#(JustinS) How are vehicles like this made?
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(JustinS) How are vehicles like this made?
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Is it just mounted animals?
I wonder if it's just a boat thats sped up.
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
!e player steers
Player
player steers entity player steers <entity>
every tick that a player is controlling a vehicle.
Always. - this adds switches flagged:<flag name> + permission:<node>, in addition to the <player> link.
<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.
True - this adds switches in:<area> + location_flagged:<flag name>.
True - this adds <context.cancelled> and determines cancelled + cancelled:false.
bam
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
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
yes it does lol
what
entity.locatiom.sub[entity.location.forward_flat[1] for backward
backward_flat for forward
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
!c rotate
entity
rotate (cancel) (<entity>|...) (yaw:<#.#>) (pitch:<#.#>) (infinite/duration:<duration>) (frequency:<duration>)
Rotates a list of entities.
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...
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
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
- if <context.forward> != 0:
- rotate <context.entity> yaw:<player.location.yaw>```
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
use raytrace
to the bottom
also yaw amd pitch
you need with_yaw
and with_pitch
in thw teleport
That just rotates the entity 360 continuously
tey teleporting less
I already have the gravity sorted out
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)
Content of Denizen Script Paste #124424: Unnamed Denizen Script Paste... pasted 2024/07/09 11:31:39 UTC-07:00, Paste length: 1263 characters across 20 lines, Content: EnteringNPCs: type: world