#How can i possibly turn off client interpolation for an entity?
1 messages · Page 1 of 1 (latest)
I didn't quite understand what you meant, could you provide a reference?
If you're talking about particles in animations, you just need to link them in Blockbench. Create a locator linked to the bone you want it to follow, in the animations you add visual effects and particles, and correct accordingly. In the client entity, you will need to reference the visual effect with the name and particle you want to use; this needs to be the identifier.
See how the entity doesn't teleport instantly to the location just like how i do? It kinda just quickly moves there,
Now you might ask why is this bothering to me, well i do have NPC's that fight eachother with attacks that makes the user go pretty dang fast at some points, and the faster an entity usually goes, the worse the client interpolation gets, making them sometimes appear far from their actual server-sided location.
I faced a similar situation the other day; I would recommend doing it via command or function. Add the invisibility effect for 1 second, perform the teleport, and then remove the invisibility effect.
I did think of that too, it is useful in SOME scenarios where for example the attack is supposed to be non-instant teleportation, but if used in scenarios where the entity simply goes fast, using this would just make things look choppy
If you want a fast motion effect, you have to run the command tp @s^^^1 repeatedly.
Now, if you want the teleport to have no movement, the effect is the most viable solution.
If not, there's another way to solve this: create an invisible variant of the entity and control the transition during teleportation.
I mean yea, but what i meant is that it looks way worse the faster the entity's velocity gets
Like?
This one is a little more complicated.
Would this be annoying to apply in every attacking iteration?
It depends on how you do it; I personally like using mcfunction for entity attacks.
Oh, yea mine is different i use Javascript
I would recommend doing it via function; it makes the game run more smoothly.
But scripts allow for more arbitration.
Yea it goes easier on server overload than scripts, it's just that to expand the application of more complex attacks i use scripts