Solved Modifying EntityFallingBlock

Discussion in 'Plugin Development' started by ArthurMaker, Mar 21, 2014.

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    ArthurMaker

  2. Offline

    Barinade

    Damage nearby entity on a repeating task, remove the falling block when doing so
     
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    ArthurMaker


    I was doing that, but I think it consumes so much RAM... :/
     
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    Barinade

    If that takes up a lot of RAM then either you have little to none to begin with or you've coded it very inefficiently

    Edit: You're probably not canceling the task when the damage takes place, leaving it in there forever.
    Map<Integer, FallingBlock> where integer is the task id, cancel it when the falling block is no longer valid
     
  5. Offline

    ArthurMaker

    Actually, I did it right and without Map<>. I just think that with a lot of it will consume RAM.

    I use this to launch a new fallingblock:

    EDIT:

    Anyway, I solved this.
    Thanks.
     
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