#(misquoth) heads / invisibility blocking damage

65 messages · Page 1 of 1 (latest)

reef orchid
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I've noticed that if I put a player head on a mob, wearing or with mount- it seems to block the hitbox of the entity where the player_head is.

How can I avoid this?

currently putting a player_head on a vex, so it's basically impossible to hit

fickle cragBOT
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(misquoth) heads blocking damage

fickle cragBOT
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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.

reef orchid
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ok, it might be something else. I think because I made the vex invisible?

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ok, lemme pase

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(misquoth) heads / invisibility blocking damage

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Hm... I think maybe the hitbox of the armorstand and head just overlap the vex too much?

modest dust
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the smaller variant however does not

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on the x/z axis/in width* at least

reef orchid
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oooh, didn't know there was a smaller one.

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but, I believe making them invisible also makes them not hittable? with hitboxes on, none show for anything I make invisible

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I saw on another thread something about interation entities. Had never heard of them before- I suppose I could damage transfer

reef orchid
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I'm having some issues using the interaction entity to pass damage

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it seems to work most of the time, but after a short time, the interaction entity just stops responding- I can still see the hitbox and detect it with find_entities

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but hitting it does nothing

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I see on the MC page about interactions that there's a "response" that defaults to falkse

quartz crater
reef orchid
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however adjust doesn't see this as a valid mech

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lol

quartz crater
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Twice!

quartz crater
reef orchid
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that part seems to work fine ;p

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nada, once it stops reacting, events for it don't seem to fire

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while it is responding, the damage is passed to the vex fine

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it seems inconsistent - I can hit the first 2 1-2 times, but am able to hit the 3rd till death

next rain
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you could do a smart listener, you flag the armor stand with it's vex, and then listen to entity_flagged:vex_armor_stand damaged by player, cancel the event and transfer the damage to it's relevant vex

modest dust
reef orchid
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since the armor stand is invisible it's not hittable

next rain
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does the event not even fire?

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mm thats an issue

reef orchid
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no it doesn't seem to

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I have debug stuff narrated just by hitting an entity with a flag I've set- that doesn't fire in the cases where it stopps getting hit

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hm... if I just spawn an interaction entity, it seems to behave fine...

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ok, new info- if I don't attach the interact entity, then it continues to behave fine.

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more weirdness:

if I attach the armorstand and the interact to the vex - the movement is good
if I try and attach the interact to the armorstand or the armorstand to the interact one of them doesn't stay attached and just sits on the ground

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is there a way I can attach a player_head to the vex without the armorstand?

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eh, even if I skip the armorstand it still stops registering the hit sometimes

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so, not related to armorstand

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maybe related to movement?

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ok, if I remove the ai from the vex so it doesn't move

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that fixes the issue

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have tried with zombie as well, so it's not confined to the vex

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ok

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I might have fixed it

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by adding the sync_server flag to my attach commands

reef orchid
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any thoughts about that before I mark as resolved?

low elk
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Oh, it could be what was happening was the actual hit box itself wasn’t moving, while looking like it was due to the attach command

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So using sync_server is making it teleport it to actually move it so

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it actually is in the right place

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That is to say, vex moves, but armorstand didn’t, as the armorstand was only moving client side

reef orchid
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huh, for a bit anyway then it quits for some reason

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well, I'm happy I have it working

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thanks

light pathBOT
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Resolved

Thread closed as resolved.

reef orchid
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test

light pathBOT
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Thread Reopened

Thread was manually reopened by @reef orchid.

reef orchid
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just wanted to say, they all are still moving, at least visually as the armorstand has a head (only thing visible) and the interact is the only thing showing a hitbox, so I could tell they were all (at least clientside?) all together

low elk
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One way to test my theory is to turn off the sync_server and print the locations of all the pieces

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That’ll tell you if they’re all in the same place from the servers point of view

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Or playeffect a particle at their locations

reef orchid
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thanks