The Meaning of Life, the Universe, and Everything.
Join Date:
10/7/2014
Posts:
55
Member Details
Okay, so I'm looking in stuff like Chunk Format and I see variables like OnGround, Invulnerable, etc.
I'm trying to make a scoreboard dummy variable flip when you've fallen a certain distance--it doesn't really have to be a distance, as long as I can flip it depending on some kind of way to gauge fall height, like vertical speed. There's a variable in there called FallDistance, and while I can access OnGround easy enough like so:
/testfor @p {OnGround:true}
The equivalent testfor doesn't output:
/testfor @p {FallDistance:1} (or for any value in there for that matter)
So I thought, maybe because it's a float variable, it needs a decimal? And it still gives me nothing. I pretty much just want to have my variable create a particle effect around players falling very fast--like a meteor.
The Meaning of Life, the Universe, and Everything.
Join Date:
10/7/2014
Posts:
55
Member Details
I think I've figured it out. The format was wrong; I forgot the f at the end of the float. This is what I should do:
/testfor @p {FallDistance:0.0f}
What I'll do is make a dummy scoreboard objective called FallTimer, and I'll increment it for every second that FallDistance is not 0.0f, because your FallDistance only increases when you're falling down, so say you've blown up and are launched directly upwards. FallDistance only kicks in once you've reached the top of the arc of your jump and are on your way down. So once FallTimer reaches a certain amount, that will trigger something else.
I'm trying to make a scoreboard dummy variable flip when you've fallen a certain distance--it doesn't really have to be a distance, as long as I can flip it depending on some kind of way to gauge fall height, like vertical speed. There's a variable in there called FallDistance, and while I can access OnGround easy enough like so:
/testfor @p {OnGround:true}
The equivalent testfor doesn't output:
/testfor @p {FallDistance:1} (or for any value in there for that matter)
So I thought, maybe because it's a float variable, it needs a decimal? And it still gives me nothing. I pretty much just want to have my variable create a particle effect around players falling very fast--like a meteor.
/testfor @a[score_Fall=1]
CLICK THEM OR THEY DIE
nvm, I got it to work by using
/scoreboard objectives add Fall stat.fallOneCm
but the /testfor fails no matter what I put into it. So, I still can't register fall height.
/testfor @p {FallDistance:0.0f}
What I'll do is make a dummy scoreboard objective called FallTimer, and I'll increment it for every second that FallDistance is not 0.0f, because your FallDistance only increases when you're falling down, so say you've blown up and are launched directly upwards. FallDistance only kicks in once you've reached the top of the arc of your jump and are on your way down. So once FallTimer reaches a certain amount, that will trigger something else.
Thanks for reading.