@Override public void g(double d1, double d2, double d3) { return; } That's it. :)
Is this meant to prevent entities from moving or being pushed, as you mentioned both ("Today I am ... custom entities unmovable. This source is...
And I don't see a '@EventHandler' annotation?
So I was right? I can sleep happy now ;)
That's not how you spawn a mob. Correct usage: <Entity> ent = myWorld.spawnCreature(myLocation, myEntityType); //Set data like:...
bal.get(player.getName());?
Just say it then! :p You're Dutch, right?
I said that like two times?
You've strings as keys but you're getting a value with a player as a key? You should get the value using a string, I suppose you stored the player...
and, I like how some people don't read ;)
As I said: get the message, player and random vars outside the loop. Dutch: Zoals ik zei: haal je bericht, player en random vars uit de loop He...
No, they aren't. I believe CraftBukkit is more for servers and Bukkit is more for the developers. Go to 'http://dl.bukkit.org/downloads/bukkit/'....
Addition to Rocoty, if you also want to stop fall damage etc you need to do what he said and cancel EntityDamageEvent
Override g(double x, double y, double z) method Edit: g() if you want Bukkit to execute all other code and stop the actual push part, collide()...
Get random, player and the message outside the for-loop.
Let me guess, the amount of messages is equal to the amount of players?
As you set it's metadata you could check if the arrow has the metadata upon hit and cancel the timer
Nope, as said above: g method is push only :)
If all above fails: This piece of code looks interesting to me: public void g(double d0, double d1, double d2) { this.motX += d0;...
Just make the jump boost extremely high, that will have the opposite effect ;)
Separate names with a comma.