#Block Multi-Collision: 1.21.130 collision-box blockbech plugin
1 messages · Page 1 of 1 (latest)
Wow
WOOOOW!
Thank you.
peak
Yeah, wasn't sure how to handle rotated cubes tho
i ended up going with simple approach and ignoring rotations
nice work man
I thought about dividing the collision box into several parts, such as top, middle, and bottom.
dude w
why
Its because of the Condition I create a block but somehow it didn't register it so I copied the blocks and created a new block file
Than it showed up
ah. yeah it need block format
How do I install this plug-in?
Like, how do I apply it to my blockbench?
Nevermind, I found out
do these multi-collisions work in the latest official release of minecraft, or are they just preview only for now?
stable, they do require upcoming creator features
So it's available in the latest official game release then?
yes
Alright, thanks for letting me know. I'm asking because I saw similar plugin that only worked in the preview edition.
So, what should the minimum engine version be?
1.21.130
Alright I figured, I thought that was just the block's version.
Also, does this work with selection boxes as well or is it collision exclusive for now?
I've tried using this format for the selection box, but it doesn't seem to work.
it doesn't, the plugin only does what the game allow
Ah I see, so that's why my block disappears whenever I do that.
I thought that you could edit the selection box as well
Oh well, I guess it's a matter of time then
I think there's something wrong with my block, everytime I try editing it to add the new collision it stops existing. Could you give it a look?
Perhaps I need to update the selection box to have this new format? I'm not sure.
Alright I just compared it to a block example in the wiki, the syntax is pretty much completely different.
I think it's best if I just remake it from scratch then
Ok nevermind, i was just looking at the wrong block
Still, for some reason it doesn't seem to work.
I can't seem to find any documentation on this multi-collision syntax
Just an outdated question that asks for it
very useful, I will be using it whenever I need too
ive noticed that if you auto generate after moving a bones position it auto generates incorectly. it seems like its just keeping the old origins for the offsets and not updating them.
i cant read the js well enough to decifer where the output is translating wrong and not using the position for the origin.
Thanks bro. You've done so much for the community.
yeah just noticed
surprised i didn't notice earlier
will look into it when i can