#(Mars) Forcing a player to "watch"

42 messages · Page 1 of 1 (latest)

finite saddle
#

Using the look command, would anyone have any suggestions of how to make a player follow a moving entity with his view? For example, a cutscene; if the player is in spectator mode and an npc were to walk across the room, would there be a practical way to make the player follow the entity with his/her eyes?

narrow cloakBOT
#

(Mars) Forcing a player to "watch"

narrow cloakBOT
#

Hi I'm AutoThreadBot! Don't mind me, I'll just be adding the helper team to this thread so they can see it. A human will get to you soon.
You can block this bot if you don't want to see these messages, I won't mind.
<@&525394568410038282>

viral ravine
#

!mech spectate

formal waveBOT
# viral ravine !mech spectate

Forces the player to spectate from the entity's point of view, using a packet (meaning, the player starts spectating clientside, but not serverside).
The player will not move from their existing location serverside.
To cause real spectator mode spectating, use !mechanism PlayerTag.spectator_target
Note that in some cases you may want to force the player into the spectate gamemode prior to using this mechanism.
Note: They cannot cancel the spectating without a re-log -- you must make them spectate themselves to cancel the effect.
Like: - adjust <player> spectate:<player>

Object

PlayerTag

Input

EntityTag

finite saddle
#

oooooooo

#

hmm im not sure this helps though

#

I can't figure how to make the player follow the target

viral ravine
#

You can try it out with /ex adjust <player> spectate:<npc>

#

assuming you have a npc selected

finite saddle
#

yeah that puts the player in the point of view of the npc

#

makes you spectate from their POV

civic lake
#

Yeah, isn't that what you want?

finite saddle
#

no

#

I want the player's POV to follow the npc as they move

#

like realistic first person spectating

#

i want to track the target's movement, and have the player's look follow it

torpid spoke
#

armor stand

finite saddle
#

im gonna try it with - foreach <location[location1].points_between[<location[location2]>].distance[3]>

finite saddle
torpid spoke
#

attach the armor stand onto the npc

#

and the spectate the armor stand

torpid spoke
#

or

#

somethimg even better

finite saddle
#

oh well how about that

#

ill give that a shot

it looks complicated. might not have time to learn all of that now lol

#

i'm still gonna try a couple things. I'll let you know if I get it to work out right

#

thanks a bunch everyone!

finite saddle
#

I haven’t found an easy way to make this happen. Ended up making an invisible npc spawn and controlling that while the player spectate it.

If no one has any other ideas I’ll close this and check out that cutscene thing another day

static scaffold
#

just put an entity ontop of the npc moving, spectate that top npc

#

but also the cutscenes script will do it all for you

sinful hedgeBOT
#
Thread Closing Reminder

Has your issue been resolved, or your question been answered?
If so, please use the </resolved:1028673926114594866> command to close your thread.
Or </invalid:1028673926898909185> if it's not possible to resolve.

If not yet resolved, please reply below to tell us what you still need.

(Note that if there is no reply for a few days, this thread will eventually close itself.)

#

@finite saddle