#(Niklas) Stop riding event
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<@&525394568410038282>
A player or an armor_stand?
I don't think an armor stand would get off an horse without a script manually doing it?
!event steers
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.
<context.dismount>returns an ElementTag(Boolean) that signifies whether the player is attempting to dismount.
if i understood correctly this is does that
but it fires really fast for just that usage :(
!event entity exits vehicle
Entity
entity exits vehicle <entity> exits <entity>
when an entity dismounts from another entity.
when the entity that dismounts the vehicle is a player. - this adds switches flagged:<flag name> + permission:<node>, in addition to the <player> link.
when the entity that dismounts the vehicle is an NPC.
<context.vehicle> returns the EntityTag of the mount vehicle.
<context.entity> returns the EntityTag of the exiting entity.
True - this adds switches in:<area> + location_flagged:<flag name>.
True - this adds <context.cancelled> and determines cancelled + cancelled:false.
unless that does the same thing
dismounts from another entity
has entity matcher
yeah just slap on a player exits armor_stand
thx