I learned raycasting techs from you and have been scrambling to find how to do this. I clicked this video and then saw your name and was like, "Yeah he seems to always have the answers." Earned a sub.
You probably already know this, but someone made a shader that allows for different item models in the inventory ui and the hand. It's really great for weapons with 3d models as those usually don't look very nice in the inventory...
Amazing tutorial, I also wanted to ask if you can teach how to deal custom knockback when hitting entities. That would help a lot! You pretend covering this on the series?
@@Cl0udWolf I always searched around for it and it seems imoossible in vanilla at the moment :( If the motion could be applied to players instead of only other entities... But thanks for clearing that out for me.
With all the coding you know you probably know this, but what I would do instead for the custom death message is use tellraw and selectors Current command: say @s was hit by @p[tag=this] Output: [Villager] Villager was hit by Cloud_Wolf Tellraw: /tellraw @a [{"selector":"@s"}," was hit by ",{"selector":"@p[tag=this]"}] Output: Villager was hit by Cloud_Wolf I don't know if the tellraw command is right but it should be The best part about it is that you can use colors, bold, italic and even custom fonts or idk, to make those messages that appear in shooter games Example: "Player1 (gun) Player2" You know what I mean
How do I make sure bullets don't pierce? Also, is there a way I can make it that the source of the damage is the player? The execute as @e is getting in the way.
Very informative vid. Thanks for teaching how to do custom death messages! I do have a question about the hotbox detection method though. I remember in your previous recasting videos, you've detected hatboxes by using a command like this: execute as @e[dx=0] positioned ~-.99 ~ ~-.99 if entity @s[dx=0] run say hit Is there a reason why you've added an additional position adjustment in this updated hotbox tutorial and will that cause performance efficiency to go down since there is an additional execute subfunction?
Doing positioned is not that expensive. The reason I included it is for when ur selection region is meaningful. I discussed that in this video. If u have a 0.01 selection region whether or not it’s centered doesn’t matter much but if u use 0.3 aka -0.7 u should center it otherwise it will detect better based on how u face
first and foremost, thank you very much for the graphic, but also (sorry this is unrelated), how might one make custom particles using fonts in a resource pack?
Unicode can be a texture, Unicode can display on name of something, entities with names that’s least laggy is area effect cloud. Spawn a bunch of them with the Unicode names
leavening a comment to let anyone struggling know that if you want a hitbox 1 block or bigger if you say dx=1 you NEED to say dy=1 and dz=1 leaving them blank only works with dx=0
In the tutorial I have an entity types tag that I think only defines villagers you need to add players if you want to hit players. This is an efficiency thing since t@e is everything
@@kaitouaonhayy basically. Just look through the code and make sure it can hit players, u can’t hit yourself currently since it doesn’t hit the shooter
@@Cl0udWolf I know that, but I tried on the player and it doesn't work, raycasting can reach and detect the player but it can't active damage on hitbox
@@kaitouaonhayy if they are part of the humanoid tag it will be able to pick them, the method of dealing damage in this pack is older tech so it only works on non players but you can easily replace it with a /damage command with a macro for the amount
@@Cl0udWolf /give @p stone{Array:["1","2","3","4"]} /data get entity @s Inventory[0].tag.Array - give us nick has the following entity data: ["1","2","3","4"] and is it a way to check if first number from this ["1","2","3","4"] matches 1 then make something Example: 1. if second number from ["1","2","3","4"] is 3 = say 123 nothing happen 2. if second number from ["1","2","3","4"] is 2 = say 123 123 appear on chat u know what i mean xDD
@@yoyek2320 maybe describe the actual situation this would be necessary for, because while it is possible to check if nbt matches something (I have a video for that) It doesn’t seem helpful
@@Cl0udWolf I find it useful in the case of creating a vault thats open if the item has sequence numbers in order You were doing something similar on live but idk how
@@yoyek2320 ah so u just want to test if a sequence on nbt matches? How would they put the sequence on the nbt in the first place? If they don’t and it’s just given to them y have a sequence any string will do