More player models controls
I'm just not sure exactly how I would 'swap renders'.Ĥ. Only problem is that every so often (1/20 times I enter high profile) the player will still jump when space is initially pressed but not continue when held.ģ. I tried checking each tick for whether the player had space pressed and was high profile and then setting the key bind state to false, and to my surprise it actually kinda works.
![more player models controls more player models controls](https://images.launchbox-app.com/5ff8d33c-7fba-4760-83d2-c052575abf71.png)
I see keyboard events but they are not cancelable. I don't think Smart Moving actually changes the model, only the animations iirc.ġ.3. Oh no I was talking about a different mod, the Mo' Bends mod, look it up. Not sure if it was a good idea but for what I've done so far it works fine.ġ.1. To store player variables like whether they were in high or low profile, I used IExtendedEntityProperties. So far, to make the model I had copied this tutorial:, but I couldn't really gather from it how I'd actually render the model instead of the existing player one.Ģ.1. If you could give me some good tutorials that'd be great. I don't know much about packet handling or rendering for that matter.
#More player models controls how to#
Also note - if you want all clients to see same animation you will need that data to by synced (logical data, not interpolation data because that is per-client and different on every client - FPS).Īs I said, I'm new to modding, with this being my first 'real' mod in the sense that I didn't just copy a tutorial on how to add new items or something. While data will always happen on logical tick, partialTicks allow you to make interpolations between previous and next data change, giving you smooth transition. Well, not you dive into client/server data and interpolation.įirst of all - there is tick and renderTick (FPS) - usually called "partialTick" which is float representing at what position between this tick and next tick current render Frame is placed. But if it will be possible to eat during your "special run" - then yeah, you have to animate on your own most likely.Ĥ. If your animation/model changes only when you go into high profile mode then you can dynamically swap renders to be vanilla or yours when you need it. Also depending on what exacly you want you might want to use ClientTickEvent and check directly LWJGL Keyboard class (in this case, probably client tick is the way, but check out KeyBinding class/event) Examples can be found even in GuiScreen#handleInput() as well as other more fundamental classes.ģ. Again - input happens on client, server received packets and server does shit (also updates other clients with your actions - again, with packets).ġ.3. I will just write "Smart Moving" (mod).ġ.2. What you need to do is send "state" packet to server when input happens and from server's handler change server side state.ġ.1. To store per-player data you need recent posts on this forum (you could lookup my post history).Ģ.2. Does this mean that I'll have to make a new animation for even simple things like eating? If I can get the model to only change when the player is high profile, then I guess I wouldn't have to do animations like walking, and technically I could prevent the player from doing things like eating and sneaking.Īlso, for animation, do I have to set the angles frame by frame for every tick or can I smoothly move a part from one point to another using maths?Ģ.1. However I do not know of any keyboard equivalent.ģ) No I don't think I am convinced. With the middle click it was easy to change what it does (you can still pick block but that happens if you let go in under 20 ticks) because there is the cancelable MouseEvent.
#More player models controls free#
When free running you're not meant to be able to jump, and pressing space will cause you to dive roll instead, while holding it as you run towards a wall will initiate a climb. In fact all the controls sort of change in 'high profile mode'. It's a parkour mod taking inspiration from Assassin's Creed, so when you are in 'free run mode' you can do all sorts of things like climbing up walls. What I want to do is replace the player model when in high profile.ġ) No, it's not just visual like the Mo' Bends mod.
![more player models controls more player models controls](https://s3.amazonaws.com/images.ecwid.com/images/16593703/1766845358.jpg)
I've also coded the new model and added a few little functionalities like making the scroll wheel ineffective while middle click is held down. In high profile mode, when you walk forward the player sprints instead, entering 'free run mode'. All I've done for my mod so far is make it so that as long as you hold down the middle click button with an empty hand you enter 'high profile mode' and the camera switches to 3rd person view.