#Open Denizen Discussion Thread
1 messages · Page 7 of 1
i've tried the latest 4 stable builds including previous builds
If you have a support question, please make a forum post for it!
"But it's just a yes/no question!"
We hear this from users quite often, and, frankly, it almost never is just a yes/no question - many seemingly simple questions lead to long answers or complex debugging or interesting discussions or...
"But you've probably gotten this question before and have the answer prepared"
All the more reason to use forum posts! When you're typing the title, it auto-searches existing posts, and thus if you're asking a repeat question, you'll instantly find the prior time it was asked, and the answer it had then, before you even press enter on your post!
"But it's not worth bothering"
Good news: it takes almost no more effort to make a post than to type in a channel! It's really really easy!
"But I don't want to annoy the helpers"
A forum post won't annoy us! We prefer it! Most of us don't get pinged or anything, it's fine!
lol xD oops
we'll have to make a !noquestions command
That's this
!noquestions
nono, like one specifically to prevent people from accidently posting in the discussion thread
!rule 2 3 @knotty vale
Don't spam. https://denizenscript.com/discord_rules#rule2
Don't post a lot of nonsense.
Also, no advertising!
Don't ping for help. https://denizenscript.com/discord_rules#rule3
"Pinging" refers to using an @ to alert somebody to your post.
Generally only ping somebody if your message is very specifically directed at them (meaning, only that person has anything to do with the information in your message, and it would be confusing who it was for without the ping).
If you're asking a question, please just make a forum post and ask.
If you have a bug report or a feature request, please just make a forum post about it.
If this is pulled up for you by a helper, your ping was unneeded.
If you're arguing about it, you're wrong.
!rule 8 @knotty vale
Don't overuse the edit/delete buttons. https://denizenscript.com/discord_rules#rule8
Use the edit button to fix typos, and the delete button to remove an accidental post shortly after posting.
Do not remove a post that pings someone, do not edit or delete a post that people have already replied to.
Please check our #rules
its better to leave it there so other users can refer back to it
aight sorry
https://imgs.xkcd.com/comics/wisdom_of_the_ancients.png It's the equivalent of doing this.
haha I feel that. Chat-GPT has been very helpful with figuring out errors.
OH CHAT GPT THIS CHAT GPT THAT UNZIP THE MOD JAR AND FIGURE OUT HOW TO REMOVE THE ERROR
bopper
I can’t help but read every one of your messages in a sassy Harry Potter voice because of your profile picture lol
lol
Anyone ever seen/made a script that will have random meteorites fall from the sky? (Particle trails) and spawn a chest on the impact point?
Havent done it, but shouldnt be too hard to do tbh. Fiance wanted me to recreate a plugin that did that for his server just havent gotten around to it
sounds like something that can take advantage of the new display entities
could do with falling sand to if you wanted to keep it old school/were on an older version
With display entities the meteors should look better.
When we get proper support for display entities in denizen I'm absolutely moving to 1.19.4
I mean I'm gonna do it anyways but that's when I'm going to fully jump ship.
quaternions have been avoided succesfully
lol quanternions aren't even a big deal. They're just euclid rotations + 1
euclid rotations?
Math stuff aren't my strong suit lol, although tbf I never learned it in English so might know what that is but not by it's English name
i guess rotations in euclidean space?
ya, three axis rotation.
four axis rotation when? 👀
I mean, that's basically what a quaternion is
ah, yes. the W component of the quaternion is for rotations through time, yes
It's wumbo, obviously
five* axis rotation when? 👀
when you make a 4d game
lol
lol what
is that combining movement through space and rotation?
in the sense that a minecraft location is 5ish values?
The A, B, C axises? Damn, babe, new axises just dropped
(they call any motor an axis, so they'll do shit like... the cutter can rotate and the baseplate can rotate, that's 2 distinct axes!)
no time manipulation? unacceptable
I see the term CNC and think of two vastly different terms.
well we're talking about computer numerical control, not... the other one
why did i check urban dictionary
what's wrong with you people
(I don't actually care what you get up into in your private bedroom and/or computer screen)
(I do wish fewer acronyms would have surprised cursed alternative meanings though. We need like an acronym registration where you just can't use it if its taken too bad get a different one)
lol
The first thing I thought of was Command and Conquer. Which I guess might be C&C. The other well uh, you found that out.
Surprise!
i mean
one of my comp sci professors just found out why many students think its strange that our school has an official handsign called "the shocker" which is the exact same as a Different handsign called "the shocker"
!m has_whitelist
Toggles whether the server's whitelist is enabled.
server
ElementTag(Boolean)
<server.has_whitelist> Returns whether the server's whitelist is active.
If you have a support question, please make a forum post for it!
"But it's just a yes/no question!"
We hear this from users quite often, and, frankly, it almost never is just a yes/no question - many seemingly simple questions lead to long answers or complex debugging or interesting discussions or...
"But you've probably gotten this question before and have the answer prepared"
All the more reason to use forum posts! When you're typing the title, it auto-searches existing posts, and thus if you're asking a repeat question, you'll instantly find the prior time it was asked, and the answer it had then, before you even press enter on your post!
"But it's not worth bothering"
Good news: it takes almost no more effort to make a post than to type in a channel! It's really really easy!
"But I don't want to annoy the helpers"
A forum post won't annoy us! We prefer it! Most of us don't get pinged or anything, it's fine!
Where is the problem with this error??
https://mclo.gs/Ub7mg2C
!makepost
If you have a support question, please make a forum post for it!
"But it's just a yes/no question!"
We hear this from users quite often, and, frankly, it almost never is just a yes/no question - many seemingly simple questions lead to long answers or complex debugging or interesting discussions or...
"But you've probably gotten this question before and have the answer prepared"
All the more reason to use forum posts! When you're typing the title, it auto-searches existing posts, and thus if you're asking a repeat question, you'll instantly find the prior time it was asked, and the answer it had then, before you even press enter on your post!
"But it's not worth bothering"
Good news: it takes almost no more effort to make a post than to type in a channel! It's really really easy!
"But I don't want to annoy the helpers"
A forum post won't annoy us! We prefer it! Most of us don't get pinged or anything, it's fine!
and where do i need to go for that?
!usethreads
That’s slightly misleading actually
The forum channel that you clicked on to chat in this thread, click there.
Then type in your question and hit the make post button
i see new post
click the button and then it will let you type out your question and then click the button again when you are ready to post it
looks like display entities still have that rendering bug that armorstands do... if theyre off screen, they don't render - unless i can change that some way?
iirc that's just their origin being off-screen so Minecraft doesn't render that entity? could probably work around that by moving their origin and fixing it with transforms
i actually kind of want to try making this next 
im just finally able to get around with messing with this stuff lol
well, i either work with that or trying to figure out how vertices and shit work to tilt my aircrafts, i want both of those
how on earth was this accomplished lol
display entities
oh this is recent?
No that's older then that iirc
actually that video is very old lol
oh
So probably armor stands
it's probably better with display entities now tho
yesss
that's the stuff it was meant for
does the culling setting not affect this
i saw a video where that didn't happen
i don't know where it is but someone posted a twitter video
pretty sure there is some way
Wonderful day! ✨
Name patch: @jovial rain had a nickname that started with a symbol or number...applied a special first symbol in place. Please start your name with a letter from A to Z. (This is to prevent users from artificially appearing at the top of the userlist).
Of course! Thank you ^^
The one who chose the dot instead of removing the characters or renaming to something relatively artless is a pure charmer...
i agree, i never saw the bot just adding a dot instead of naming something random!
Please accept my sincere appreciation, dear developer of the so magnificent feature... It's highly empathetic and awesome... ✨
I mean, that's just the bot's temporary fix, you can set your nickname to whatever you'd like within those rules ^
just made my newest monster tag:
<[center].add[<location[10,15,0].rotate_around_y[<[value].to_radians.mul[<[data.radians_mul]>]>]>].points_between[<[center].add[<location[11,-4,0].rotate_around_y[<[value].to_radians.mul[<[data.radians_mul]>]>]>]>].distance[0.35]>
@fossil steeple banish @old venture
What is this event supposed to do?
draws and rotates a line
kek
lemme clarify, it creates a vertical line and rotates it in the y axis
That's like, the most obnoxious way to do that xD
Why not just get the distance between point a and point b, do the rotations and stuff around 0,0,0, and then add them back to wherever they were before?
Actually, that does look like what you're doing 💀 It's just hard to tell cause you stuck it all in a single tag
hmm im actually getting points a and b, rotating them and then getting the points between them
im actually not even sure if thats the same thing LMFAO
oh god monster tags are horrible
Could you take advantage of the forward tag in that case?
I've started using that when needing to rotate specific things around a central point
Have a center with a given pitch and yaw. then go forward however much you like. Then rotate this across the x or y axis. The forward location marks your second point
It's how I draw circles
Not exactly sure what you're doing though with that tag
oh i think thats actually a bit more complex than the way i did in there
if you want to check my way for yourself, give it a <[center]> location and put that into a repeat 20 or above
I can try in a bit
like,
repeat 20:
playeffect at:wholeasstag
oh and the <[data.radians_mul]> is set to 4 in my script
Gotcha
although i'm really interested on how you do your circles. can you give me a paste? from what i understood, it might actually massively help me on a problem i've been stuck in for a few days/weeks
Yeah let me finish what I'm doing rq lol
ye no probs lmao
Content of Denizen Script Paste #108065: example circle script... pasted 2023/03/28 21:25:24 UTC-07:00, Paste length: 640 characters across 11 lines, Content: circleMakey: type: world
you could probably condense it even further by inserting the rotate_yaw jargon inside with_pitch instead of 0. Removing rotate_yaw entirely
oh it should also probably have an offset of zero lol
that looks like it makes a spiral, am i wrong?
but some clever thinking, actually cleaner than my way
Returns a list of points in a circle around a location's y axis with the specified radius and number of points.
For example: <player.location.points_around_y[radius=10;points=16]>
math
ListTag(LocationTag)
kek
oh nice
but nice to see your logic, if you slap the repeat's <[value]> on the .up, it easily becomes a spiral
absolutely
and i had so much trouble in the past trying to figure spirals out lmao
the up tag just makes it so it doesn't go into the floor
ye
here's something i did with it a long bit ago
it's hard to see but it has an interesting trail to it
which can be easily recreated with that tag you provided though
the points around xyz tags always close the circle so it cant
depends on how it knows where to start getting the points
i've got way too many items like that
i have a whole treasure chest of toys
item toys basically lol
ill post like 3 more of the ones i like tho lol
this one is pretty fun but it's technically in vanilla only
ok it just doesn't wanna send imbeds
what a vibe
cc @old venture that bot feature is for the people who name themselves shit like !! NameHere as a hack to force themselves to the top of the userlist, sometimes because they like attention, other times to advertise shit. The little dot is a high value unicode that instead places them at the very bottom but otherwise is barely visible on the name.
The random names are only used when the username is unreadable nonsense and it has to apply something halfway typable.
The expectation in both cases is if you give half a shit at all after the bot renames you you'll go and set your own nickname to whatever you actually want it to be as Aya said.
In this case presumably just Angel is the nickname you'd want
(For the record: to ping you I had to type @ngel and select you from the list)
the cool kids here pay $10/month to sponsor for top-tablist advertising 
yea
still have to scroll a good few times myself to see someone named aaasteve haha
xd it was a joke anyway im offline mostly
you should check out campfire smoke for clouds, i feel like that'd look really good with that effect
also a really neat idea
steals
i cant see the second video yet, my screen is too dark and im too annoyed with bright theme to change yet so i can see things again lol
ooo now the harry potter thing makes sense lol very neat!
fuck man sometimes i wish i could change my denizen knowledge for the ability to do cool stuff
Those scripts are really outdated though and really... REALLY inefficient
One day I'll showcase all of the fun items maybe lol
making magic spells (working with particles) is for me so much easier than making a system of any kind (bank system, quest system, ...)
I started denizen with the intention of making cool items like this lol
So I have a lot of practice with it
I still remember the first item I made
I've made so many renditions of it now
my first few denizen scripts were from me downloading the denizen videoes, all of the meta pages, and i was in the car for 3-6 hours without internet
it was also mostly me screeching that it didn't work because i couldnt have possibly typed it wrong 
I didn't know how to check errors at first so I be frantically searching for the error in my code when something visually errored
i blatantly ignored my console because i couldnt read it from the colors very well back then
yeah
being able to read the console output is a really good skill to have lol
probably even a crucial skill
i think most everyone here who helps would say it's a mandatory skill 
yeah
that's less prevalent of a thing than it used to be but it reminded me to go check other big discords i moderate and i immediately found two people i needed to rename cause they had ! prefixes and were advertising shit
which isn't too bad
i remember at the height of it i looked in random public discords and found hundreds
If you're on pc you can also shift click a person to get their @ in the chat
Which only really helps for smaller servers lol
I think you can only do that for the user list on the side
That's also a thing on mobile, but it's just a regular click which is really annoying - the amount of times I almost pinged someone
oh that's neat!
im gonna put a helper-bot in my spawn that players can talk to via AI generated responses lol
i need help with a name for the npc though 
champagne seems to think i should use unoriginal names
name it champignon
the mushroom
and sounds like champagne too
dChampain, the super tough champ of pain - can't spell it without AI or all the asses it kicks in it's free time!
when display entities were introduced on here there was no background color for text display because spigot did not implement them correctly, is there any news on that? is it fixed yet?
If I remember right monkey use to sometimes post stats regarding denizen with pie charts and stuff, and I remember them specifically showing a pie chart or something on the amount of scripts that servers were running. Someone had around 1,000+ or some servers did.
Wonder if that's a publicly available thing.
it is
I'm a little lost on where to find them.
Plugin stats tracker home page.
^
Fair enough.
i didn't even see the 1000+ one lmao
Hey that's me!
more 1.16 users than 1.19.4 :(
lol i've never stayed on one server long enough for that
Well I'm overly ambitious for my own good.
And the server is powered mostly through denizen.
a lot of people are running plain 1.16.5
watf
and pufferfish seems to have started taking up some percent of servers
interesting 👀
meow
my god
lol
i keep forgetting i got rid of most of my scripts
Well my entire server is built around denizen primarily, and a lot of those are probably single scripts that only have one line of code in them for procedures because I really can't be bothered to type out long lines in repeat during some of my bigger modules, such as trying to return specific variables from a cuboids maptag that I have. Better to have something like <[id].proc[claim_get_owner]> to neatly return stuff for myself.
Of course! Thank you very much, dear @low radish, for explanation and time. The "hoisting" is a known matter on single-tabled non-competitive publicly available customizable information tables. As being a moderator in a server with quite of members, we just ignored it except for the advertisers or ToS-disrespectful/misuse in general. The "dot" is a nice idea, and I'll have it in mind now! ^^
Personally, I don't think that I used the slashes to appear higher considering the ASCII order, but to remove the middle line in the A and preserve the most available charset. As far as I recall, this account has had the nickname set since the very registration.
It's highly interesting why the Discord client did not suggest the nickname with the slashes being in the search field, it always worked locally in all Electron clients and Android!
Is it possible that something interfered with the search process like a browser extension?
u cant really tell but those vines are like rounded and are random
i'd say the hardest part is usually just coming up with a good idea
once you've got it, the rest is figuring out how to achieve the idea
the process of doing and finding out what you can/can
't do often helps you come up with new stuff too
also once you have an idea you can come here and ask for help haha
also i've noticed there's some inconsistency in some of the tags which i assume is due to changes in naming convention or something
like how some tags are "is_small" vs "on_fire" instead of "is_on_fire" vs "has_gravity"
nice. now i can remove that thing in my script
Strange bug I encountered. Basically there appears to be a way to destroy the players bed and bed_spawn still return valid. I'm not sure how to replicate it but it was strange. Might just check to see if there's a bed nearby the bed_spawn area anyways.
Just doing some testing since I ran into that weird behavior.
Looks like it's a spigot issue though, doubt it's related to denizen based on what I looked up online.
Makes me just want to implement the bed spawn logic strictly in denizen so I don't have to think about how it works internally. Flag the players bed location and call it a day lol.
(Basically I have a spell that teleports you to the players bed, and that's when I discovered this bug after destroying the bed for some reason the link between the player and the bed location didn't break)
could be something like the value doesn't update until they link to a new bed?
Nah it definitely updates when the bed breaks
which is why I'm confused why sometimes I was able to teleport to the location after breaking the bed.
I can't even reproduce the glitch, that's the worst part.
Hmm, actually I'm not so sure about that.
So if you do narrate on the player's bed spawn location after breaking the bed, it returns null.
but if you place a bed back in the correct spot, it magically links back up
well, not even the same spot, but within a range of the bed_spawn location.
I wonder how it works internally.
Because previously when I was teleporting to the bed spawn location, there wasn't even a bed there. Can't reproduce though.
You know what? Both times this happened with the beds being double beds.
because im weird and that's how I build my beds in survival lol
Even knowing that, can't reproduce. oh well.
Looks like it links the player to a bed somehow, either by the location of the head block of it or whatever. If the bed is enclosed on all sides it spawns you on the bed, if not it spawns you adjacent to it. The location is not stored because when I checked the bed_spawn value, it just changes depending on the previous rules.
A. Look for open adjacent block.
B. Look for open above block.
So it seems that, somehow, I was linked to a bed block that had been broken. Not sure how I did it. Curious little bug. Not too important and I need to stop getting stuck on these trivial issues.
kek
Anyone got any cool ideas for any 'custom' items I can make with denizen
like function wise.
not weapons etc.
I have stuff like, items to prevent phantoms spawning, magnets etc.
but but those are "function wise" items
Just take some ideas from reliquary.
Who or wat is that lmao
Oop ping on sorry
😂
Why is the bot laughing at me what is happening LOL
It's an old mod.
Lot of cool function type items like holding a salamanders eye prevents you from being set on fire.
Oh.. april fools ? Lmao
oh christ i need to fix that oh no
LOL
kek bot borked in so many different levels
Is it an april fools function inside the bot that kicked on automatically ?
Or are you guys pulling my leg lol
👀
Little of column A, little bit of column B.
👌🏻
fixed it nice
ray_trace is perfect
<player.eye_location.ray_trace[range=5;default=air]>
I'm hyped 
this is kinda cool but I have to figure out what these values do 
The first 3 values rotate the item
the last one increases the size?
Looks awesome!
ooo!
I fucking hate math
now I have to make it userfriendly and player proof 
@timid mortar what can Icecapade do to resolve his math problems and make his new feature user friendly?
Icecapade needs to ensure he has clearly defined requirements and understands how users will interact with the system before coding begins. He also needs to create test cases to verify functionality works correctly and provide feedback to users. Additionally, he could utilize design thinking techniques such as personas and storyboards to better understand user needs and expectations. Finally, he should document his code and keep track of changes made throughout development to avoid confusion later on. Overall, by taking these steps, Icecapade can
nice. with this guide, ice will be able to
Yes, this tips will make it much easier for him to
and understands how users will interact with the system before coding begins, fuck
Your pronouns are "they/them"
aaaa wrong channel
re: #changelog message
why entirely new tag when could just add a new arg for ray_trace
different object return type
also slightly different input
also cleaner/simpler to use in a script
Did you mean to search for locationtag.ray_trace?
oh its target
!reload
!t ray_trace_target
Yes, boss. Reloading meta documentation now...
Documentation reloaded successfully.
178
570
2311
68
365
39
77
87
yipe
Traces a line from this location towards the direction it's facing, returning the first hit entity (if any).
This is similar to !tag LocationTag.precise_target and !tag PlayerTag.target, except offering more options for how the ray trace is performed.
For ray tracing locations, see !tag LocationTag.ray_trace.
Optionally specify:
range: (defaults to 200) a maximum distance (in blocks) to trace before giving up.
blocks: (defaults to true) specify "false" to ignore all blocks, ...
world
EntityTag
# Removes the entity a player is looking at.
- define target <player.eye_location.ray_trace_target[ignore=<player>]||null>
- if <[target]> != null:
- remove <[target]>
# Returns any player within the view of an NPC.
- define target <npc.eye_location.ray_trace_target[entities=player;raysize=2]||null>
# Highlights an entity through any number or types of blocks.
- define target <player.eye_location.ray_trace_target[ignore=<player>;blocks=false]||null>
- if <[target]> != null:
- adjust <[target]> glowing:true
oooh it really is an entirely different tag kek
oh sick
siiiick
Oh and Ice, my idea of merging the on join, and on respawn, into just a generic on player spawns doesn't work because respawning doesn't trigger that event.
Your tool is really awesome!
Some improvements that would be cool to have is to lock the scale ratio (when changing the scale in x, it changes also in y and z) and why not handling also display_blocks and display_text
Thanks a lot for this tool!
when changing the scale in x, it changes also in y and z that shouldn't happen, if I understand you correctly
will add display_blocks and / display_texts later in a separate tool when denizen implemented display entities properly
@storm shore ^
No, mb, I wanted to say that it would be interesting to permit the user to change the 3 scales once
At the moment, when I change the scale it deforms the item because all scales are separated
But deforming an item is also intereting imo
Oo ye
@storm shore can you create a feature request on the repo
https://github.com/Hydroxycobalamin/Denizen-Script-Collection
@timid mortar help me
https://cdn.discordapp.com/attachments/901618453356630052/987060220884828280/2022-06-16_14-24-30.mp4
display entities are going to make this crossbow soo much more fun lol
he's gone
Niceee
https://paste.denizenscript.com/View/108305 @dusky dust It's described in the proc itself what each arg does/what each usage is for
Content of Denizen Script Paste #108305: Vanilla Breaking Time Proc... pasted 2023/04/02 15:08:57 UTC-07:00, Paste length: 8302 characters across 125 lines, Content: breaking_time: type: procedure
ok cool
All this is though is a way to tell how long a block should take to break. it doesn't actually handle the events, you'll have to do that part yourself
this really makes me wanna make a tower defense game
sure
And obviously, if you have non vanilla ways of modifying block breaking speed, the proc won't take it into acc
I'm a sucker for these.
Really waiting for the day we get more proper support for display entities.
are you by chance making a tower defense game based off of the video?
cause now i want to make a td game too
No thats an auto cannon that will kill players when they try to leave the spawn 
we playing SCUM now lmao
Makes me think of the border turrets in borderlands lol
yeah
please do
I MADE BLOONS TD 6 IN VANILLA MINECRAFT
I added back btd5 monkeys to btd6 in minecraft
i managed to create the stinkiest server crashing script and i dont even know how or why
all i wanted to do was spawn in an npc
please do not post it publically
i will not kek
i think i might create a thread asking for help in this because im honestly confused
sure
Thank you!
do we have any "do nothing" command
major xyproblem + make a post
oh wait stupid question yeah just avoided needing to make that
like pass or somethin?
can do just define none as none imo
i mean i reflected in it and it seems a lot of bad practice so i just didnt do it
i think the only way it will have a use is if tags had side effects, which they dont
If you're looking for a placeholder whilst testing, I suppose you could use something like - define do Nothing, or ... - stop
Wait zero ticks
- wait <some.tag.null_if[true].if_null[0t]>
display entities are cool
ah yes the famous wait 0t
pspsp - clearly it's a dirt block! you can't fool me!
it's a obsidian block
inside a item_display
I'm going to write an engine which lets you create custom blocks, ye that sounds fun
only issue i have here is the shadow, looks funky at night
o.o
I think I can block update them in caves by listening to light sources, but at the surface mhh
aaaa
it rlly does
but how about you make it accept 3d models for the blocks
THEN it'll be really fun
whatcha mean
custom models for the blocks
that will work ye
(I just dont have a block texture to work with)
biggest issue is just the light
but I think I just fixed that lol
have to doo slightly adjustments in math
oo, nice
can't do something against this shiny, if there's light on the other side of the block >.>
on a side note, has anyone found a use for static tags or are they just there for one very specific use case
YIPEE
im actually using it quite often, for examle to grab data from data scripts
or pre-parsing discord embed messages
Yes, contributing meta examples is always really useful - https://github.com/DenizenScript/Denizen/pull/2408 here's an example of a PR adding examples
All of the meta is on the Denizen github repo, to can just make PRs to it
If you need help with working with git/making PRs in general we can help as well, ofc
yay i'll start doing it when im done with my current project
+> YAY!!!
+> YAY!!!
oooo that's so cool
foreshadowing..? 👀
yeah doing some performance checks I wanna see when it break, but it doesnt seem to break
famous last words
filling slowly a chunk with custom blocks
what’s that supposed to mean
i made a proc that would give x points, equally distant from the center and from each other, and i was so happy and proud of what i did because it was my first real maths in denizen
then i remembered about the points_around_x, y and z tags
which do the exact same thing. 100x faster.
lol rip
i was devastated LMFAO
LOL
so if you ever wondered, 82k item_displays in a single chunk are definitely to many
Obviously that limit won't really be reached, but couldn't you add a visibility check before spawning them?
... what happens to your client trying to look at thousands of item displays?
There are some fabric optimization mods that can help with that tbf
but the denizen script to update the light state of these blocks was still fast
I mean for the client, I could set the view_range of a display_entity lower, so they do not render them
but who would ever look at thousands of display blocks right?
right?
Oh I meant server-side, you can store that they are there but only spawn them in if they would actually be visible
What are you doing to make 82k item displays in a single chunk???
98,5k actually
, wanted to test performance and see what happens
https://github.com/Hydroxycobalamin/BlockArchitect/tree/main working on a custom block creator thing with item displays
(code is on the dev branch)
Bruh are you replacing an entire chunks worth of blocks with item displays.
just did that ye
That is funny,.
The idea of psuedo custom blocks through item displays is nice though, it'd work in small doses and such.
Like making custom caves that the player can enter to mine true custom ores.
Hell with trimming maybe you can actually make true copper armor or something and tools.
copper armor is already possible with ressource pack and core shaders no?
I'd imagine with trimming it's a lot easier.
There are people like me who don't really understand shaders.
Or haven't looked into trying them yet.
OO TRIMMING the new minecraft feature
Just speculation, I haven't actually tried trimming yet because I'm waiting for proper display entity support before completely moving over to 1.19.4
is the script to this public? was going to do something like an interactable crossbow/catapult for a boss fight mechanic
also for anyone hosting with Bisect, they have a overwolf app that creates a console overlay for you that can be toggled by a hotkey
That's kind of interesting.
That reminds me of a gmod addon called EPOE that would spit out console outputs to the player if they had permission.
https://github.com/Metastruct/EPOE
I like stuff like that.
yeah its super nice bc sometime i'm forced to work on just my laptop without my other monitors
so not having to tab out is a small but nice feature
Do you not run it in windowed mode?
is there any spiral generator script
the only ones i can do take like 200ms to run :(
what type of spiral
u can just do points_around_y and then in the loop or whatever increase the y by one each iteration and boom you have a spiral
i was actually thinking of horizontally diagonal spirals
like just a cheat code - make spiral
but ah i'll make it a post tomorrow
Still possible
then just do the same i did but instead of going up going forward
and instead of around y, do around or z
ill write it for you right now:
spiral:
type: task
script:
- foreach <player.location.points_around_y[radius=5;points=50]> as:point:
- playeffect effect:cloud at:<[point].add[0,1,0]> offset:0
taht's wrong
how
ill let you figure it out yourself
oh
oh wait you need the uh x/z offset no?
dang it lemee find my old spiral
- foreach <player.location.points_around_y[radius=5;points=50]> as:point:
- playeffect effect:heart at:<[point].up[<[loop_index].div[25]>]> offset:0 visibility:100
- wait 1t
this is right no?
Really depends on what they want
I'd rotate the pitch and yaw however you'd like and go forward for every repetition
To effectively shoot the spiral to wherever you'd like
Would make for an interesting custom item attack
When I define a flag for a player - flag player current_rewards_chests_looted how can I remove this flag from all players when I issued a special command?
!makepost
If you have a support question, please make a forum post for it!
"But it's just a yes/no question!"
We hear this from users quite often, and, frankly, it almost never is just a yes/no question - many seemingly simple questions lead to long answers or complex debugging or interesting discussions or...
"But you've probably gotten this question before and have the answer prepared"
All the more reason to use forum posts! When you're typing the title, it auto-searches existing posts, and thus if you're asking a repeat question, you'll instantly find the prior time it was asked, and the answer it had then, before you even press enter on your post!
"But it's not worth bothering"
Good news: it takes almost no more effort to make a post than to type in a channel! It's really really easy!
"But I don't want to annoy the helpers"
A forum post won't annoy us! We prefer it! Most of us don't get pinged or anything, it's fine!
If anyone is curious how to make an NPC sleep, falling backwards, relative to the direction a player is facing, this is the math.
- define calculated_location <player.location.with_yaw[<[calculated_yaw]>]>```
Isn't it just <element[270].sub[<player.location.yaw>]>?
element[270] was throwing an error saying it's not a decimal
and 270 doesn't exist internally, the game only goes up to 180 I think. So I just used -90
180 wraps around to negatives
denizen / the game handles it correctly though, just shows up at -90, so I used -90
I don't think <player.location.yaw> could ever be negative
Like I said I was basically doing all the testing from in-game and all the numbers in-game are from -180-180 for whatever reason.
You very well may be correct, I don't know. All I know is it works 😛
which means i sleep
avoiding somalia kek
me when i think i'm dealing with a map of lists but it's actually lists of lists and now i have to rewrite everything
wtf was i up to yesterday
what the fuck is a 57.295798
oh
found out what it is
if you divide 360 by that it returns pi doubled
holy shit it's actually really precise
Call nasa
For some reason I was getting an error trying to do element[x].mul[y] saying it wasn't a decimal last night
I thought that was how element worked... guess I did something stupid.
Was messing around with animations on repeat, sleep has some weird behavior haha. https://dl.dropboxusercontent.com/s/zzl4x0fgt2fyqwb/javaw_2023-04-08_20-19-23.mp4
goblin mode
YO WAIT
can you pass 1 block tall holes with that?
woahh new denizen tech
@old venture I don't know. I'll check.
you could <element[180].div[<util.pi>]> or something so it actually makes sense and also is default more precise
and is equally performant too cause that tag will static cache
Unlike using a fake barrier block over the players head you can jump at full height and stuff.
It's interesting.
its new tech
tosleep:
debug: true
type: command
name: sleep
description: Go to sleep
usage: /sleep
script:
- repeat 100:
- wait 1t
- animate <player> animation:sleep```
Saw someone suggest the repeat method for... something else. I think it was gliding? Tried it with this just to see. Since I'm currently working on a sleeping plugin.
oh thanks i was hurting my brain trying to get the right way to get that value
huh, weird but cool
Yeah, for sure. Might be nice for a prophunt minigame.
After I figure out display entities... and blockbench...
basically
lmfao
Don’t forget the disguise command lol
imagine doing an entire prophunt minigame but forgetting to disguise the players LMFAO
me at the local scientist convention (im lost)
me at the local hospital explaining how to properly dispose of your blood (im wrong)
me after writing the most smart looking word for my essay (I used a thesaurus)
unapologetically
notwithstanding
notwithsitting
i know this is old but, isn't there a scene from harry potter that has a door opening like this?
yeah that door in the clip is inspired by Harry Potter
diagon alley
yeahyeah
They're just students, made of cream.
Just like how toby fox is covered in foam.
Like adventure time.
or that one character from family guy
aight time to delete the entire queue word generator thing
fun experiment guys were wrapping it up now goodbye
decent response
lol
Perfect
only 10^40 moves, not too bad :)
gonna steal your idea first
get wrecked
hahahaha
no!!!!!
wait could be a #bounties idea maybe
re: #bounties message
LE KNOOK IS COMING
this is extremely bad practice 🙅🤦 you should use match statement instead of elif checks 🤦
has anyone made an attempt on search bar before and if so is there a link to it somewhere
on a*
to search for what lol
like searching a gui full of items
oh
Would a step slowly debug option for script containers be a good feature request
I find myself adding waits in sometimes to slow it down, but curious if it would be useful as a feature request
no because you can literally debug it into a pastebin ans review it from there
you can scroll to it in console as well
yeah just, debug: true and read the console
me trying to read the console while my script runs 5 times a tick doing 600 operations
skill issue tbh
are there any benefits of modifying linked player for the queue rather than using definition? ex:
- define __player <server.match_player[<[player_name]>]>
instead of just
- define player <server.match_player[<[player_name]>]>
!makepost
If you have a support question, please make a forum post for it!
"But it's just a yes/no question!"
We hear this from users quite often, and, frankly, it almost never is just a yes/no question - many seemingly simple questions lead to long answers or complex debugging or interesting discussions or...
"But you've probably gotten this question before and have the answer prepared"
All the more reason to use forum posts! When you're typing the title, it auto-searches existing posts, and thus if you're asking a repeat question, you'll instantly find the prior time it was asked, and the answer it had then, before you even press enter on your post!
"But it's not worth bothering"
Good news: it takes almost no more effort to make a post than to type in a channel! It's really really easy!
"But I don't want to annoy the helpers"
A forum post won't annoy us! We prefer it! Most of us don't get pinged or anything, it's fine!
oops
https://forum.denizenscript.com/resources/item-display-editor.136/ @graceful laurel
A utility which lets your players place item_displays.
Documentation comes later I'm lazy and tired..
W
O
R
M
S
may i introduce you to the linked_player mechanism
no
you're already introduced. can you deny a hurricane from passing through your house?

https://github.com/Hydroxycobalamin/BlockArchitect/issues/2
Looking for help adding block samples and resource pack. @foggy gorge forgot it several times now :( 
yeah ive been on and off dying sick and just cant get to it mentally yet
sorry
what do you guys use to map out particles
like not the code or anything
like just the planning phase
my head
a software
it turns images into particles
and generates a denizen list
very useful
leak it
tyyy
you gotta compile yourself
ty
I play around with random patterns until I find something interesting
Then bag it for later
holy shit baivo is actually smart
huh. Yeah. I don't see any reason to explain that in their message history
last posts prior to leaving were in february talking about vectors n wotnot
wtf baivo come back we love you
wait what
What "infinite potions" are?
Oooh, now I understand, that new timer that can be endless
does list insert action (->) always add new entry to the last position of the list?
!makepost
If you have a support question, please make a forum post for it!
"But it's just a yes/no question!"
We hear this from users quite often, and, frankly, it almost never is just a yes/no question - many seemingly simple questions lead to long answers or complex debugging or interesting discussions or...
"But you've probably gotten this question before and have the answer prepared"
All the more reason to use forum posts! When you're typing the title, it auto-searches existing posts, and thus if you're asking a repeat question, you'll instantly find the prior time it was asked, and the answer it had then, before you even press enter on your post!
"But it's not worth bothering"
Good news: it takes almost no more effort to make a post than to type in a channel! It's really really easy!
"But I don't want to annoy the helpers"
A forum post won't annoy us! We prefer it! Most of us don't get pinged or anything, it's fine!
!tias
Try it and see!
If somebody pulled this up for you, you're probably asking a question of the public channel that's easier and faster to figure out by just attempting your idea in-game and looking at the result of that attempt.
doesnt mean it always adds entry to the last index
idk, but you can see that for yourself in under a minute
you can try it few times but that could be just your luck
so its better to ask than just guess
its literally solved already
oh didnt know
So, you tried it and saw?
I'll gladly answer your question if you make a post
oo purrfect
wait can you tell me whats the answer bc i dont remember it
yes I tried it few times but I had to make sure its the right answer
so I asked
!makepost
If you have a support question, please make a forum post for it!
"But it's just a yes/no question!"
We hear this from users quite often, and, frankly, it almost never is just a yes/no question - many seemingly simple questions lead to long answers or complex debugging or interesting discussions or...
"But you've probably gotten this question before and have the answer prepared"
All the more reason to use forum posts! When you're typing the title, it auto-searches existing posts, and thus if you're asking a repeat question, you'll instantly find the prior time it was asked, and the answer it had then, before you even press enter on your post!
"But it's not worth bothering"
Good news: it takes almost no more effort to make a post than to type in a channel! It's really really easy!
"But I don't want to annoy the helpers"
A forum post won't annoy us! We prefer it! Most of us don't get pinged or anything, it's fine!
#1096451260951040052 message
jesus christ there are so many discord threads
If you have a support question, please make a forum post for it!
"But it's just a yes/no question!"
We hear this from users quite often, and, frankly, it almost never is just a yes/no question - many seemingly simple questions lead to long answers or complex debugging or interesting discussions or...
"But you've probably gotten this question before and have the answer prepared"
All the more reason to use forum posts! When you're typing the title, it auto-searches existing posts, and thus if you're asking a repeat question, you'll instantly find the prior time it was asked, and the answer it had then, before you even press enter on your post!
"But it's not worth bothering"
Good news: it takes almost no more effort to make a post than to type in a channel! It's really really easy!
"But I don't want to annoy the helpers"
A forum post won't annoy us! We prefer it! Most of us don't get pinged or anything, it's fine!
mfw i jokingly ask for help in the help discord and i receive help:
pleaseclosed so many but there are still many
oh my god I think I found an end
yay
+> YAY!!!
Just learned you can adjust entity mechanisms while telling commands which entity to use with entity[mechanism=state]
Is this explained anywhere in the docs or what is it called?
can u show an example?
Skull included an example
In the guide yes
til recipes are treated as advancements
re: my last thread, somewhere
i got it to work and apparently have no issues with moving the block and it failing to render
@pastel field ^ incase you wanted to know that i didnt have to resort to the teleporting nonsense lol
nothing to see here, just walking my pet obsidian block 
Are there any other entities like Shulkers that have some kind of collision that the player interacts with as if it were a solid block?
I'm not sure that they can collide with the players physics body so I don't think that's necessarily what I'm looking for.
Display Entities that is.
Is it possible for that block to collide with the player and push them around as if it were a piston or a block above them? Forcing them to crawl, etc.
Or does it not have any collision at all / not possible to give it a collider
it has zero collision but uh, you can always check if a player is in that block like any other block would be and just give them a little nudge towards the closest exit of that block
Well specifically I'm looking for something that is not a solid block acting like a solid block
The closest I've come across is a shulker entity
what exactly are you trying to do with it?
Make the player crawl without the player seeing what's making them crawl.
/ex showfake BARRIER <player.location.up[2]> looks like it does it, but eh
Only problem is that barrier is aligned to the world grid, in retrospect so is the shulker box but it can overlap with doorframes.
It would be cool if it was possible to get the shulker to go off grid
I assume the kinds of collisions that make you crawl are the kind that need to be aligned to the grid though, so who knows.
i think players can also crawl under a invisible shulker box
im unsure tho, ill test it
wait nvm, u can see their heads
Boats are collidable
Pretty sure you can use the mechanism for that
Nope, I can open a thread discussing it though if anyone has ideas.
well it took me a minute to remember how i did this productively the first time but my schematic preview stuff is working great for my bEdit 
Neat.
and it works now! dYeet!






and then removing it with my //set command was just chefs kiss 
i love denizen so much
RIGHT
oh wait
i thought you meant the second one lol
the sound of the different blocks making their own breaking sound was ecstatic for me 
not as awesome as contributing to denizen itself
its people like YOOOU who make it a thing lol
what if people want it instant
what is the denizen equivalent of persistent data? so that an item can be updated from a script (to have a new name, for example), and any instance of that item will be updated?
!makepost
If you have a support question, please make a forum post for it!
"But it's just a yes/no question!"
We hear this from users quite often, and, frankly, it almost never is just a yes/no question - many seemingly simple questions lead to long answers or complex debugging or interesting discussions or...
"But you've probably gotten this question before and have the answer prepared"
All the more reason to use forum posts! When you're typing the title, it auto-searches existing posts, and thus if you're asking a repeat question, you'll instantly find the prior time it was asked, and the answer it had then, before you even press enter on your post!
"But it's not worth bothering"
Good news: it takes almost no more effort to make a post than to type in a channel! It's really really easy!
"But I don't want to annoy the helpers"
A forum post won't annoy us! We prefer it! Most of us don't get pinged or anything, it's fine!
alright thanks will do :)
Yay
+> YAY!!!
oh my god this is amazing
please tell me you will make that script available in resources
Good lord, behr! its amazing! Any chances you'd share this in showcase? (no pressure or anything)
hell nah i'll pressure him like a hydraulic press to share that in showcase when done
put him under a legal contract to make him have to share it :))
i really like this soundboard thing :D is this like available or unreleased for public
the former
do yall think itd be possible to replace the crossbow noises for custom crossbows
trying to put it together in my head but im too stupid i believe
also not familiar with mc sounds
probably yeah
definitely yeah
then they can find their own server cause they dont need instant when they get 5^3 to 12^3 edit ranges
keke
apadamide made one available on the resource page; it's called dSoundboard i think - i stole his proc, but i have a lot of other misc features i use, like popping out a music disk to play/share the sound with other players, favoriting sounds, and clicking to narrate a on_click[- playsound <player> sound:<[sound]>].type[copy_to_clipboard] because i use it for scripting mainly
i have that one already, but as you mentioned yours has more features
and its also a bit outdated
oh, i mean, i'd share it if you want - but im still tweaking some stuff on it, if youd want the updated one later also
Recently watched Doctor4t, so I got few questions. Why did you guys choose to make server without mods? What benefits and downsides mods have compared to vanilla? And what I can't figure out, how youtubers like Doctor4t host server with mods and to him it's perfectly fine?
What?
what?
Are you asking why a lot of scripters choose to use denizen over actual mods?
Yes, I got language barrier a little bit
I think you'll get different answers.
because denizen is easier to get into than java, ez answer
Good point
A lot of people like denizen because of how easy it is to learn, but I enjoy it because of hotloading scripts and content.
I believe if you know what you're doing with a java plugin you can reload the plugin ( with their own reload command, not bukkit's version. )
But I'm pretty much already invested in this, learning another language isn't really what I want to do myself personally.
I heard that mods are VERY performance heavy for servers, but then how some youtubers host modded servers?
I think that varies on the mod and it's content size, how they programmed it, etc.
Too many variables.
Hmm, sounds logical
Obviously with some mod packs that add in a large amount it's going to be a bit more demanding with so many things being crammed into it. But that's to be said with a lot of large scope projects in general, so many things running/being done at once.
I've taken the decision to make my server about entirely in denizen and because of that I've grown stupidly ambitious, leaving me with a lot to do. That's not a bad thing because I have complete control over everything, but everyone is different in what they want.
So it's like... you can have bunch of mods, but too many will destroy your server basically?
I just had some experience with modded server, and that was awful
I think your experience will vary, because each mod will be different in how they operate, and how they play with each other.
i mean. every if the mod is very heavy. just have a beefier server. sometimes it just comes to a one-up situation
it's kind of like food. there's different types of food, and different foods have different ingredients.
if you put a cup or two of oregano in your lasagna, it's probably going to taste bad.
it goes for saying with mods; if it does too much, or if you just cram every ingredient in your house into a pot, it might have problems.
we all just have different preferences, and some foods can do things that others can't
some can make you shit your brains out, and some can make your tongue burn to the depths of hell from spice
there's cons and pros to both
i too love lasagna
I just saw that custom model data armor in mods and instantly got sad that I can't do that without mods
(thanks Mojang)
well, we have client mods to fallback on that; it's just one extra step
resource packs are fantastic
theyre a huge step into what mods are capable of themselves
Well, optifine could do some things
But I would be pretty happy if I could just make this cool armor with multi layers and stuff
BUT I CAN'T
without mods I mean
I just don't understand why they won't add this, I mean, bedrock has 3D armor
If you mean custom armor, you can at the very least do basic ones with shaders, and in 1.20 we'll have armor trims ^
Hmm, I wonder how would making custom armor by attaching an item display entity with a custom model to a player work
Making it actually ride the player*
I know about leather armor and core shaders with that, but I meant something like that
Look at the arms for example
You can do things for body of the player, but tracking the animation of hands and legs is... oof...
Ye, true - although for something like what you posted there it might work?
But I heard that you CAN actually make custom model data with trims and core shader magic
Well lets say the helmet is the item on head - so yeah
But these things on arms...
Well
Uhh, they can be static
yeah, but doesn't 1.20 add 256^3 server-sided customizable armor?
It looks like these things are aligned with the player's body?
Ok maybe I didn't make myself clear. Armor trims make 2d texture on armor, what I'm talking about is totally custom model on the whole armor, we kinda can't do that in vanilla, still. For example that
You can attach that to body as item display, yes, but you can't animate that
Or you can, but you need to make animation for all of the situations player encounter, like jumping, swimming, walking side ways and etc.
They are alined to player's arms actually, that armor is from Ice and Fire
Also if I remember correctly - you can actually make custom trims
I'd say one of the biggest advantages is people are less willing to play modded servers due to the setup. A lot of players will refuse to join a server they don't know much about if they have to jump through all these hoops to even join
Plugins like denizen almost never require extra steps to join a server
And if they do (shaders/ resource packs) the setup is minimal and relatively common knowledge for players to complete it
[20:36:29 INFO]: Comparing if e@interaction[custom_name_visible=false;freeze_duration=d@0s] CONTAINS interaction ... false
[20:36:29 INFO]: No part of the if command passed, running ELSE block.
Shouldn't this contain interaction, or does it only match full words?
!makepost
If you have a support question, please make a forum post for it!
"But it's just a yes/no question!"
We hear this from users quite often, and, frankly, it almost never is just a yes/no question - many seemingly simple questions lead to long answers or complex debugging or interesting discussions or...
"But you've probably gotten this question before and have the answer prepared"
All the more reason to use forum posts! When you're typing the title, it auto-searches existing posts, and thus if you're asking a repeat question, you'll instantly find the prior time it was asked, and the answer it had then, before you even press enter on your post!
"But it's not worth bothering"
Good news: it takes almost no more effort to make a post than to type in a channel! It's really really easy!
"But I don't want to annoy the helpers"
A forum post won't annoy us! We prefer it! Most of us don't get pinged or anything, it's fine!
Yeah, that was the original reason for me actually
would 3d modeled trees be unrealistic on server performance
im not exactly sure how model size and scale effects that stuff
so servers just telling client that they are there
essentially
?
yeah
Today I finished my gui menu for modifying holograms, while I could probably add more options ( And I will need to when denizen can support background colors. ) I think this is fine as is. I'm not letting you modify the lines/text itself in the menu because the anvil is too short to include everything you might want in it.
cool!!
some1 gib cool idea do make
bee gun
- smoke beehive
- extract honey
- collect high bees
- ???
- load bee gun
- fire bees at unexpecting victim
- profit
oooo nice idea
behr now give me a challenging task
all ive been doing in denizen is just more of the same... i need to add some spice to the lasagna or it gets bland
and ive been doing a resistance to damage types/weapons system so i need smth real challenging
solve inventory management
i am this close to !vagueing you 🤏
procedural maze generation with teleporter traps.
after x amount of period, path that leads to the end incrementally changes/reveals so that players would still have a chance if they can't solve it
glad I could give you a good idea
minecraft girlfriend
purposefully vague, you asked for ideas, im not commissioning you
huh, i wrote a quick script to determine the percentage chances of individual items dropping when holding a tool with different levels of fortune, cause the wiki didn't quite look right to me (and because i added fortune 4 and 5)
interesting results
Shouldn't those rates for the seeds add up to 100%
Unless 0 takes up the rest of the percentage
Help us help you by pasting your script to https://paste.denizenscript.com/New/Script and linking it back here.
my scripts a solid spaghetti mess lol
https://paste.denizenscript.com/View/109003
Content of Denizen Script Paste #109003: 🍝... pasted 2023/04/19 09:59:52 UTC-07:00, Paste length: 1882 characters across 38 lines, Content: check_percentage_drops: type: task
but im preeeetty sure i did the math right? maybe i missed something
im lost D:
yeah i didn't make it very clean lmao but i simplified a bad output
1 / 10 != 100% lol
which,
<[frequency]><&a>, which is <&b><[frequency].div[<[density]>].round_to_precision[0.0001].mul[100]>
frequency has to be 1 there on fortune level when it drops 1
1 / 10 is definitely 0.1, rounding didnt change that, and multiplying by 100 is just 10 which makes sense but in the script i borked it somewhere else apparently
ill figure it out 
i took a nap but i figured it out
https://paste.denizenscript.com/View/109019
pog
now that i know the probability results, im comfortable adding in my new strappy bumps; shoes for hoes
enchantable with the different levels of fortune, to increase the number of crops resulted from when on player changes farmland into dirt and there's crops above them 
farming simulator
oh behr have you gotten a chance to make that docs website thingy
nope :>
i mean, yes i've gotten a chance, but i hadnt done that in that opportunity lol
like for example, i currently have that time to do so, but instead im currently about to look up how to open this coconut i found at the store
but mcmonkey gave us a method of doing that via forking his site tho
oof
results are in: wasn't that great tasting
2/10
you can open a coconut by forking monkey's site?
yes, it drives the fork directly into the coconut that is also a tree mcmonkey has once climbed
might've been stale.
There's a coconut farm near us and they taste sweet all the time. as long as its within 2 weeks after picking
oooh, interesting
have you guys seen that dude’s project making a 2d playable game in minecraft? godlander i think?
yee, godlander
i want to do something like this but with arcade boxes ingame
spectating an armor stand staring at the screen of the arcade box, using ‘player steers entity’ to control it
like mariooooo
!e entity steers
Did you mean to search for player steers entity?
Player
player steers entity player steers <entity>
every tick that a player is controlling a vehicle.
Always. - this adds switches flagged:<flag name> + permission:<node>, in addition to the <player> link.
<context.entity> returns the EntityTag being steered by the player.
<context.sideways> returns an ElementTag(Decimal) where a positive number signifies leftward movement.
<context.forward> returns an ElementTag(Decimal) where a positive number signifies forward movement.
<context.jump> returns an ElementTag(Boolean) that signifies whether the player is attempting to jump with the entity.
<context.dismount> returns an ElementTag(Boolean) that signifies whether the player is attempting to dismount.
True - this adds switches in:<area> + location_flagged:<flag name>.
True - this adds <context.cancelled> and determines cancelled + cancelled:false.
the forward would be useless but the sideways and jump would totes work
wha this event exists?
what do you mean by that? can the steer event fire while a player is spectating smth?
it fires every tick a player steers an entity
sooo actually it wouldn’t fire at all for spectating, heck
you right
but that’s fine, could just mount an armor stand still
i forget if there are other keys used in mario? i haven’t played in like two decades
i have a switch but the classic games require the membership smh my head head
i’ve got tons of arcade box models
but i should be semi-original, maybe replace mario with steve? :kekw:
Probably should, otherwise Nintendo will hunt your server down for sport
i’d get shot down quick if i had this lmao
especially with mario just becoming a huge hit recently
I think the documentation on the burn command is wrong, because I set it to a duration of 0 and it just ignites me forever instead of basically turning the burning off.
!c burn
entity
burn [<entity>|...] (duration:<value>)
Sets a list of entities on fire.
Burn will set a list of entities on fire.
Just specify a list of entities (or a single entity) and optionally, a duration.
Normal mobs and players will see damage afflicted, but NPCs will block damage from a burn unless 'vulnerable'.
Since this command sets the total time of fire, it can also be used to cancel fire on a burning entity by specifying a duration of 0.
Specifying no duration will result in a 5 second burn.
might need to make a thread with a debug
Yeah it's probably just misdocumented or something odd
ha, it does say d@0s (forever) kek
nah that’s likely a bug
a bug thread will help get it fixed
😎
someone tells me they are softlocked and im like what do you mean softlocked
then i go light on fire and this happens
I made a safemode for my bad players on my smp
or so i thought
i dont think the burn command is going to spam your chat or play purple particle effects
make thread
No, but it is by proxy of not extinguishing lol
im going cAMPING for like three days and dont know if im going to cope with not writing denizen that long
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