No sound when mobs take damage
TheBlankSky2 opened this issue · 6 comments
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.
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?
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
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 :)
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 :)