Make armorstand interactions cancelable #167

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opened 2023-12-10 22:40:53 +00:00 by BoomerSchmirtz · 6 comments

Is your enhancement related to a problem? Please describe.
As of now, when clicking on a seat of a vehicle - the action can not be cancelled and is fired anyways.

Describe the solution you'd like

One option is adding the "ignoreCancelled" to the listener listening to this specific event.

The other solution - adding Seat clicks to VehicleClickEvent and seperate the seats from the main body of the vehicle using an enum and adding the ability to cancel the event like this

**Is your enhancement related to a problem? Please describe.** As of now, when clicking on a seat of a vehicle - the action can not be cancelled and is fired anyways. **Describe the solution you'd like** One option is adding the "ignoreCancelled" to the listener listening to this specific event. The other solution - adding Seat clicks to VehicleClickEvent and seperate the seats from the main body of the vehicle using an enum and adding the ability to cancel the event like this
BoomerSchmirtz added the
Enhancement
label 2023-12-10 22:40:53 +00:00
Member

I assume you are using the beta version of vehicleplusV3 and if so the VehicleClickEvent is something that is never fired in the latest beta and so it indeed doesn't work but in the next beta it should be working.

I assume you are using the beta version of vehicleplusV3 and if so the VehicleClickEvent is something that is never fired in the latest beta and so it indeed doesn't work but in the next beta it should be working.
Author

Using v2 for this one actually.

But for v3 it should be the same because cancelling the event of "PlayerIntetactAtEntity" isn't canceling the corresponding listener of VehiclesPlus both in v2 and v3

Using v2 for this one actually. But for v3 it should be the same because cancelling the event of "PlayerIntetactAtEntity" isn't canceling the corresponding listener of VehiclesPlus both in v2 and v3
Member

I am not planning to fix this for v2 anymore since the api is a mess and I don't think stijn wants to do it either so this is not happening, V3 is pretty much around the corner I am talking about weeks to a maximum of a few months.

The only thing I can tell you it's indeed the "PlayerInteractAtEntityEvent" that we fire to open those menus and you should be able to cancel it via that way if not it's not a bugg it something we can discuss further in development if you can't cancel it using that way

I am not planning to fix this for v2 anymore since the api is a mess and I don't think stijn wants to do it either so this is not happening, V3 is pretty much around the corner I am talking about weeks to a maximum of a few months. The only thing I can tell you it's indeed the "PlayerInteractAtEntityEvent" that we fire to open those menus and you should be able to cancel it via that way if not it's not a bugg it something we can discuss further in development if you can't cancel it using that way
Owner

I am not planning to fix this for v2 anymore since the api is a mess and I don't think stijn wants to do it either so this is not happening, V3 is pretty much around the corner I am talking about weeks to a maximum of a few months.

The only thing I can tell you it's indeed the "PlayerInteractAtEntityEvent" that we fire to open those menus and you should be able to cancel it via that way if not it's not a bugg it something we can discuss further in development if you can't cancel it using that way

We use default priority indeed, so listen with higher priority and cancel it before we listen to it.

> I am not planning to fix this for v2 anymore since the api is a mess and I don't think stijn wants to do it either so this is not happening, V3 is pretty much around the corner I am talking about weeks to a maximum of a few months. > > The only thing I can tell you it's indeed the "PlayerInteractAtEntityEvent" that we fire to open those menus and you should be able to cancel it via that way if not it's not a bugg it something we can discuss further in development if you can't cancel it using that way We use default priority indeed, so listen with higher priority and cancel it before we listen to it.
Author

Re-opening this issue with SBDeveloper's approval

I checked and also googled about this -
If an event is not actively ignoring a cancelled event (using ignoreCancelled = true or custom checks) - it will get fired even if the event is cancelled regardless of the priority of the event that cancelled it.

Re-opening this issue with SBDeveloper's approval I checked and also googled about this - If an event is not actively ignoring a cancelled event (using ignoreCancelled = true or custom checks) - it will get fired even if the event is cancelled regardless of the priority of the event that cancelled it.
Owner

Implemented in v3

Implemented in v3
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Reference: SBDevelopment/VehiclesPlus#167
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