSoundAtEntity(player, "random.orb", 0.3F, 0.85F); else if(!active && !recharging) { recharging = true; world.playSoundAtEntity(player, "random.orb", 0.3F, 0.725F); } return stack; } @SideOnly(Side.CLIENT) @Override public boolean hasEffect(ItemStack stack) { return active; } @SubscribeEvent(receiveCanceled=true) public void playerTick(PlayerTickEvent event) { if(event.player.capabilities.isFlying && active) buffer = 1; if(buffer == 1 && active && event.player.worldObj.isRemote) { event.player.fallDistance = 0.0F; if(event.player.onGround) buffer = 0; } if(active) { iStack.setItemDamage(iStack.getItemDamage() + 2); using = true; } else if(!active) using = false; if(!using && iStack.getItemDamage() > 0) iStack.setItemDamage(iStack.getItemDamage() - 1); if(iStack.getItemDamage() == 0) recharging = false; if(iStack.getItemDamage() == 400) { active = false; event.player.capabilities.isFlying = false; event.player.capabilities.allowFlying = false; if(!event.player.worldObj.isRemote) event.player.worldObj.playSoundAtEntity(event.player, "random.orb", 0.3F, 0.725F); } if(iStack.getItemDamage() > 400) iStack.setItemDamage(400); } } Quote Link to comment Share on other sites More sharing options...
brandon3055 Posted October 29, 2014 Share Posted October 29, 2014 First of all you cant store those values in the item class they need to be stored as nbt any values in the item class will be the same for every instance of that item. Also I think you need to update player.capabilities.allowFlying and player.capabilities.isFlying on both the client and the server. and last of all make sure flight is enabled on the server. Quote I am the author of Draconic Evolution Link to comment Share on other sites More sharing options...
Izzy Axel Posted October 31, 2014 Author Share Posted October 31, 2014 Ok, I'm trying to do NBT tags, but it seems that onCreated isn't being evaluated before onUpdate or hasEffect, because I'm getting NPEs on things in both, how do I fix this? public class ItemAirTalisman extends ItemArtifact { public ItemAirTalisman(CreativeTabs tab) { super(); setUnlocalizedName("airTalisman"); setTextureName(Reference.MODID + ":" + getUnlocalizedName().substring(5)); setCreativeTab(tab); setMaxStackSize(1); setMaxDamage(512); } @Override public void onCreated(ItemStack stack, World world, EntityPlayer player) { if(stack.stackTagCompound == null) stack.setTagCompound(new NBTTagCompound()); stack.stackTagCompound.setInteger("Damage", 0); stack.stackTagCompound.setBoolean("Active", false); } @SideOnly(Side.CLIENT) @Override public boolean hasEffect(ItemStack stack) { return stack.stackTagCompound.getBoolean("Active"); } @Override public void onUpdate(ItemStack stack, World world, Entity player, int slot, boolean p_77663_5_) { if(player.isInWater() && stack.getTagCompound().getInteger("Damage") < 510) { stack.stackTagCompound.setBoolean("Active", true); stack.stackTagCompound.setInteger("Damage", stack.getTagCompound().getInteger("Damage") + 1); player.setAir(1000); } else if(stack.getTagCompound().getInteger("Damage") == 511 || !player.isInWater()) stack.stackTagCompound.setBoolean("Active", false); if(!stack.stackTagCompound.getBoolean("Active")) stack.stackTagCompound.setInteger("Damage", stack.getTagCompound().getInteger("Damage") - 1); if(stack.getTagCompound().getInteger("Damage") > 511) stack.stackTagCompound.setInteger("Damage", 511); } } (code unrelated, tried this on a simpler class to learn first) Quote Link to comment Share on other sites More sharing options...
yariplus Posted October 31, 2014 Share Posted October 31, 2014 onCreated says it's only called when the item is crafted. Did you possibly already have items you spawned in saved in the world? That would cause an NPE. You might want to run your null check in the onUpdate. Quote Link to comment Share on other sites More sharing options...
Izzy Axel Posted October 31, 2014 Author Share Posted October 31, 2014 Yeah, I figured that out last night, now I'm doing a null check that creates the tags inside both onCreated and at the beginning of onUpdate/PlayerTickEvent. Quote Link to comment Share on other sites More sharing options...
Izzy Axel Posted November 1, 2014 Author Share Posted November 1, 2014 Ok I reworked the functionality, but now I'm checking for space being held, which I'm doing with if(Keyboard.isKeyDown(Keyboard.KEY_SPACE)) This is giving a noClassDefFoundError on org.lwjgl.input.Keyboard when I try to put it in my inventory on a server. What's going on here, and how do I fix it? Second question is, this is a raw input, how do I gate this with checks of whether the player is in the esc menu, inventory screen, or chat menu? Quote Link to comment Share on other sites More sharing options...
yariplus Posted November 1, 2014 Share Posted November 1, 2014 Well, you can only check input on the client side. Then you need to send the result to the server. This boolean is true if the player is inGame (ie not in a menu). FMLClientHandler.instance().getClient().inGameHasFocus Quote Link to comment Share on other sites More sharing options...
Izzy Axel Posted November 1, 2014 Author Share Posted November 1, 2014 Please don't tell me I need packets again, I never got them to work (or even compile) the last time I tried to use them... >_> I tried this: Flight Talisman but then it doesn't function at all in SSP. And thanks, that worked. Quote Link to comment Share on other sites More sharing options...
Izzy Axel Posted November 4, 2014 Author Share Posted November 4, 2014 Ok, I've gotten this far, but I'm unclear on where I need to be handling the message, and what I need to be doing there that relates to the gating on the talisman, and I'm not sure if this is the right way to be sending the packet. Main IMessage/IMessageHandler Flight Talisman Quote Link to comment Share on other sites More sharing options...
Izzy Axel Posted November 5, 2014 Author Share Posted November 5, 2014 Ok, well I'm unsure of a few things now. One, how am I going to get a world object that contains the correct instance inside the client proxy, two, am I just making a new void method inside the proxy for this, or what? Third, I don't know how to make the packet do things, I don't know where to put that code or how to check for the packet and its contents. Fourth, I'm using NBT because I've never heard of IExtendedEntityProperties and obviously then, don't know what it is or how to use it. Quote Link to comment Share on other sites More sharing options...
Draco18s Posted November 5, 2014 Share Posted November 5, 2014 Ok, well I'm unsure of a few things now. One, how am I going to get a world object that contains the correct instance inside the client proxy The client only knows about one world: the world the client is in. Quote 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. Link to comment Share on other sites More sharing options...
Izzy Axel Posted November 5, 2014 Author Share Posted November 5, 2014 So doing: if(!Minecraft.getMinecraft().theWorld.isRemote) would be correct then? Quote Link to comment Share on other sites More sharing options...
Izzy Axel Posted November 10, 2014 Author Share Posted November 10, 2014 Ok...so I made this in ClientProxy: public static boolean spaceDown(World world) { if(!world.isRemote) { KeyHandler keyHandler = new KeyHandler(); if(FMLClientHandler.instance().getClient().inGameHasFocus && keyHandler.isKeyPressed(Keyboard.KEY_SPACE)) { return true; } else { return false; } } else { return false; } } This is what the onUpdate in the flight talisman class looks like now: @Override public void onUpdate(ItemStack stack, World world, Entity player, int slot, boolean p_77663_5_) { if(stack.stackTagCompound == null) { stack.stackTagCompound = new NBTTagCompound(); stack.stackTagCompound.setInteger("Damage", 0); stack.stackTagCompound.setBoolean("Holding Space", false); } if(stack.stackTagCompound != null) { if(ClientProxy.spaceDown(world)) { ArcaneArtificing.snw.sendToServer(new FlyMessage(1)); if(player.posY < Reference.HEIGHTLIMIT) { stack.stackTagCompound.setInteger("Damage", stack.stackTagCompound.getInteger("Damage") + 1); stack.setItemDamage(stack.stackTagCompound.getInteger("Damage")); if(stack.stackTagCompound.getInteger("Damage") > 100000) { stack.stackTagCompound.setInteger("Damage", 100000); stack.setItemDamage(stack.stackTagCompound.getInteger("Damage")); } player.motionY += Reference.TERMINAL * Reference.THRUST; if(player.motionY > Reference.TERMINAL) { player.motionY = Reference.TERMINAL; } } } else { ArcaneArtificing.snw.sendToServer(new FlyMessage(0)); } if(!player.onGround && player.motionY < 0) { player.fallDistance = (float)((player.motionY * -1) * Reference.DAMAGEREDUCTIONFACTOR); } } } And this is what the message handler/IMessage looks like now: public class FlyMessage implements IMessage { public static int packet; public FlyMessage(){} public FlyMessage(int p) { this.packet = p; } @Override public void fromBytes(ByteBuf buf) { this.packet = buf.readInt(); } @Override public void toBytes(ByteBuf buf) { buf.writeInt(packet); } public static class FlyMessageHandler implements IMessageHandler<FlyMessage, IMessage> { @Override public IMessage onMessage(FlyMessage message, MessageContext ctx) { if(packet == 1) { ctx.getServerHandler().playerEntity.registerExtendedProperties("SpaceDown", ?); } else { ctx.getServerHandler().playerEntity.registerExtendedProperties("SpaceDown", ?); } return message; } } } What do I need to do for the IExtendedEntityProperties instance that's supposed to go where the question marks are in the message, first off? Quote Link to comment Share on other sites More sharing options...
Izzy Axel Posted November 10, 2014 Author Share Posted November 10, 2014 Ok, then how do I use proxies? Quote Link to comment Share on other sites More sharing options...
coolAlias Posted November 12, 2014 Share Posted November 12, 2014 Ok, then how do I use proxies? Basically just do what diesieben07 already told you: Use your main mod class' proxy reference (which is a reference to CommonProxy, which your ClientProxy should extend from) to access the method you want, and add the same method you need to your CommonProxy, but empty. This allows you to override it in the ClientProxy, just like all the 'registerRenderer' methods you see in people's code. Quote http://i.imgur.com/NdrFdld.png[/img] Link to comment Share on other sites More sharing options...
brandon3055 Posted November 12, 2014 Share Posted November 12, 2014 I would just like to offer a simple alternative to this hole problem. Step 1:Create a potion effect that gives flight (simple) Step 2:Use item to apply effect (very simple) Done! No IEEP, NBT or packet handling required! You can use the effect duration as the flight trimmer and if you want a cool down before it can be applied again you can simply use the item damage. Quote I am the author of Draconic Evolution Link to comment Share on other sites More sharing options...
Izzy Axel Posted November 12, 2014 Author Share Posted November 12, 2014 Thanks coolAlias, nobodies explicitly said that in any of the tutorials I've seen, and it was an easily overlooked detail when you aren't looking for it while going through repos for other mods. Brandon3055: though easier, that defeats the purpose here, puts off learning how to use packets for key handling, (procrastination is never a good thing) and I gave it jetpack type flight for balance anyway. Also the potion would add the potion effect to the inventory GUI, which is sloppy/undesirable imo. It can also be removed by one of my other talismans. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
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.