#(bbuzz_) Clientside NPC and Movement
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(bbuzz_) Clientside NPC and Movement
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!m hide_from_players
Hides the entity from players by default.
See also !mechanism EntityTag.show_to_players.
To hide for only one player, see !mechanism PlayerTag.hide_entity.
Works with offline players.
EntityTag
None
!m show_entity
Shows the player a previously hidden entity.
To show for everyone, use !mechanism EntityTag.show_to_players.
See also !mechanism PlayerTag.hide_entity.
PlayerTag
EntityTag
You can show NPCs to specific players, yeah ^
that will be perfect, but what about making a npc who's moving ?
should i have to spawn a new npc everytime ?
!c walk
entity
walk (<entity>|...) [<location>/stop] (speed:<#.#>) (auto_range) (radius:<#.#>) (lookat:<location>)
Causes an entity or list of entities to walk to another location.
Causes an entity or list of entities to walk to another location.
Specify a destination location to walk to, or 'stop' to stop all walking.
Optionally, specify a "speed:<#.#>" argument to control the speed of the NPCs.
Optionally, specify "auto_range" to automatically set the path range for the walk instruction
(if not specified, an NPC will not be able to walk to a location outside of its existing path range, by default 25 blocks).
(Does not apply to non-NPC entities).
Note that in most cas...
You can use the walk command to make it walk to whatever location you want.
Yep
Could also just despawn old ones and respawn them at their initial location.
But fact is, you'd need multiple.
understood, maybe ill try to code a system which create an "instance" for each quest
in order to make the players able to complete a quest as if they are in singleplayer
thank you
Yeah that would work
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