#(hmoe) gate made of blocks
1 messages · Page 1 of 1 (latest)
(hmoe) gate made of blocks
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>
!c switch
world
switch [<location>|...] (state:{toggle}/on/off) (duration:<value>) (no_physics)
Switches state of the block.
Changes the state of a block at the given location, or list of blocks at the given locations.
Optionally specify "state:on" to turn a block on (or open it, or whatever as applicable) or "state:off" to turn it off (or close it, etc).
By default, will toggle the state (on to off, or off to on).
Optionally specify the "duration" argument to set a length of time after which the block will return to the original state.
Works on any interactable blocks, including:
- the standard toggling levers, do...
this opens/closes doors etc
oh sorry, i want to make like a big gate made out of blocks, not just a minecraft door
im thinking schematic makes the most sense for this. im trying schematic create but my area: is not a valid area object. I used the selector tool and noted the area, is that not right?
ahhh this is so annoying i cant figure out how to get a valid area object
ok new question: how do i get a noted area's tag? im trying to get the location of a noted area
i mean you could do display entities, you could do schematic rotate, you could just rotate everything manually
similar to player.location but i want noted_area.location
!t .areas
!t location.areas
Returns a ListTag of all noted areas that include this location.
Optionally, specify a matcher to only include areas that match the given AreaObject matcher text.
areas
ListTag(AreaObject)
# This example shows all areas at the player's location.
- narrate "You are inside: <player.location.areas.parse[note_name].formatted>"
# This example finds which "Town" area the player is in.
- narrate "You are inside the town of <player.location.areas[town_*].first.flag[town_name].if_null[Nowhere!]>"
!t area.note_name
Did you mean to search for cuboidtag.note_name?
Gets the name of a noted CuboidTag. If the cuboid isn't noted, this is null.
ElementTag
# For example, this might return something like:
# "The cuboid you are currently in is noted as: my_cuboid!"
- narrate "The cuboid you are currently in is noted as: <player.location.areas[cuboid].first.note_name.if_null[null! You aren't in a cuboid]>!"
oh oop you meant location of an area
thanks. those all use <player.location>, what if i just want to get the coordinates of the gate location?
!c schematic
world
schematic [create/load/unload/rotate/save/flip_x/flip_y/flip_z/paste (fake_to:<player>|... fake_duration:<duration>) (noair) (mask:<material_matcher>)] [name:<name>] (filename:<name>) (angle:<#>) (<location>) (area:<area>) (delayed) (max_delay_ms:<#>) (entities) (flags)
Creates, loads, pastes, and saves schematics (Sets of blocks).
Creates, loads, pastes, and saves schematics. Schematics are files containing info about blocks and the order of those blocks.
Denizen offers a number of tools to manipulate and work with schematics.
Schematics can be rotated, flipped, pasted with no air, or pasted with a delay.
All schematic command usages must specify the "name" argument, which is a unique global identifier of the schematic in memory.
This will be created by "create" or "load" options, and persist in memory until "unload" is...
there is sorta
the usage example is
- schematic paste name:MySchematic <player.location> noair```
i just want the <player.location> to be <noted_area.location>
The 'create' option requires an area and a center location as input.
then you'd just schematic.origin
!t schematic.origin
schematic.origin returns 0,0,0
maybe it would be easier to just paste it at raw coordinates. I want to do /ex schematic paste name:gate5 -1774,-290,91,world but the schematic just doesnt appear
ugh ignore all of this. its all my mistake. THIS WORKS:
/ex schematic paste name:gate5 -1778,90,-288,18,259,1.20-world
any ideas to make this look better? im pretty happy with it, but im new to particles :)
this is the script. its... really ugly. i guess i could use a loop with some logic that adds to the particle spawning?
😨
if you're just doing THAT
modifyblock the locations to air
..i thought you wanted it to slide open or stuff like that
have a script that'll modifyblock each "layer" to air 1 by 1 with a set delay, and another that'll reset the door 1 by 1
its ok to kinda hardcode this stuff, that is, if the gate is truly unique
!paste
Help us help you by pasting your script to https://paste.denizenscript.com/New/Script and linking it back here.
lemme see how you do ur particles
Oh I thought I pasted
Content of Denizen Script Paste #113792: Unnamed Denizen Script Paste... pasted 2023/08/11 20:34:32 UTC-07:00, Paste length: 1307 characters across 30 lines, Content: gate_testing_command: type: command
its ugly but i wanted to test the functionality
multiple schematics for each "Gate" phase lol
have you thought about adding some data/velocity to the particles? and also some blockcrack
might help it feel more dynamic
also while it's a bit more complex, you could try and make the gate move?
https://cdn.discordapp.com/attachments/351925110866968576/1087681482308460584/door.mp4
example i made a while back
that might have even been his inspiration xd
also your bosses are legendary Ricky
yes i've seen this before! the gate + boss have always been super cool. to get the door to "slide" down like that, do you use falling blocks? the gate seems to move slower than regular falling blocks
I think I posted it somewhere on here
You mount falling blocks on top of armor stands to control their speed
And you can use shulkers to allow for collision
Found it
It’s very out of date code though, I need to update it to modern standards
Especially the disguise part
display entities might be better for that now :)
yeah, main downside is that you can walk through them without shulkers
and if you want shulkers, you need armor stands
so you may as well just mount falling blocks since it's easier to configure
up to personal preference i guess
simplest way is to just spawn in display entities using the schematic then move them down yeah
could also do barriers that are removed roughly as the display entities move past them
would be basically indistinguishable