#(JustinS) Particle wave over surface?
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(JustinS) Particle wave over surface?
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see gif for reference
basically that initial wave over the surface, is what I want to make using some particles
I haven't tried anything so far because I have no idea how to approach this. Spawning particles in an increasing radius is pretty easy, but how do I make sure the particles climb over the surface properly? The individual particle would probably have to stop when approaching a barrier higher than 1.5 blocks to make it kinda realistic
and probably as well for a 2 block drop in height
Returns the set of all blocks, starting at the given location,
that can be directly reached in a way that only travels through blocks of the same type as the starting block.
For example, if starting at an air block inside an enclosed building, this will return all air blocks inside the building (but none outside, and no non-air blocks).
As another example, if starting on a block of iron_ore in the ground, this will find all other blocks of iron ore that are part of the same vein.
This will not t...
world
ListTag(LocationTag)
hm interesting
I guess that would work if it's in a perfect grass biome
But I'll be using this a lot in deserts too, and other weird worlds with varying substrates where it's not always 1 unique top layer on the surface, so I guess then that might not work?
Maybe I should just spawn a few invisible npcs and make them pathfind in the directions away from the origin at high speed, and have particles follow them
npc's automatically walk up blocks I believe. So, I can also check when their velocity is 0, then remove them
extremely cursed, I hope there's a better way
bump 😦 This seems too difficult, but it would look so sick
!t location.highest
Returns the location of the highest solid block at the location.
world
LocationTag
if i understood what you want correctly, you should be able to use this
ooooohhhh nvm ceilings
well why not build a logic with .above and .below?
like,
-> with flood_fill, "spread" the particles
-> check if <[particle].points_between[<[particle].above[1.5]>].distance[0.1]> are all air, to check for a "wall"
-> check if .below is accessible too, as to make the wave follow the ground even downward like a real shockwave
my oh my i forgot you like to be pinged @languid spindle
what is <[particle]>
particles aren't entities
afaik
locationtag where the particle will be
flood fill returns locations so that'd be it
yeah no once you playeffect thats it you cant do anything else with them, fully clientside
Wait but how would you use flood fill? The substrate isnt always just the exact same block
Material*
And flood fill requires a material
i assume you'd use it with air?
way too difficult