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[1.12.2] Particles won't spawn


WateR

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Not sure why these particles are not spawning.

 

public boolean FireParticleEffect(EntityLivingBase target)
    {
        World world = target.getEntityWorld();
        for(int countparticles = 0; countparticles <= 7 * this.level / 2; ++countparticles)
        {
            Random rand = new Random();
            world.spawnParticle(EnumParticleTypes.FLAME, target.posX + (rand.nextDouble() - 0.5D) * (double)target.width, target.posY + rand.nextDouble() * (double)target.height - (double)target.getYOffset(), target.posZ + (rand.nextDouble() - 0.5D) * (double)target.width, 0.0D, 0.0D,0.0D);
        }
        for(int countparticles = 0; countparticles <= 20 * this.level / 2; ++countparticles)
        {
            Random rand = new Random();
            world.spawnParticle(EnumParticleTypes.LAVA, target.posX + (rand.nextDouble() - 0.5D) * (double)target.width, target.posY + rand.nextDouble() * (double)target.height - (double)target.getYOffset(), target.posZ + (rand.nextDouble() - 0.5D) * (double)target.width, 0.0D, 0.0D,0.0D);
        }
        return true;
    }

 

Any ideas?

Edited by WateR
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On 7/20/2019 at 8:47 AM, diesieben07 said:

Where is this method called from? Post more code.

@Override
	public boolean hitEntity(ItemStack stack, EntityLivingBase target, EntityLivingBase attacker)
	{
		target.setFire(getFireDuration(true, false));
		stack.damageItem(1, attacker);
		FireParticleEffect(target);
	    return true;
	}

It's inside an ItemSword class

Edited by WateR
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5 hours ago, diesieben07 said:

Looks like you are spawning particles on the server. Particles must (usually) be spawned on the client.

I've tried using

@SideOnly(Side.CLIENT)

and

world.isRemote

on FireParticleEffect but they both don't change anything.

Edited by WateR
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11 minutes ago, PhilipChonacky said:

I would suggest trying the following:

1) use "if (world.remote)" to call FireParticleEffect 

2) Preface the  FireParticleEffect  method with @SideOnly(Side.Client)

I tried that but it still doesn't change anything...

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8 hours ago, PhilipChonacky said:

I would suggest trying the following:

1) use "if (world.remote)" to call FireParticleEffect 

2) Preface the  FireParticleEffect  method with @SideOnly(Side.Client)

That is not going to change anything.

Particles must be spawned on the client.

If an event on the server is supposed to create particles, the server must send packet(s) to notify the client(s).

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6 hours ago, DavidM said:

That is not going to change anything.

Particles must be spawned on the client.

If an event on the server is supposed to create particles, the server must send packet(s) to notify the client(s).

Yes and I did just that. Got it working we're all good here.

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