#(misquoth) heads / invisibility blocking damage
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(misquoth) heads blocking damage
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ok, it might be something else. I think because I made the vex invisible?
ok, lemme pase
(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?
that would be correct
the smaller variant however does not
on the x/z axis/in width* at least
oooh, didn't know there was a smaller one.
but, I believe making them invisible also makes them not hittable? with hitboxes on, none show for anything I make invisible
I saw on another thread something about interation entities. Had never heard of them before- I suppose I could damage transfer
I'm having some issues using the interaction entity to pass damage
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
but hitting it does nothing
I see on the MC page about interactions that there's a "response" that defaults to falkse
Amazing! You got a vex to stay still long enough to put an armor stand on it :3!
Twice!
What does the debug say about it?
that part seems to work fine ;p
nada, once it stops reacting, events for it don't seem to fire
while it is responding, the damage is passed to the vex fine
it seems inconsistent - I can hit the first 2 1-2 times, but am able to hit the 3rd till death
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
||/ex spawn vex[has_ai=false]
||
since the armor stand is invisible it's not hittable
no it doesn't seem to
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
hm... if I just spawn an interaction entity, it seems to behave fine...
ok, new info- if I don't attach the interact entity, then it continues to behave fine.
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
is there a way I can attach a player_head to the vex without the armorstand?
eh, even if I skip the armorstand it still stops registering the hit sometimes
so, not related to armorstand
maybe related to movement?
ok, if I remove the ai from the vex so it doesn't move
that fixes the issue
have tried with zombie as well, so it's not confined to the vex
ok
I might have fixed it
by adding the sync_server flag to my attach commands
any thoughts about that before I mark as resolved?
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
So using sync_server is making it teleport it to actually move it so
it actually is in the right place
That is to say, vex moves, but armorstand didn’t, as the armorstand was only moving client side
huh, for a bit anyway then it quits for some reason
well, I'm happy I have it working
thanks
Thread closed as resolved.
test
Thread was manually reopened by @reef orchid.
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
One way to test my theory is to turn off the sync_server and print the locations of all the pieces
That’ll tell you if they’re all in the same place from the servers point of view
Or playeffect a particle at their locations
thanks