#(Jupiter) There is something similar to player left clicks player
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(Jupiter) There is something similar to player left clicks player
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<@&525394568410038282>
uh, left clicking a player would damage them, but in the case that they're invisible/invisible and the event doesnt trigger, you could try to use the raytrace thing
Oh ok, ty.
I have another problem. Is it not possible to just click?
on player right clicks *:
It happens that the event doesn't happen when I hit empty, only if or if when I hit a block. In short it does not identify the air block
Help :-;
And another question, is it not possible to do tp where the player's cursor is but without moving the player's head?
!event entity damaged
Entity
<entity> damaged by <entity> <entity> damaged (by <cause>) <entity> damages <entity>
with:<item> to only process the event when the item used to cause damage (in the damager's hand) is a specified item.
type:<entity> to only run if the entity damaged matches the entity input.
when an entity is damaged.
when the damager or damaged entity is a player. Cannot be both. - this adds switches flagged:<flag name> + permission:<node>, in addition to the <player> link.
when the damager or damaged entity is an NPC. Cannot be both.
<context.entity> returns the EntityTag that was damaged.
<context.damager> returns the EntityTag damaging the other entity, if any.
<context.cause> returns an ElementTag of reason the entity was damaged - see !language damage cause for causes.
<context.damage> returns an ElementTag(Decimal) of the amount of damage dealt.
<context.final_damage> returns an ElementTag(Decimal) of the amount of damage dealt, after armor is calculated.
<context.projectile> returns a EntityTag of the projectile, if one caused the event.
<context.damage_type_map> returns a MapTag the damage dealt by a specific damage type with keys: B...
<context.was_critical> returns 'true' if the damage was a critical hit. (Warning: this value is ca...
ElementTag(Decimal) to set the amount of damage the entity receives.
"CLEAR_MODIFIERS" to zero out all damage modifiers other than "BASE", effectively making damage == final_damage.
True - this adds switches in:<area> + location_flagged:<flag name>.
True - this adds <context.cancelled> and determines cancelled + cancelled:false.
Examples too long to display... Check the website for more examples
on player right clicks *
this isn't how that event line would work
!event clicks block
Player
this event may in some cases double-fire, requiring usage of the 'ratelimit' command (like 'ratelimit <player> 1t') to prevent doubling actions.
player (right|left) clicks <block>
with:<item> to only process the event if a specified item was held.
using:hand/off_hand/either_hand to only process the event if the specified hand was used to click.
type:<material> to only run if the block clicked matches the material input.
when a player clicks on a block or in the air.
Always. - this adds switches flagged:<flag name> + permission:<node>, in addition to the <player> link.
<context.item> returns the ItemTag the player is clicking with.
<context.location> returns the LocationTag the player is clicking on.
<context.relative> returns a LocationTag of the air block in front of the clicked block.
<context.click_type> returns an ElementTag of the Spigot API click type <@link url https://hub.spi...
<context.hand> returns an ElementTag of the used hand.
True - this adds switches in:<area> + location_flagged:<flag name>.
True - this adds <context.cancelled> and determines cancelled + cancelled:false.
!lang command syntax
Almost every Denizen command and requirement has arguments after the command itself.
These arguments are just snippets of text showing what exactly the command should do,
like what the chat command should say, or where the look command should point.
But how do you know what to put in the arguments?
You merely need to look at the command's usage/syntax info.
Let's take for example:
- animatechest [<location>] ({open}/close) (sound:{true}/false)
Obviously, the command is 'animatechest'... but what does the rest of it mean?
Anything in [brackets] is required... you MUST put it there.
Anything in (parenthesis) is optional... you only need to put it there if you want to.
Anything in {braces} is default... the command will just assume this if no argument is actually typed.
Anyth...
Script Command System
Anything outside of <> is literal... you must put it exactly as-is.
players can click blocks, into the air, or an entity - but if it's left click on an entity, it's damaging it
if you want to detect all clicks, you'd use multiple events
oh sorry i missed this one
!t locationtag.with_pose
Returns the location with pitch and yaw.
identity
LocationTag
you can use your player as input there to keep your yaw and pitch when teleporting
actually using player right clicks * WOULD work but denizen would scream at you every time you reloaded, so yeah not a good idea
Yeah, but no
use the proper label if you want a catch all
hell yeah
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@fading lintel
ty!
