Replies: 9 comments
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The intended solution for your case is to just use the |
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The issue is that I have no way of guaranteeing that every other plugin is going to add the I personally do not teleport the player at all in my chat bubbles plugin, but the existence of those text displays as passengers means that the majority of other plugins will fail to teleport the player. For my use case it would be as easy as removing the entities entirely, but there is no way of me knowing when that needs doing to allow the player to successfully teleport. |
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Yeah that's what I realised later as well. |
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Time to remember #1285... |
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PME assumes a movement is occuring, not that a movement will occur at some point in the future, so, generally, no, it should not, as otherwise plugins would be processing effectively the same general intent twice Having a pre event was always somewhat of a consideration, a hindered event as was proposed elsewhere gets a bit weird when all of the existing API around this stuff just returns a boolean with no real pre-existing causes. This was something that was on my todo list elsewhere, I think I started something with worlds but was too sick to finish |
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A pre event would definitely work, presumably the content of the event would be mostly identical to that of the
I think modifying locations here would be fine |
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@electronicboy are you still planning to do it or can I work on it? |
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it would generally be better if somebody else worked on it, my todo list is generally swamped right now |
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Is your feature request related to a problem?
If a plugin adds an entity as a passenger to a player and then a plugin tries to run
Player#teleport
(with no TeleportFlags) the player is not teleported and thePlayerTeleportEvent
is not called.The context of my issue is that I have chat bubbles which use Text Display packets to show player's messages above their heads - however due to the issue they are unable to teleport until the chat bubbles disappear automatically.
Describe the solution you'd like.
The
PlayerTeleportEvent
could be defined before thePlayer#isVehicle
check is ran, in the case that the player has passengers then it would set the event as cancelled prior to calling the event. This would then allow plugins to remove their entities as passengers if they wanted and then set the event as not cancelledI am fully open to alternate solutions
Describe alternatives you've considered.
Alternatively some form of "PlayerPreTeleportEvent" could allow plugins to remove their entities prior to teleportation, however I feel like this would be a bit over the top
Other
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