#Custom TNT (Template)
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Questions
What's the point of the ticking component. It's using query.is_onfire which is a entity component.
Also you missed fire charge to light tnt
Also why is it immune to explosions. Vanilla tnt isn't
Why does it need loot table when it would of dropped the block anyway
Why is it summoning the tnt -1 y. That will go below where the block was.
Haven't personally test this. Does it actually work with a block?
Did I ask too many questions. You've been typing a while.
Lots Of Questions (Good To Have)
I'll Address Each One Of Them With There Own Personal Responses
1.) The Ticking Part Was Some Attempt Of Trying To Get The Blocks Every Second Of It, While Testing If The Block Was On Fire To Activate, But It Didn't Work. I Left It In The Note That Burning Wasn't Working Yet, But Left It Intentionally To See If Someone Else Can Figure Something Out From There. The Query, Was Probably A Quick Test To See If It Work, But Didn't.
2.) I See, My Bad. Will Implement. I Was To Focus On Making The Flint And Steel Work. But It's Not A Hard Fix To Add.
3.) I Didn't Want Them To Exactly Take Damage (Like Dying) From Themselves. And It Didn't Appear That Normal TNT Took Damage
4.) Oh, Yeah. The Block Doesn't Need A Loot Table For This Instance. That's Kind Of Weird. I Thought I Would Require Some Type Of Table To At Least Drop Itself, But I Guess Not.
5.) I Have It Spawning At A Lower Coordinate So It's Less Likely To "Hop Out" If It's In A Hole
Is the hopping because of the script?
Also tnt indeed doesn't take damage but just starts to explode Instead. This can probably be done through script.
Also for the exploding when catching on fire thing you could use execute commands to test for fire that is in specific block states (in theory)
Probably, The Script Doesn't Necessary Look The Friendliest To Fix, But I Could Just Edit "y" To A Set Value.
As For The TNT Exploding Next To Each Other. How Would That Be Done. Just Quickly Looking Would Thisworld.afterEvents.explosion.subscribe Be It. As For The Execute You Just Mention I Could Go By Scripts Or Functions.
Yah scripts always better
Thanks For Feedback, It's Always Nice To Have Someone Else Look At Something Seeing Issues Or Problems I May Have Not Found. And That's Where I'm Going To Focus On And Work On.
Oh, That's Very Interesting...
Does it work the same coming out of a dispenser
No... They Actually Havent. I'm Going To See If I Can Implement That As Well
That was the most important part I had to solve when I made mine (non-script).
I Have An Idea, But It's The Texture I'm Having Issues With. It's Very Much Possible If I Make A Item Version Of TNT, So It Can Use The Projectile Property. But I'm Not Sure If This Is The Right Route, But A Possible Solution
It needs to explode upon impact
Another Issue I had to make sure of, is that it came from a dispenser... and not someone dropping the item.
Right
Tick timing was the biggest issue I had to deal with, the right delays
also make sure it follows the gamerule for TNT
@wraith quiver Will you make a updated version of the template with the fixes, of the here mentioned stuff?
Absolutely. After Seeing The Things Mention Here I'm Going To Attempt To Add These "Missing Features" To My TNT Template
Okay, also I'm not a script expert, but is it possible to also detect if a player shoots with a burning arrow at the tnt or use a item with the fire aspect enchantment?
There's Probably A Way. If I Can Figure Out How To Activate Block Events Through Scripts. Then I Wouldn't Be That Hard To Implement What You Wanted. I'm Guessing The Fire Aspect Thing Could Be Done Through ItemOnUse, And The Arrow On Fire Through entityHitBlock
@raven temple This Is What The Fired Arrow On Custom TNT Would Look Like ```js
// TNT Fire Dection By Projectile Instance
world.afterEvents.projectileHit.subscribe((data) => {
const Projectile = data.projectile
const HitBlock = data.getBlockHit()
const Player = data.source
const onfire = Projectile.getComponent("minecraft:onfire")
if (Projectile.typeId === "minecraft:arrow" && onfire) {
if (TNTEntityList.includes(HitBlock.block.typeId)) {
const XYZ = {
x: HitBlock.block.location.x,
y: HitBlock.block.location.y,
z: HitBlock.block.location.z
}
console.warn(XYZ.x, XYZ.y, XYZ.z)
Player.runCommandAsync(`setblock ${XYZ.x} ${XYZ.y} ${XYZ.z} air`)
Player.runCommandAsync(`summon bridge:custom_tnt ${XYZ.x} ${XYZ.y} ${XYZ.z}`)
}
}
})```
Now Looking At It. I Hope In Later Updates They Don't Break My Script As Much As I Feel Like They Could Do
🤷🏻♂️ i doubt its gonna be a big break if it does happen.
Hopefully
At Line 454 Of My Script, Just Finishing Redstone Logic
Man I'm Kinda Stoke On How Far I Was Able To Use Redstone In Script, And The Progressed Made So Far
why is every word you say capitalized?
Just Personal Preference Really.
Also Its Probably A Great Time To Post The Updated Template
Yea The Addon Itself Needs Redone. Also could implement possible piston mechanics since they fix it.