#(r1mulus) .time_lived tag in ticks

51 messages · Page 1 of 1 (latest)

drifting sparrow
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Please remove "/20", I need to get this time in ticks. Why was this even added?

heady flickerBOT
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(r1mulus) .time_lived tag in ticks

heady flickerBOT
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Hi I'm AutoThreadBot! Don't mind me, I'll just be adding the helper team to this thread so they can see it. A human will get to you soon.

autumn gustBOT
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Changed to Feature

Thread is now a Feature thread. This indicates a request for a new feature to the plugin, that both (A) does not already exist and (B) reasonably can be added. If you are unsure whether this applies, use </helpthread:1028674284870180883> to change back to a normal help thread.

main berry
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!t time_lived

sturdy elkBOT
main berry
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Is this not already in ticks?

drifting sparrow
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"div 20" ...

main berry
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This is returning in seconds then?

drifting sparrow
main berry
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Eh

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!t durationtag.in_ticks

sturdy elkBOT
main berry
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Though, I see your point.

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Aya/Monkey will have to comment if they feel the need to change it.

drifting sparrow
wooden wigeon
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not a feature thread

autumn gustBOT
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Changed to Help/Support

Thread is now a Help/Support thread. A helper will check your thread when available.

wooden wigeon
urban oak
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lmao

drifting sparrow
drifting sparrow
wooden wigeon
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if that doesnt work its a bugthread not a featurethread

autumn gustBOT
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Changed to Bug

Thread is now a Bug thread. This indicates a core code bug that a developer must resolved, not an error message or other support topic. Please do not misuse the Bug label. Use </helpthread:1028674284870180883> to switch the thread back to a normal help thread if you are not 100% confident it is a code bug.

visual dust
drifting sparrow
visual dust
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this was after everything

wooden wigeon
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rimulus, you created a post criticizing a method without any further explanation, you were then provided with a solution which you again only critized without explaining what is essentially your problem

drifting sparrow
main berry
drifting sparrow
main berry
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Huh, no entity context huh?

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I mean

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!e block changes block

sturdy elkBOT
# main berry !e block changes block
Group

Entity

Event Lines

<entity> changes <block> (into <block>)

Triggers

when an entity changes the material of a block.

Has Player

when the entity that changed the block is a player. - this adds switches flagged:<flag name> + permission:<node>, in addition to the <player> link.

Context

<context.entity> returns the EntityTag that changed the block.
<context.location> returns the LocationTag of the changed block.
<context.old_material> returns the old material of the block.
<context.new_material> returns the new material of the block.

Has Known Location

True - this adds switches in:<area> + location_flagged:<flag name>.

Cancellable

True - this adds <context.cancelled> and determines cancelled + cancelled:false.

main berry
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Usually during physics it turns into a falling block right?

drifting sparrow
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I mean

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!e block physics

sturdy elkBOT
# drifting sparrow !e block physics
Group

Block

**WARNING**

This event may fire very rapidly.

Event Lines

<block> physics

Switches

adjacent:<block> to only process the event if the block or an immediately adjacent block (up/down/n/e/s/w) matches the LocationTag matcher specified. This can be useful to prevent blocks from breaking.

Triggers

when a block's physics update.

Context

<context.location> returns a LocationTag of the block the physics is affecting.
<context.new_material> returns a MaterialTag of what the block is becoming.

Has Known Location

True - this adds switches in:<area> + location_flagged:<flag name>.

Cancellable

True - this adds <context.cancelled> and determines cancelled + cancelled:false.

main berry
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Original problem is still valid and time lived should definitely be changed, just wondering if physics is related to falling blocks.

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I've never used the block physics event.

drifting sparrow
main berry
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Ah.

silent condor
autumn gustBOT
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@drifting sparrow