#(_triton4ik) NPC LOOK
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unless you are referring to what originrealms is using
!m fov_multiplier
Sets the player's field of view multiplier.
Leave input empty to reset.
Note: Values outside a (-1, 1) range will have little effect on the player's fov.
PlayerTag
ElementTag(Decimal)
well that requires math, gotta wait for someone else to help
did u mean the crosshair moving to the face or the camera itself?
like the camera zooms in while looking at the npc
nope, the crosshair moves to the face
i think i have an idea
!t <LocationTag.face[<location>]>
Returns a location containing a yaw/pitch that point from the current location
to the target location.
math
LocationTag
this works for both scenarios yknow
but im sure he means the stuff that happens when you click npcs on originrealms
do you want the same effect like in originrealms?
#Minecraft #originrealms #newnpc #short
This is cool, but quite expensive.
- rotate <player> yaw:<player.eye_location.face[<npc.eye_location>].yaw.sub[<player.location.yaw>].div[10]> pitch:<player.eye_location.face[<npc.eye_location>].pitch.sub[<player.location.pitch>].div[10]> duration:10t
damn that works pretty good, might use it myself
if you want to change the speed, u need to change all 3 10s
@untold tapir
no i know what u mean
and its not possible unless you use display entities with spectator mode
this
regarding the smoothness
well try and see
you can experiment
um
!t look
!c look
entity
look (<entity>|...) [<location>/cancel/yaw:<yaw> pitch:<pitch>] (duration:<duration>) (offthread_repeat:<#>)
Causes the NPC or other entity to look at a target location.
Makes the entity look towards the location.
You can specify either a target location, or a yaw and pitch.
Can be used on players.
If a duration is set, the entity cannot look away from the location until the duration has expired.
Use the cancel argument to end the duration earlier.
Optionally, you can use the "offthread_repeat:" option alongside "yaw:" and "pitch:"
to cause a player's rotation to be smoothed out with a specified number of extra async rotation packets within a single tick.
- look <player> yaw:<player.eye_location.face[<npc.eye_location>].yaw.sub[<player.location.yaw>].div[10]> pitch:<player.eye_location.face[<npc.eye_location>].pitch.sub[<player.location.pitch>].div[10]> duration:10t
nope it isnt transitioning from the current yaw and pitch
yea and its instant, no transition
unless thats what you are looking for
so up the location
use .up[2]
npc.eye_location
<npc.eye_location>
youd have to loop the look command on the points between the crosshair and the eye loc + offthread repeat
the smoothest youl ever get is the spectate thing linked on the showcase above
did that here already
- look <player> <npc.eye_location> duration:10s offthread_repeat:10
this only rotates counter clock-wise
something like:
- foreach <player.eye_location.forward[1].points_between[<npc.eye_location>].distance[0.15]> as:loc:
- look <player> <[loc]> duration:1t offthread_repeat:3
- wait 1t
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@untold tapir