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[UNSOLVED] Making the player move forward?


ryanhami

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Hello guys, I am looking for a method to make the player catapult forward according to where he is looking at. To do this, I thought i should register the direction he is looking and using "player.motionx", "player.motionz", "player.motiony". But obviously that isn't working, so I need a method which I can use to like fling him forwards. I figured motiony is needed, but then I'm stuck towards how I'm gonna make him move forward. Any suggestions please?  :(

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Not sure how it will play with client/server stuff,

 

but you can just call player.moveEntity(xVec, yVec, zVec) (server side) with the motion that you want to move that tick (so, will need a tick handler to do the movement on every tick that is needed and other methods to know when you need to do the moving).  (the moveEntity method is what gets called to do the actual movement from the players internal motionX/Y/Z variables during the entity update)

 

As I said, not sure how it will work on players, especially the SP/client player, but it _should_ even work in that case.

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i wrote with an item a little jump assitent (maybe i spell it wrong but it helps you with jumping)

 

i write it in a small class. Thats the easy way i would do.

But you should make the hard why then you can make a good catapult.

 

Make it like this. And make it in a tile Entity:

public class TileEntityCatapult extends TileEntity
{
     public boolean active = false;


     public void updateEntity()
     {
          EntityPlayer par1 = worldObj.getClostestPlayer(xCoord, yCoord, zCoord, 2);
          if(par1 != null && active) //You must do it or the game crashes
          {
               par5.motionY = 5; //He Fly Up about 20 Blocks
               par5.motionZ = 20; //He flys in the direction about 200 blocks really fast^^"
               active = false;
          }
     }

}

 

But there are better ways like this:

public class TileCatapultHardWay extends TileEntity
{
    public boolean active = false;
    public boolean step1 = false;
    public boolean step2 = false;
    public EntityPlayer flyer = null;

    public void updateEntity()
    {
         EntityPlayer par1 = worldObj.getClosestPlayer(xCoord, yCoord, zCoord, 2);
         if(isActive && par1 != null)
         {
              flyer = par1;
              isActive = false;
         }
        
         if(flyer != null)
         {
             step1 = true;
         }

         if(step1)
         {
              flyer.motionY = 5;
              between = 10;
              step1 = false;
              step2 = true;
         }

         if(step2 && between == 0)
         {
             flyer.motionX = 10;
             flyer = null;
             step2 = false;
         }

         if(step2 && between > 0)
         {
             between--; // there must be a delay. try it without you will see the problem.
          }
    }
}

 

yeah thats the way i would do.

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