OldCombatMechanics

OldCombatMechanics

46.1k Downloads

No sound when mobs take damage

TheBlankSky2 opened this issue · 6 comments

commented

Basically whenever I use this plugin I hear no sound when mobs take damage. I am using the latest Spigot 1.13.2 and I am using the March 24th build of OldCombatMechanics. Whenever I remove it and start my server back up I can hear the sound mobs make when they take damage. The other plugins my server is running is FastAsynchWorldEdit, iDisguise, CoreProtect, Clearlag, Laggremover, PermissionsEx, WorldGurad, EssentialsX, EssentialsXChat, EssentialsXSpawn, ActionHealth, BetterRTP, ChopTree3, Jobs Reborn, Holographic Displays, PlugMan, Multiverse-Core V3, VeinMiner, Vault, and VotingPlugin.

commented

I can not reproduce that with just OCM. What is your config and does it also happen if you just install OCM and no other plugin?

commented

Ok when i removed every other plugins it worked.

Heres My config

disable-attack-cooldown:
  # This is to disable the attack cooldown
  enabled: true
  worlds: []
  # What to set the attack speed to. Default for 1.9 is 4, at least 16 is needed for no cooldown.
  generic-attack-speed: 24
  
disable-player-collisions:
  # This is to disable player collision
  # This is now compatible with scoreboard and tablist-editing plugins
  enabled: false
  worlds: []

disable-sword-sweep:
  # This is to disable the sword sweep attack
  # The particle effect will still be present but will not affect surrounding entities
  enabled: true
  worlds: []
  
disable-crafting:
  # Disable the crafting of specified items
  enabled: false
  worlds: []
  # List of denied items
  denied: [shield]
  
disable-offhand:
  # Disable the usage of the offhand
  # Won't affect sword-blocking module
  enabled: false
  worlds: []
  # Whether the following list blocks items or allows them
  whitelist: true
  # List of items that should be allowed/not
  # Example: [diamond_sword,BOW]
  items: []
  
old-brewing-stand:
  # Automatically refuels brewing stands
  enabled: true
  worlds: []
  
no-lapis-enchantments:
  # Automatically adds lapis to enchantment tables upon opening
  enabled: false
  worlds: []
  # Whether to only allow this for players with oldcombatmechanics.nolapis permission
  usePermission: false
  
disable-elytra:
  # Do not allow players to wear elytra
  enabled: false
  worlds: []
  
disable-enderpearl-cooldown:
  # Disables enderpearl cooldown
  enabled: true
  worlds: []
  
old-tool-damage:
  # This is to set the tool damage as in pre-1.9
  # IMPORTANT: Also enable disable-sword-sweep module or sweeps will have the damage value of the weapon in hand
  # NOTE: this will modify the damage, however on the item tooltip it will still show the 1.9+ damage
  enabled: true
  worlds: []
  # Damage values shown in 1.9 representation (actual damage)
  # In 1.8 the damage tooltip value would be added to 1 'base damage', yielding the values below
  damages:
    # Axe damages
    GOLD_AXE: 4
    WOOD_AXE: 4
    STONE_AXE: 5
    IRON_AXE: 6
    DIAMOND_AXE: 7
    # Shovel damages
    GOLD_SPADE: 2
    WOOD_SPADE: 2
    STONE_SPADE: 3
    IRON_SPADE: 4
    DIAMOND_SPADE: 5
    # Sword damages
    GOLD_SWORD: 5
    WOOD_SWORD: 5
    STONE_SWORD: 6
    IRON_SWORD: 7
    DIAMOND_SWORD: 8
    # Pickaxe damages
    GOLD_PICKAXE: 3
    WOOD_PICKAXE: 3
    STONE_PICKAXE: 4
    IRON_PICKAXE: 5
    DIAMOND_PICKAXE: 6
    # Hoe damages
    GOLD_HOE: 1
    WOOD_HOE: 1
    STONE_HOE: 1
    IRON_HOE: 1
    DIAMOND_HOE: 1

sword-blocking:
  # This is to allow players to block with swords again by getting a shield while they hold right click with a sword
  enabled: false
  worlds: []
  # How often, it ticks, should OCM check if the player is still blocking with the shield and remove it if not
  # If this is too fast the player will have their shield disappear before they're able to block again causing a slight delay
  # If this is too slow players will have a shield in their hand well after they've stopped blocking
  # 20 ticks = 1 second
  restoreDelay: 40
  # List of items that holding in the offhand while right-clicking with a sword doesn't trigger blocking e.g. bow
  noBlockingItems: []
  # Whether the above list should act as a blacklist (i.e. only items in it stop the blocking mechanic)
  blacklist: true
  
shield-damage-reduction:
  # This module allows changing the damage reduction behaviour of shields
  enabled: true
  # How much damage should blocking reduce
  # This can either be a number in half-hearts (e.g 2) or a percentage (e.g. 20%)
  # 1.8 default: 50%             1.9 default: 33%
  # Before either is applied the plugin subtracts 1 as that is how it worked in 1.8
  generalDamageReduction: 50%
  # This value works the same but exclusively for projectile damage
  projectileDamageReduction: 50%

old-golden-apples:
  # This is to change the behaviour / crafting of golden apples to how it was in pre-1.9
  # WARNING: If on 1.12 or above and you disable this module you must reload the server for the recipe to disappear
  enabled: true
  worlds: []
  # If you want to allow enchanted golden apple crafting
  enchanted-golden-apple-crafting: true
  # Enabling this makes the potion effects gained by eating golden apples
  # and enchanted golden apples the same as it was in pre-1.9
  old-potion-effects: true
  # Potion effects golden apples should apply
  # Duration is in ticks (20 ticks = 1 second)
  # Amplifier is potion level -1, so Regeneration IV would be amplifier 3
  gapple-effects:
    regeneration:
      duration: 100
      amplifier: 1
    absorption:
      duration: 2400
      amplifier: 0
  # Potion effects enchanted golden apples should apply
  napple-effects:
    regeneration:
      duration: 600
      amplifier: 4
    damage_resistance:
      duration: 6000
      amplifier: 0
    fire_resistance:
      duration: 6000
      amplifier: 0
    absorption:
      duration: 2400
      amplifier: 0
  # Enable this if you have another plugin which adds a crafting recipe for
  # enchanted golden apples (requires server restart)
  no-conflict-mode: false

old-fishing-knockback:
  # This is to make the knockback of players when they get hit by a fishing bobber the same as it was in pre-1.9
  # Credit to HyKurtis for the original code, optimised by Rayzr522
  enabled: true
  worlds: []
  # This makes OCM check if other plugins are stopping the rod damage and follow their choice
  # Set to false to always have rod damage
  checkCancelled: false
  # This is the damage done by the fishing rod attack
  damage: 0.2
  # Whether the EntityDamageEvent should be used instead of the EntityDamageByEntityEvent
  # Set to true when using plugins like NCP that check range
  useEntityDamageEvent: false
  # This is to cancel dragging in the entity attached to the fishing rod when reeling in, like in 1.8
  cancelDraggingIn: true
  # This is the delay in milliseconds in-between rod damage, so the player hit has time to fall back down
  hitCooldown: 1000
  
projectile-knockback:
  # This adds knockback and/or damage to players when they get hit by snowballs, eggs & enderpearls
  # This has been a Bukkit bug for so long people thought it was vanilla when it was recently patched
  enabled: true
  worlds: []
  # This is the damage done by each projectile
  damage:
    snowball: 0.1
    egg: 0.1
    ender_pearl: 0.1

old-player-regen:
  # This is to make players' regeneration act mostly like it did in pre-1.9
  # It's hard to make it behave exactly like before, but in general this makes it work like in pre-1.9
  enabled: false
  worlds: []
  # How often, in seconds, a player should regenerate health
  frequency: 3
  # How many half-hearts the player should heal by, every seconds specified above
  amount: 1
  # How much exhaustion healing should give to the player. In 1.8: 3 In 1.9: 4 in 1.11: 6
  # If, after adding this, Minecraft finds the value is above 4, it subtracts 4
  # and either reduces saturation or, if saturation is 0, reduces food level by 1 (1/2 a stick)
  exhaustion: 3

old-armour-strength:
  # This is to set armour strength values as in pre-1.9
  enabled: false
  worlds: []
  # The higher the armour toughness value the closer the damage done while wearing armour is to pre-1.9 values
  toughness: 9999
  # This is to change the armour strength values if you so wish
  strength:
    # Leather armour
    LEATHER_HELMET: 1
    LEATHER_CHESTPLATE: 3
    LEATHER_LEGGINGS: 2
    LEATHER_BOOTS: 1
    # Chainmail armour
    CHAINMAIL_HELMET: 2
    CHAINMAIL_CHESTPLATE: 5
    CHAINMAIL_LEGGINGS: 4
    CHAINMAIL_BOOTS: 1
    # Golden armour
    GOLD_HELMET: 2
    GOLD_CHESTPLATE: 5
    GOLD_LEGGINGS: 3
    GOLD_BOOTS: 1
    # Iron armour
    IRON_HELMET: 2
    IRON_CHESTPLATE: 6
    IRON_LEGGINGS: 5
    IRON_BOOTS: 2
    # Diamond armour
    DIAMOND_HELMET: 3
    DIAMOND_CHESTPLATE: 8
    DIAMOND_LEGGINGS: 6
    DIAMOND_BOOTS: 3
    
disable-projectile-randomness:
  # This is to remove projectile randomness while firing arrows with a bow
  # This is actually a very old feature and has been in the game for quite some time
  enabled: false
  worlds: []
    
disable-bow-boost:
  # This is to stop players from boosting themselves forward by hitting themselves
  # while running with a punch II arrow from their bow
  # This module just stops them from hitting themselves with arrows entirely
  enabled: false
  worlds: []

old-potion-effects:
  # This is to restore the 1.8 potion effects and duration
  enabled: false

### DURATION: (in seconds)
  potion-durations:
    regen: # Regeneration
      drinkable:
        base: 45
        II: 22
        extended: 120
      splash:
        base: 33
        II: 16
        extended: 90

    speed: # Swiftness
      drinkable:
        base: 180
        II: 90
        extended: 480
      splash:
        base: 135
        II: 67
        extended: 360

    fire_resistance:
      drinkable:
        base: 180
        extended: 480
      splash:
        base: 135
        extended: 360

    poison:
      drinkable:
        base: 45
        II: 22
        extended: 120
      splash:
        base: 33
        II: 16
        extended: 90

    night_vision:
      drinkable:
        base: 180
        extended: 480
      splash:
        base: 180
        extended: 480

    weakness:
      drinkable:
        base: 90
        extended: 240
      splash:
        base: 90
        extended: 240

    strength:
      drinkable:
        base: 180
        II: 90
        extended: 480
      splash:
        base: 135
        II: 67
        extended: 360

    slowness:
      drinkable:
        base: 90
        extended: 240
      splash:
        base: 67
        extended: 180

    jump: # Leaping
      drinkable:
        base: 180
        II: 90
        extended: 480
      splash:
        base: 135
        II: 67
        extended: 360

    water_breathing:
      drinkable:
        base: 180
        extended: 480
      splash:
        base: 135
        extended: 360

    invisibility:
      drinkable:
        base: 180
        extended: 480
      splash:
        base: 135
        extended: 360

  # EFFECTS
  # If 'multiplier' is true value is multiplied by base tool damage
  # If false it is added. If both true it is first increased by 1 then multiplied
  # Strength potion
  # 1.9: I = +3; II = +6;    1.8: I = +130%; II = +260%
  strength:
    modifier: 1.3
    multiplier: true
    addend: true
  # Weakness potion
  # 1.9 value: -4   1.8 value: -0.5
  weakness:
    modifier: -0.5
    multiplier: false

################################
#### SUPPORT SETTINGS BELOW ####
################################
support:
  spartan-cancel-ticks: 1

################################
#### SPECIAL SETTINGS BELOW ####
################################
  
# This enables debug messages, only enable when troubleshooting
debug:
  enabled: false
commented

A codeblock or pastebin would help. But if it is caused by some other plugin, the chances that I can debug it are rather slim - OCM doesn't do any funky stuff with sounds and uses the normal bukkit APIs to damage entities.

If you can narrow it down to one or a few plugins that cause it in combination with OCM (maybe by taking half of your plugins, seeing if it it has that bug and then halving them again, etc) I will gladly take a look :)

commented
commented

I haven't tried them together. If your server is below 1.11 there might be some problems with the sweep detection and Mcmmo's multi-attacks due to some technical reasons (it wasn't possible to detect sweep attacks so OCM needs to guess on those older versions).

Apart from that there might be a few more, but I haven't used Mcmmo in quite a while, so I am not sure. Feel free to report them though, if they aren't too weird it can probably be accommodated :)

commented