Continuando a discussão do How to deny interact with armorstands?:
In addition, projectiles hiting paintings and itemframes dont fire any event too!
Continuando a discussão do How to deny interact with armorstands?:
In addition, projectiles hiting paintings and itemframes dont fire any event too!
IT does trigger a interact PRIMARY event when you attack the armorstand, but yeah, no interact.Secondary event thrown at all - it should. Its definitely not a block, nor throws an interact with block event, it may be treated as a tile when its plunked down firmly on the ground, but does not throw tile events either… so this looks like a non-implimented thing, an entry forgotten to be added to the responses, or an intentional absence-of-completion of a function to return stuff for armorestands pending further necessary core work…
File a GITHUB notice about how ArmorStand only triggers for InteractEntityEvent.Primary, and not Secondary such as when you equip it with armor. If it is known to be that way for a specific reason, they will offer a counter like "Its not meant to throw that event, it should only throw a change-equipment-event " or such (which doesn’t happen) and explain what a rationale is for it being treated as some other system for event throwing, or at least what it is planned to throw, or they will be able to see a small missing entry in a function to fix, or they will know this is a huge void right now, but you will get the idea out to the developers and let them respond directly with what is supposed to happen, and why it isn’t.
Both InteractEntityEvent.Primary
and InteractEntityEvent.Secondary
now work with armor stands.
But Primary
doesn’t seem to give an interaction point vector. Also when left clicking, a InteractBlockEvent.Primary
seems to also get fired, with BlockSnapshot.NONE.
Yes, firing the event i can cancels the interaction, for me its done.
But now still projectiles removing itemframes and paintinigs (no event fired).