#(duckfromdisc) wall climb
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(duckfromdisc) wall climb
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<@&525394568410038282>
jetpack script
wait no that uses space bar right
Sends the player a list of climbable materials.
To climb a block, the player has to stand in it, which means only non-full blocks can be climbed.
Note that this gets reset once the player rejoins or once server resources are reloaded (see !event server resources reloaded).
PlayerTag
ListTag(MaterialTag)
<server.vanilla_tagged_materials[<tag>]> Returns a list of materials referred to by the specified ...
# Lets the linked player climb iron_bars, while keeping other climbable materials climbable
- adjust <player> send_climbable_materials:<server.vanilla_tagged_materials[climbable].include[iron_bars]>
# Lets the linked player climb only acacia_buttons, making all other materials non-climbable.
- adjust <player> send_climbable_materials:acacia_button
ooo
i might need something like that for double jumps
.. can that jetpack script be used for hovering as well
😂
looking at the jetpack script rn this is CRAZY the amount of big brain
for climbable is there a way to make it every block ? except for non-solid (item frame, air etc) ?
I mean, yeah, pass every block into the mech ^
is there a selector for that or do i have to do it by hand
or even just a tag for every block in the vicinity of the user/the world the user is in
!t material_types
Returns a list of all materials known to the server.
Generally used with !objecttype MaterialTag.
This is only types listed in the Bukkit Material enum, as seen at https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Material.html.
ListTag(MaterialTag)
!t ListTag.filter
Returns a copy of the list with all its contents parsed through the given tag and only including ones that returned 'true'.
One should generally prefer !tag ListTag.filter_tag.
ListTag
# Narrates a list of '3|4|5'
- narrate <list[1|2|3|4|5].filter[is_more_than[3]]>
Multiple possible tags: <ElementTag.is_in[<list>]>, <ElementTag.is_odd>, <ElementTag.is_even>, <MaterialTag.is_item>, <MaterialTag.is_fuel>, <MaterialTag.is_block>, <MaterialTag.is_solid>, <ElementTag.is_boolean>, <ElementTag.is_integer>, <ElementTag.is_decimal>, <MaterialTag.is_edible>, <MaterialTag.is_record>, <MaterialTag.is_locked>, <ElementTag.is_more_than[<number>]>, <ElementTag.is_less_than[<number>]>, <ElementTag.is_uppercase>, <ElementTag.is_lowercase>, <MaterialTag.is_burnable>, <MaterialTag.is_interactable>, <MaterialTag.is_flammable>, ...
i had it set all materials climbable except air but <server.material_types> is also including things like spawn eggs and carrots
- adjust <player> send_climbable_materials:<server.material_types.exclude[air]>
with .filter
ive now - adjust <player> send_climbable_materials:<server.material_types.exclude[air].filter[is_block].exclude[air]> and its still climbing air
i excluded air twice 😭
and its still doing it
i narrated the full list, air is still in there
!t material
Returns a material object constructed from the input value.
Refer to !objecttype MaterialTag.
MaterialTag
Returns whether the material is a block that is solid (can be built upon).
ElementTag(Boolean)
now <server.material_types.filter[is_block].filter[is_solid].exclude[<material[air]>]>
but for some reason it wont climb the blocks
i did the example <server.vanilla_tagged_materials[climbable].include[iron_bars]> and that worked
You dont need to exclude air if you're using is_solid
very true
ooooooooohhhhhhhhhhhh
fences, gates, chains, iron bars, lanterns, doors, cobble (or any type) walls work
though doors and walls have a specific side you can climb it seems
Signs conduits and brewing stands work as well
Anything that's not a full block basically
makes sense thank you
so im nto sure how to climb full blocks with denizen
would it be fakeblock vines
*use structure voids
Structure voids are invisible blocks meant for jigsaw blocks and their structure generating abilities
You should be able to give it via the give command
so do i have to place these in front of the walls?
this would be a showfake thats done whenever the player is in front of a wall?
Yep
i have /ex adjust <player> send_climbable_materials:<server.vanilla_tagged_materials[climbable].include[<material[structure_void]>]>
and
on player walks:
- if <player.eye_location.forward_flat[1].material.is_solid>:
- showfake structure_void <player.eye_location> d:1t
but nothing seems to hapen
i do see it flickering between there being a structure void there and the outline disappearing
make it longeer
durations 1t
ofc its gonna disappear
tru
did it work?
not rly
i made it like 1s
wait
yes
but sometimes it replaces like
actual blocks that i need
check for air
is there a LocationTag.is_air or smth like that
.material.name