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Attack animation not working [1.7.10]


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Hey guys, im trying to make an attack animation, so I looked at some vanilla code, but I still cant seem to find out why it wont work. thanks.

Mob Code

package com.OlympiansMod.entity;

import cpw.mods.fml.common.Mod.Instance;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.block.Block;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityCreature;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.SharedMonsterAttributes;
import net.minecraft.entity.ai.EntityAIAttackOnCollide;
import net.minecraft.entity.ai.EntityAIDefendVillage;
import net.minecraft.entity.ai.EntityAIHurtByTarget;
import net.minecraft.entity.ai.EntityAILookAtVillager;
import net.minecraft.entity.ai.EntityAILookIdle;
import net.minecraft.entity.ai.EntityAIMoveThroughVillage;
import net.minecraft.entity.ai.EntityAIMoveTowardsRestriction;
import net.minecraft.entity.ai.EntityAIMoveTowardsTarget;
import net.minecraft.entity.ai.EntityAINearestAttackableTarget;
import net.minecraft.entity.ai.EntityAIWander;
import net.minecraft.entity.ai.EntityAIWatchClosest;
import net.minecraft.entity.monster.EntityGolem;
import net.minecraft.entity.monster.EntityMob;
import net.minecraft.entity.monster.IMob;
import net.minecraft.entity.passive.EntityAnimal;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.util.DamageSource;
import net.minecraft.world.World;

public class EntityUndead extends EntityGolem{ 




private int attackTimer;

public EntityUndead(World world) { 
	super(world);
	this.setSize(1.1F, 2F);
        this.getNavigator().setAvoidsWater(true);
        this.tasks.addTask(1, new EntityAIAttackOnCollide(this, 1.0D, true));
        this.tasks.addTask(2, new EntityAIMoveTowardsTarget(this, 2.0D, 32.0F));
        this.tasks.addTask(4, new EntityAIMoveTowardsRestriction(this, 1.0D));
        this.tasks.addTask(6, new EntityAIWander(this, 0.6D));
        this.tasks.addTask(7, new EntityAIWatchClosest(this, EntityPlayer.class, 6.0F));
        this.tasks.addTask(8, new EntityAILookIdle(this));
        this.targetTasks.addTask(2, new EntityAIHurtByTarget(this, false));
        this.targetTasks.addTask(3, new EntityAINearestAttackableTarget(this, EntityLiving.class, 0, false, true, IMob.mobSelector));
        
        
    }
protected boolean isAIEnabled(){
	return true;
}
protected void applyEntityAttributes(){
	super.applyEntityAttributes();
	this.getEntityAttribute(SharedMonsterAttributes.maxHealth).setBaseValue(100.0f); 
	this.getEntityAttribute(SharedMonsterAttributes.movementSpeed).setBaseValue(0.50D);

}
protected void collideWithEntity(Entity entity)
    {
        if (entity instanceof IMob && this.getRNG().nextInt(20) == 0)
        {
            this.setAttackTarget((EntityLivingBase)entity);
        }

        super.collideWithEntity(entity);
    }
public void readEntityFromNBT(NBTTagCompound par1)
    {
        super.readEntityFromNBT(par1);
        
    }
 public void onLivingUpdate()
    {
        super.onLivingUpdate();

        if (this.attackTimer > 0)
        {
            --this.attackTimer;
        }

    }
    public boolean attackEntityAsMob(Entity entity)
    {
        this.attackTimer = 10;
        this.worldObj.setEntityState(this, (byte)4);
        boolean flag = entity.attackEntityFrom(DamageSource.causeMobDamage(this), (float)(10 + this.rand.nextInt(15)));

        if (flag)
        {
            entity.motionY += 0.4000000059604645D;
        }

        this.playSound("mob.irongolem.throw", 1.0F, 1.0F);
        return flag;
    }
   
    @SideOnly(Side.CLIENT)
    public int getAttackTimer()
    {
        return this.attackTimer;
    }

    protected String getHurtSound()
    {
        return "mob.irongolem.hit";
    }

    protected String getDeathSound()
    {
        return "mob.irongolem.death";
    }

    protected void func_145780_a(int p_145780_1_, int p_145780_2_, int p_145780_3_, Block p_145780_4_)
    {
        this.playSound("mob.irongolem.walk", 1.0F, 1.0F);
  
    }
}






   
    







 

Model Code

// Date: 6/6/2015 2:49:05 PM
// Template version 1.1
// Java generated by Techne
// Keep in mind that you still need to fill in some blanks
// - ZeuX






package com.OlympiansMod.entity;

import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelRenderer;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.monster.EntityIronGolem;
import net.minecraft.util.DamageSource;
import net.minecraft.util.MathHelper;

public class Undead extends ModelBase
{
  //fields
    ModelRenderer LegR;
    ModelRenderer LegL;
    ModelRenderer Body;
    ModelRenderer ArmR;
    ModelRenderer ForearmR;
    ModelRenderer ArmL;
    ModelRenderer ForearmL;
    ModelRenderer Head;
  
  public Undead()
  {
    textureWidth = 64;
    textureHeight = 64;
    
      LegR = new ModelRenderer(this, 46, 0);
      LegR.addBox(0F, 0F, 0F, 4, 16, 4);
      LegR.setRotationPoint(1F, 8F, -2F);
      LegR.setTextureSize(64, 64);
      LegR.mirror = true;
      setRotation(LegR, 0F, 0F, 0F);
      LegL = new ModelRenderer(this, 30, 0);
      LegL.addBox(-3F, 0F, 0F, 4, 16, 4);
      LegL.setRotationPoint(-1F, 8F, -1F);
      LegL.setTextureSize(64, 64);
      LegL.mirror = true;
      setRotation(LegL, 0F, 0F, 0F);
      Body = new ModelRenderer(this, 0, 0);
      Body.addBox(-4.5F, 0F, 0F, 10, 14, 5);
      Body.setRotationPoint(-0.5F, -6F, -2.5F);
      Body.setTextureSize(64, 64);
      Body.mirror = true;
      setRotation(Body, 0.0743572F, 0.1858931F, 0F);
      ArmR = new ModelRenderer(this, 0, 19);
      ArmR.addBox(0F, 0F, 0F, 2, 7, 2);
      ArmR.setRotationPoint(5.3F, -6F, -2.5F);
      ArmR.setTextureSize(64, 64);
      ArmR.mirror = true;
      setRotation(ArmR, 0.2033463F, 0.1289891F, -0.0743572F);
      ForearmR = new ModelRenderer(this, 8, 19);
      ForearmR.addBox(0F, 0F, 0F, 2, 6, 2);
      ForearmR.setRotationPoint(0.0F, 6.3F, 0.0F);
      ForearmR.setTextureSize(64, 64);
      ForearmR.mirror = true;
      setRotation(ForearmR, 0.0743572F, 0.0743654F, -0.0743572F);
      ArmL = new ModelRenderer(this, 0, 28);
      ArmL.addBox(0F, 0F, 0F, 3, 7, 3);
      ArmL.setRotationPoint(-7.5F, -6.5F, -0.3333333F);
      ArmL.setTextureSize(64, 64);
      ArmL.mirror = true;
      setRotation(ArmL, -0.0174533F, 0.0789013F, 0.0872665F);
      ForearmL = new ModelRenderer(this, 12, 28);
      ForearmL.addBox(0F, 0F, 0F, 2, 6, 2);
      ForearmL.setRotationPoint(0.5F, 6.3F, 0.3333333F);
      ForearmL.setTextureSize(64, 64);
      ForearmL.mirror = true;
      setRotation(ForearmL, -0.0652691F, 0.0743654F, 0.0827224F);
      Head = new ModelRenderer(this, 30, 20);
      Head.addBox(-2F, 0F, 0F, 5, 5, 5);
      Head.setRotationPoint(-0.5F, -11F, -3F);
      Head.setTextureSize(64, 64);
      Head.mirror = true;
      setRotation(Head, 0F, 0F, 0F);
  }
  
  public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5)
  {
    super.render(entity, f, f1, f2, f3, f4, f5);
    setRotationAngles(f, f1, f2, f3, f4, f5, entity);
    LegR.render(f5);
    LegL.render(f5);
    Body.render(f5);
    ArmR.render(f5);
    ForearmR.render(f5);
    ArmL.render(f5);
    ForearmL.render(f5);
    Head.render(f5);
  }
  
  private void setRotation(ModelRenderer model, float x, float y, float z)
  {
    model.rotateAngleX = x;
    model.rotateAngleY = y;
    model.rotateAngleZ = z;
  }
  
  public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity entity)
  {
    super.setRotationAngles(f, f1, f2, f3, f4, f5, entity);
    this.Head.rotateAngleY = f3 / (180F / (float)Math.PI);
    this.Head.rotateAngleX = f4 / (180F / (float)Math.PI);
      LegR.rotateAngleX = MathHelper.cos(f * 0.6662F) * 1.4F * f1;
      LegL.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 1.4F * f1;
      ArmR.rotateAngleX = MathHelper.cos(f * 0.6662F) * 1.4F * f1;
      ArmL.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 1.4F * f1;
      ArmR.addChild(ForearmR);
      ArmL.addChild(ForearmL);
      ForearmR.rotateAngleX =  MathHelper.cos(f * 0.6662F) * 1.4F * f1;
      ForearmL.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 1.4F * f1;
     
  }
      
      public void LivingAttackEvent(EntityLivingBase entity, float par1, float par2, float par3){
    	  
    	  EntityUndead undead = (EntityUndead)entity;
          int i = undead.getAttackTimer();

          if (i > 0)
          {
              this.ArmR.rotateAngleX = -2.0F + 1.5F * this.func_78172_a((float)i - par2, 10.0F);
              
          }
         
      }
     

  

  private float func_78172_a(float f1, float f2){

return (Math.abs(f1 % f2 - f2 * 0.5F) - f1 * 0.25F) / (f2 * 0.25F);
} 




     
}

Im serious don't look at it!!

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You are using a corrupted model from techne, that's not your fault but techne creates corrupted files, you can correct your file here : http://scarex.fr/model_corrector.php.

 

For the animation, I found this :

/**
     * Used for easily adding entity-dependent animations. The second and third float params here are the same second
     * and third as in the setRotationAngles method.
     */
    public void setLivingAnimations(EntityLivingBase p_78086_1_, float p_78086_2_, float p_78086_3_, float p_78086_4_)
    {
        EntityIronGolem entityirongolem = (EntityIronGolem)p_78086_1_;
        int i = entityirongolem.getAttackTimer();

        if (i > 0)
        {
            this.ironGolemRightArm.rotateAngleX = -2.0F + 1.5F * this.func_78172_a((float)i - p_78086_4_, 10.0F);
            this.ironGolemLeftArm.rotateAngleX = -2.0F + 1.5F * this.func_78172_a((float)i - p_78086_4_, 10.0F);
        }
        else
        {
            int j = entityirongolem.getHoldRoseTick();

            if (j > 0)
            {
                this.ironGolemRightArm.rotateAngleX = -0.8F + 0.025F * this.func_78172_a((float)j, 70.0F);
                this.ironGolemLeftArm.rotateAngleX = 0.0F;
            }
            else
            {
                this.ironGolemRightArm.rotateAngleX = (-0.2F + 1.5F * this.func_78172_a(p_78086_2_, 13.0F)) * p_78086_3_;
                this.ironGolemLeftArm.rotateAngleX = (-0.2F - 1.5F * this.func_78172_a(p_78086_2_, 13.0F)) * p_78086_3_;
            }
        }
    }

 

Class : net.minecraft.client.model.ModelIronGolem

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I was already using that for the animation, im not sure what you mean by corrupted though, also why would the file being corrupted stop the animation from working.

P.S in order to make an animation work you have to make an attack timer in your mod class, which is what I assume is/was the problem.

Im serious don't look at it!!

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File corruption with techne example :

LegR = new ModelRenderer(this, 46, 0);
      LegR.addBox(0F, 0F, 0F, 4, 16, 4); // The variables names should begin with a lower case letter
      LegR.setRotationPoint(1F, 8F, -2F);
      LegR.setTextureSize(64, 64);
      LegR.mirror = true; // Miror texture should be after the initialization
      setRotation(LegR, 0F, 0F, 0F);

 

The reason that your animation doesn't work is because your event is fired once, but the method setLivingAnimation is fired every render tick.

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ok so  I ran it through the program and it still doesn't work..

 

package com.OlympiansMod.entity;

import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelRenderer;
import net.minecraft.entity.Entity;
import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelRenderer;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.monster.EntityIronGolem;
import net.minecraft.util.DamageSource;
import net.minecraft.util.MathHelper;

public class Undead extends ModelBase
{
    protected ModelRenderer legR;
    protected ModelRenderer legL;
    protected ModelRenderer body;
    protected ModelRenderer armR;
    protected ModelRenderer forearmR;
    protected ModelRenderer armL;
    protected ModelRenderer forearmL;
    protected ModelRenderer head;
  
  public Undead()
  {
    this.textureWidth = 64;
    this.textureHeight = 64;
    
      this.legR = new ModelRenderer(this, 46, 0);
      this.legR.mirror = true;
      this.legR.addBox(0F, 0F, 0F, 4, 16, 4);
      this.legR.setRotationPoint(1F, 8F, -2F);
      this.legR.setTextureSize(64, 64);
      setRotation(this.legR, 0F, 0F, 0F);

      this.legL = new ModelRenderer(this, 30, 0);
      this.legL.mirror = true;
      this.legL.addBox(-3F, 0F, 0F, 4, 16, 4);
      this.legL.setRotationPoint(-1F, 8F, -1F);
      this.legL.setTextureSize(64, 64);
      setRotation(this.legL, 0F, 0F, 0F);

      this.body = new ModelRenderer(this, 0, 0);
      this.body.mirror = true;
      this.body.addBox(-4.5F, 0F, 0F, 10, 14, 5);
      this.body.setRotationPoint(-0.5F, -6F, -2.5F);
      this.body.setTextureSize(64, 64);
      setRotation(this.body, 0.0743572F, 0.1858931F, 0F);

      this.armR = new ModelRenderer(this, 0, 19);
      this.armR.mirror = true;
      this.armR.addBox(0F, 0F, 0F, 2, 7, 2);
      this.armR.setRotationPoint(5.3F, -6F, -2.5F);
      this.armR.setTextureSize(64, 64);
      setRotation(this.armR, 0.2033463F, 0.1289891F, -0.0743572F);

      this.forearmR = new ModelRenderer(this, 8, 19);
      this.forearmR.mirror = true;
      this.forearmR.addBox(0F, 0F, 0F, 2, 6, 2);
      this.forearmR.setRotationPoint(0.0F, 6.3F, 0.0F);
      this.forearmR.setTextureSize(64, 64);
      setRotation(this.forearmR, 0.0743572F, 0.0743654F, -0.0743572F);

      this.armL = new ModelRenderer(this, 0, 28);
      this.armL.mirror = true;
      this.armL.addBox(0F, 0F, 0F, 3, 7, 3);
      this.armL.setRotationPoint(-7.5F, -6.5F, -0.3333333F);
      this.armL.setTextureSize(64, 64);
      setRotation(this.armL, -0.0174533F, 0.0789013F, 0.0872665F);

      this.forearmL = new ModelRenderer(this, 12, 28);
      this.forearmL.mirror = true;
      this.forearmL.addBox(0F, 0F, 0F, 2, 6, 2);
      this.forearmL.setRotationPoint(0.5F, 6.3F, 0.3333333F);
      this.forearmL.setTextureSize(64, 64);
      setRotation(this.forearmL, -0.0652691F, 0.0743654F, 0.0827224F);

      this.head = new ModelRenderer(this, 30, 20);
      this.head.mirror = true;
      this.head.addBox(-2F, 0F, 0F, 5, 5, 5);
      this.head.setRotationPoint(-0.5F, -11F, -3F);
      this.head.setTextureSize(64, 64);
      setRotation(this.head, 0F, 0F, 0F);

  }
  
  public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5)
  {
    super.render(entity, f, f1, f2, f3, f4, f5);
    setRotationAngles(f, f1, f2, f3, f4, f5, entity);
    this.legR.render(f5);
    this.legL.render(f5);
    this.body.render(f5);
    this.armR.render(f5);
    this.forearmR.render(f5);
    this.armL.render(f5);
    this.forearmL.render(f5);
    this.head.render(f5);
  }
  
  public static void setRotation(ModelRenderer model, float x, float y, float z)
  {
    model.rotateAngleX = x;
    model.rotateAngleY = y;
    model.rotateAngleZ = z;
  }
  public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity entity)
  {
    super.setRotationAngles(f, f1, f2, f3, f4, f5, entity);
    this.head.rotateAngleY = f3 / (180F / (float)Math.PI);
    this.head.rotateAngleX = f4 / (180F / (float)Math.PI);
      legR.rotateAngleX = MathHelper.cos(f * 0.6662F) * 1.4F * f1;
      legL.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 1.4F * f1;
      armR.rotateAngleX = MathHelper.cos(f * 0.6662F) * 1.4F * f1;
      armL.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 1.4F * f1;
      armR.addChild(forearmR);
      armL.addChild(forearmL);
      forearmR.rotateAngleX =  MathHelper.cos(f * 0.6662F) * 1.4F * f1;
      forearmL.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 1.4F * f1;
     
  }


  public void setLivingAnimations(EntityLivingBase entity, float par2, float par3, float par4)
  {
      EntityUndead entityundead = (EntityUndead)entity;
      int i = entityundead.getAttackTimer();

      if (i > 0)
      {
          this.armR.rotateAngleX = -2.0F + 1.5F * this.func_78172_a((float)i - par4, 10.0F);
          this.armL.rotateAngleX = -2.0F + 1.5F * this.func_78172_a((float)i - par4, 10.0F);
      }
   

          else
          {
              this.armR.rotateAngleX = (-0.2F + 1.5F * this.func_78172_a(par2, 13.0F)) * par3;
              this.armL.rotateAngleX = (-0.2F - 1.5F * this.func_78172_a(par2, 13.0F)) * par3;
          }
      }
  

  private float func_78172_a(float p_78172_1_, float p_78172_2_)
  {
      return (Math.abs(p_78172_1_ % p_78172_2_ - p_78172_2_ * 0.5F) - p_78172_2_ * 0.25F) / (p_78172_2_ * 0.25F);
  }
}

Im serious don't look at it!!

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Why are you using a Forge Event to handle your animation?!?!?!?! No no no. Not good.

 

It's YOUR entity class, and YOUR model, use the methods already available to you: ModelBase#setLivingAnimations has access to any of your entity fields that have been synced to the client, whether by packet, DataWatcher, or World#setEntityState + YourEntity#handleHealthUpdate.

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which forge event? @SideOnly(Side.CLIENT) this?

Well, it's not really a Forge event, but it looks as though you copied it from a Forge event and may have been expecting it to act like one:

// in your Model class:
public void LivingAttackEvent(EntityLivingBase entity, float par1, float par2, float par3){

Where are you calling that from? Are you calling it at all?

 

Perhaps you should check out Jabelar's tutorial on animations / entities.

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It looks like you are trying to mimic the vanilla Iron Golem attack animation, correct? In any case, you should look at the Iron Golem code, both the Entity and the Model, to see how it handles the attack timer / animation.

 

Here's what you should pay attention to / learn as you look through the IronGolem classes:

1. Golem attacks, calls world.setEntityState(this, byteFlag)

2. Minecraft sends a packet for you that calls golem#handleHealthUpdate(byteFlag) on the client side

3. When byteFlag is received, it starts the golem's attack timer - again, this is on the client side, which is important

4. attack timer is decremented every tick in the entity's onLivingUpdate method

5. In the model class, which is client side, it can now see that the attack timer is ticking and animate accordingly in setLivingAnimations

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    • CubeHaven is a SMP server with unique features that can't be found on the majority of other servers! Java: MC.CUBEHAVEN.NET Bedrock: MC.CUBEHAVEN.NET:19132 3 different stores: - CubeHaven Store: Our store to purchase using real money. - Bitcoin Store: Store for Bitcoin. Bitcoin can be earned from playing the server. Giving options for players if they want to spend real money or grind to obtain exclusive packages. - Black Market: A hidden store for trading that operates outside our traditional stores, like custom enchantments, exclusive items and more. Some of our features include: Rank Up: Progress through different ranks to unlock new privileges and perks. 📈 Skills: RPG-style skill system that enhances your gaming experience! 🎮 Leaderboards: Compete and shine! Top players are rewarded weekly! 🏆 Random Teleporter: Travel instantly across different worlds with a click! 🌐 Custom World Generation: Beautifully generated world. 🌍 Dungeons: Explore challenging and rewarding dungeons filled with treasures and monsters. 🏰 Kits: Unlock ranks and gain access to various kits. 🛠️ Fishing Tournament: Compete in a friendly fishing tournament! 🎣 Chat Games: Enjoy games right within the chat! 🎲 Minions: Get some help from your loyal minions. 👥 Piñata Party: Enjoy a festive party with Piñatas! 🎉 Quests: Over 1000 quests that you can complete! 📜 Bounty Hunter: Set a bounty on a player's head. 💰 Tags: Displayed on nametags, in the tab list, and in chat. 🏷️ Coinflip: Bet with other players on coin toss outcomes, victory, or defeat! 🟢 Invisible & Glowing Frames: Hide your frames for a cleaner look or apply a glow to it for a beautiful look. 🔲✨[ Player Warp: Set your own warp points for other players to teleport to. 🌟 Display Shop: Create your own shop and sell to other players! 🛒 Item Skins: Customize your items with unique skins. 🎨 Pets: Your cute loyal companion to follow you wherever you go! 🐾 Cosmetics: Enhance the look of your character with beautiful cosmetics! 💄 XP-Bottle: Store your exp safely in a bottle for later use! 🍶 Chest & Inventory Sorting: Keep your items neatly sorted in your inventory or chest! 📦 Glowing: Stand out from other players with a colorful glow! ✨ Player Particles: Over 100 unique particle effects to show off. 🎇 Portable Inventories: Over virtual inventories with ease. 🧳 And a lot more! Become part of our growing community today! Discord: https://cubehaven.net/discord Java: MC.CUBEHAVEN.NET Bedrock: MC.CUBEHAVEN.NET:19132
    • # Problematic frame: # C [libopenal.so+0x9fb4d] It is always the same issue - this refers to the Linux OS - so your system may prevent Java from working   I am not familiar with Linux - check for similar/related issues  
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