#(ikuria) how would you create a drone?
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(ikuria) how would you create a drone?
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i mean
technically
you could make them spectate an invisible armor stand
and then move the armor stand
thought to mention @gentle karma also - you might take interest in the above for your project you shared with me (and like, five? others who failed to do your puzzle at the time lol)
my lerp method didnt wrap angles correctly thats all
i've made it quadratic not linear now
but i will look into the display entity thing
seems smoother
mhm, but you get that same with the player controlling himself?
!tias
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.
¯_(ツ)_/¯
from, my understanding, mounting an armor_stand will give you a locked perspective, however - yes
and then from there:
!event steers
Player
player steers entity player steers <entity>
every tick that a player is controlling a vehicle. Use !event player input on MC 1.21+.
Always. - this adds switches flagged:<flag name> + permission:<node>, in addition to the <player> link.
<context.entity> returns the EntityTag being steered by the player.
<context.sideways> returns an ElementTag(Decimal) where a positive number signifies leftward movement.
<context.forward> returns an ElementTag(Decimal) where a positive number signifies forward movement.
<context.jump> returns an ElementTag(Boolean) that signifies whether the player is attempting to jump with the entity.
<context.dismount> returns an ElementTag(Boolean) that signifies whether the player is attempting to dismount.
True - this adds switches in:<area> + location_flagged:<flag name>.
True - this adds <context.cancelled> and determines cancelled + cancelled:false.
<context.dismount>returns anElementTag(Boolean)that signifies whether the player is attempting to dismount.
you candetermine cancelledif they are attempting to dismount
why is the teleport duration so small
0-59 ticks i presume
i thought it was seconds
!e player input
Player
player input
when a player sends updated keyboard/gamepad movement control input to the server.
Always. - this adds switches flagged:<flag name> + permission:<node>, in addition to the <player> link.
<context.backward> returns whether the player is providing backwards movement input (normally this means they are pressing S).
<context.forward> returns whether the player is providing forwards movement input (normally this means they are pressing W).
<context.left> returns whether the player is providing left movement input (normally this means they are pressing A).
<context.right> returns whether the player is providing right movement input (normally this means they are pressing D).
<context.jump> returns whether the player is providing jump input (normally this means they are pressing SPACEBAR).
<context.sneak> returns whether the player is providing sneak input (normally this means they are pressing SHIFT).
<context.sprint> returns whether the player is providing sprint input (normally this means they are pressing CONTROL).
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