#(sopkll) How to make such an animation?
61 messages · Page 1 of 1 (latest)
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Can someone give me a code with a similar animation, or tell me how to do it?
this almost certainly looks like it'll need a mod, and is not something that can be done through Denizen
Not necessarily a mod, could also be a resource pack with core shaders hackery - there's several plugins out there that use them to provide player animations (which, you could make yourself in Denizen, but unless you're an expert on GLSL and model loading and animations and rotation math I wouldn't recommend making your own)
I asked the creator, and he said it was done through Denizen. I just need an animation that starts with darkness and then the player gets up.
The darkness part I believe people usually do with a resource pack to add a really big black square as a char in a font, and then do
!c title
player
title (title:<text>) (subtitle:<text>) (fade_in:<duration>/{1s}) (stay:<duration>/{3s}) (fade_out:<duration>/{1s}) (targets:<player>|...) (per_player)
Displays a title to specified players.
Shows the players a large, noticeable wall of text in the center of the screen.
You can also show a "subtitle" below that title.
You may add timings for fading in, staying there, and fading out.
The defaults for these are: 1 second, 3 seconds, and 1 second, respectively.
Optionally use 'per_player' with a list of player targets, to have the tags in the text input be reparsed for each and every player.
So, for example, "- title 'title:hello <player.name>' targets:<server.online_players>"
would n...
As for the models, again - it can be made in Denizen just like it can be made with plugins, it's just a very complicated thing in itself
See an old project (no longer maintained) doing it here https://github.com/FutureMaximus/Denizen-Player-Models
thanks
ERROR in script 'pmodels_load_bbmodel' in queue 'PMODELS_LOAD_BBMODEL_2_RtEconomy' while executing command 'fileread' in file 'scripts/dplayermodels_animation_loader.dsc' on line '45'!
Error Message: FileRead disabled in Denizen/config.yml (refer to command documentation). ... Enable debug on the script for more information.
[14:40:06 INFO]: ERROR in script 'pmodels_load_bbmodel' in queue 'PMODELS_LOAD_BBMODEL_2_RtEconomy' while executing command 'DEBUG' in file 'scripts/dplayermodels_animation_loader.dsc' on line '48'!
Error Message: [Denizen Player Models] Something went wrong trying to load BBModel data for model 'test_player_model' - fileread invalid. ... Enable debug on the script for more information.
I mean, look at the error message, you have file reading disabled in your config - but also,
(no longer maintained)
I recommended using external plugins that do player models that you can use from within Denizen, unless you want to update that project I linked yourself
I understand, but why doesn't this script work for me? I write "lobby" and nothing happens, but when I use the command "server lobby" "tp -127 101 68", it works.
lobby_hub_redirect:
type: command
name: lobby
description: lobby and hub
aliases:
- hub
usage: /lobby
script:
- execute as_player "server lobby"
Is that a different server on a proxy?
Yes, I have Velocity and 2 lobby and vanilla servers
!m send_to
Sends the player to the specified Bungee server.
This also works with other Bungee-Messaging compatible proxy systems, such as Velocity.
BungeeCord
PlayerTag
ElementTag
I'm sorry to ask, but can you write some code for me? I need it urgently, but I don't have time to figure it out.
We don't work for people - we're happy to help you out if you need any advice, but if you want someone to make scripts for you see #1023545298640982056
But it's not very hard to use that mechanism, have you gone over the guide yet? it explains all of these concepts
!g
View the Denizen Beginner's Guide at https://guide.denizenscript.com/
so?
lobby_command:
type: command
name: lobby
description: Sends the player to the lobby server
usage: /lobby
aliases:
- hub
permission: denizen.lobby
script:
- adjust <player> send_to:lobby
Try it and see!
If somebody pulled this up for you, you're probably asking a question of the public channel that's easier and faster to figure out by just attempting your idea in-game and looking at the result of that attempt.
@lusty pelican And how do I make it so that when a player writes server vanilla, it's because of Velocity, and I need it so that when a player teleports, I need some particles to appear where they were standing?
You want to make it so when the player transfers to a different server on the proxy, particles show up where they left?
Also,
!rule 3
Don't ping for help. https://denizenscript.com/discord_rules#rule3
"Pinging" refers to using an @ to alert somebody to your post.
Generally only ping somebody if your message is very specifically directed at them (meaning, only that person has anything to do with the information in your message, and it would be confusing who it was for without the ping).
If you're asking a question, please just make a forum post and ask.
If you have a bug report or a feature request, please just make a forum post about it.
If this is pulled up for you by a helper, your ping was unneeded.
If you're arguing about it, you're wrong.
oke
^
well, there's a lobby and a vanilla, and when a person writes /server vanilla, they're teleported to vanilla, and in the lobby where they were standing, there will be particles for about 3-4 seconds
I want to display the placeholder %coinplugin_balance%, but it says Error: placeholder %coinplugin_balance% not found what to do?
Coin_Display_Script:
type: world
debug: true
events:
on player joins:
- run Coin_Display_Task def.player:<player>
on player quits:
- queue clear Coin_Display_Task.<player.uuid>
on delta time secondly:
- foreach <server.online_players> as:player:
- run Coin_Display_Task def.player:<player>
Coin_Display_Task:
type: task
debug: true
definitions: player
script:
- if <[player].is_online>:
- if <server.has_plugin[PlaceholderAPI]>:
- if <server.has_plugin[Depenizen]>:
- define balance <[player].placeholder[coinplugin_balance]||null>
- if <[balance].equals[null]>:
- actionbar "<&c>Error: placeholder %coinplugin_balance% not found" targets:<[player]>
- debug error "Placeholder %coinplugin_balance% returned null for player <[player].name>"
- else:
- actionbar "<&6>Coins: <&e><[balance]>" targets:<[player]>
- else:
- actionbar "<&c>Error: Depenizen is not installed" targets:<[player]>
- debug error "Depenizen is not installed"
- else:
- actionbar "<&c>Error: PlaceholderAPI is not installed" targets:<[player]>
- debug error "PlaceholderAPI is not installed"
- wait 20t
- run Coin_Display_Task def.player:<[player]>
Test_Coin_Placeholder:
type: command
name: testcoin
description: Test coinplugin_balance placeholder
usage: /testcoin
script:
- if <server.has_plugin[PlaceholderAPI]>:
- define balance <player.placeholder[coinplugin_balance]||null>
- if <[balance].equals[null]>:
- narrate "<&c>Error: placeholder %coinplugin_balance% not found"
- else:
- narrate "<&6>Coins: <&e><[balance]>"
- else:
- narrate "<&c>Error: PlaceholderAPI is not installed"
If you need help with a script issue, one of the most powerful tools Denizen has to offer is full debug output. This is displaying in your console whenever scripts are running until you turn debug off. To share a debug log quickly and easily with helpers, simply run the command /denizen debug -r in-game to begin recording, then run through the part of the script you need help with, then run the command /denizen submit. This will give you a link to a paste of the debug log, which you can then copy/paste back to us!
да
!chatgpt
No, ChatGPT cannot write working scripts.
ChatGPT is known to often be "confidently wrong", meaning- It will try, it will output something that looks like a script, it will assure you it works, and it will not work.
ChatGPT is a cool tool, and it can do a lot of cool things, but it is not sufficiently intelligent enough to write working code as of yet, especially not in smaller languages like Denizen script (as opposed to huge languages like C or Python).
(GitHub Copilot, which supplies single lines at a time based on the surrounding code you've already written, can sometimes be accurate and helpful).
Well, can you at least tell me how to write it?
^
sorry no
is it possible to do this through debug?
oke
you better use megizen and model engine
agreed. If you're doing more quest-type stuff, look into typewriter (a plugin). It's also very useful for cutscenes like this
@mighty sedge
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