#(JustinS) How are vehicles like this made?

70 messages · Page 1 of 1 (latest)

sturdy warren
split fractalBOT
#

(JustinS) How are vehicles like this made?

split fractalBOT
#

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.

sturdy warren
#

Is it just mounted animals?

knotty horizon
#

I wonder if it's just a boat thats sped up.

sturdy warren
#

I was messing around with citizens and I'm already 50% there lol

#

I just cant get them to go fast enough

#

yeah it works though you cant go backwards

elder pasture
hoary micaBOT
# elder pasture !e player steers
Group

Player

Event Lines

player steers entity player steers <entity>

Triggers

every tick that a player is controlling a vehicle.

Has Player

Always. - this adds switches flagged:<flag name> + permission:<node>, in addition to the <player> link.

Context

<context.entity> returns the EntityTag being steered by the player.
<context.sideways> returns an ElementTag(Decimal) where a positive number signifies leftward movement.
<context.forward> returns an ElementTag(Decimal) where a positive number signifies forward movement.
<context.jump> returns an ElementTag(Boolean) that signifies whether the player is attempting to jump with the entity.
<context.dismount> returns an ElementTag(Boolean) that signifies whether the player is attempting to dismount.

Has Known Location

True - this adds switches in:<area> + location_flagged:<flag name>.

Cancellable

True - this adds <context.cancelled> and determines cancelled + cancelled:false.

elder pasture
#

bam

sturdy warren
#

ok now I have an event

#

The event doesnt make a vehicle

#

lol

#

The npc controlling works without any denizen logic so I'll use that

sturdy warren
#

How do I set an entities velocity to go backwards?

            - if <context.forward> < 0:
                # Going backwards:
                - determine passively cancelled
                - adjust <context.entity> velocity:<context.entity.location.backward[0.1]>```
#

Whenever the player makes the npc go backwards (press S), I don't want the npc to turn, and want them to go backwards

#

I am very bad at vectors

elder pasture
sturdy warren
#

what

elder pasture
#

backward_flat for forward

sturdy warren
#

Ah thanks

#

And how can I make the npc rotate in the same direction as the player? I tried - adjust <context.entity> rotation:<player.rotation> though this doesnt seem to do anything

hoary micaBOT
# elder pasture !c rotate
Group

entity

Syntax

rotate (cancel) (<entity>|...) (yaw:<#.#>) (pitch:<#.#>) (infinite/duration:<duration>) (frequency:<duration>)

Short Description

Rotates a list of entities.

Description

Induces incremental rotation on a list of entities over a period of time.

The yaw and pitch arguments specify how much the entity will rotate each step. Default to 10 and 0 respectively.

The frequency argument specifies how long it takes between each rotation step. Defaults to 1t.

The duration argument specifies how long the whole rotation process will last. Defaults to 1s.
Alternatively, use "infinite" if you want the entity to spin forever.

You can use "cancel" to prematurely stop the ongo...

elder pasture
#

or

#

what i do is just teleport the npc

#

it makes it look like its walking

#

very trippy

#

uhh go to my bio

#

portfolio

#

and scroll to

#

wait no

#

is it even there

#

yeah scroll down to bridgettes shield

#

i did smth similar there

#

except i was mounted to a armor stand with that event

sturdy warren
#

hmm I see

#

Cool

#

so, teleport <context.entity> <context.entity.location.with_pitch[<player.location.pitch>]>

#

oh that messes with the player

#

Right so teleporting doesnt work

#

and nor does rotating

#

in on steer

#

I tried with false and true in the citizens config:
use-boat-controls: false

#

(true makes cow rotate with player. false doesn't)

#

I want the cow to keep facing forward when going backwards

#

Which it doesnt with use-boat-controls: true

elder pasture
#

to the bottom

#

also yaw amd pitch

#

you need with_yaw

#

and with_pitch

#

in thw teleport

sturdy warren
#

raytrace what

sturdy warren
elder pasture
#

so it has gravity

elder pasture
sturdy warren
#

Just need the rotation to work

#

or does it fuck it up because of tp'ing

#

because if I do a raycast downward wont the entity just tp instantly (fall instantly)

elder pasture
#

can tou past the code

sturdy warren