Please mojang, just add a predicate or advancement trigger or something for when people press a keybind Imagine if instead of having to force carrots on sticks on people we could just have something trigger when they use their "use/place" key
I don't understand why java and bedrock have so many differences, bedrock edition has the ride command, that makes you ride every rideable entity you choose
I’ll be updating the pack on the github, I made some minor improvements and disco reduced range check commands I made the detection more accurate, and allowed walking detection too!
just discovered that if you play the game on optifine 1.20.14 or higher at 60 fps, you can use the /tick command to set it at 100, and you have NO jitter effect, and it completely restricts mouse movement WITHOUT the jitter ;)
I just came up with an alternative way to calculate the atan2. I dont know if it is actually more efficient than yours, but it uses way fewer command. You have to summon two area effect clouds, one at x = 0, z = 0 and one where you store the player's x and z motion values in its position values. You then get the angle by teleporting the area effect cloud that is at 0 0, so that it faces the other one. You would have to swap the angle ranges for A and D though, since Minecraft does that weird stuff with negative rotations.
Hey Cloud, nice video. Been a fan for a while now. Just curious, does the players movement operate the same while spectator an entity,like a creeper? If so could this be used to direct a spectated entity? Food for thought...🤔😁
For detecting shift there's a sneak_time scoreboard objective which works great (Just reset it every tick). As far as I know, there's no way to detect when the spacebar is pressed (other than detecting jumps), but some genius will hopefully prove me wrong.
@@Cl0udWolf How would you do it for multiplayer ? because when two players are in a minecart, the system only checks the keys pressed for the first player that got in the minecart.
Question for Mr. Wolf: What are your thoughts on using teleportation to simulate non-Euclidian geometry, like rooms that are bigger on the inside, or infinite mazes, etc.?