The Meaning of Life, the Universe, and Everything.
Join Date:
2/20/2017
Posts:
51
Member Details
I know that the Jump Boost effect can be used to disable jumping. What I want to know, is if there is a way to disable jumping without changing the fall damage a player will take.
I think this is not possible. You could somehow spawn an invisible zombie and measure how much damage it takes when it's teleported to the player in a repeating command block but that system might not work well.
Lags a bit, but won't affect their fall damage at least.
Another ugly way is to use negative levitation effect instead of jump boost.
You need an additional command to take away the negative levitation effect if they're in air tho.
(Also, if they take damage while having negative levitation effect, they do fly very high. Make sure they won't be poisoned/withered/burnt or hit or 1+1=3 when they're not falling.)
The Meaning of Life, the Universe, and Everything.
Join Date:
2/20/2017
Posts:
51
Member Details
I just realized that there's a really simple way to do this. If the player is in the air, I clear the jump boost. I detect when the player is on the ground again and give them back the jump boost with a 1 or 2 tick delay. I feel a little silly for not thinking of this sooner.
I know that the Jump Boost effect can be used to disable jumping. What I want to know, is if there is a way to disable jumping without changing the fall damage a player will take.
I think this is not possible. You could somehow spawn an invisible zombie and measure how much damage it takes when it's teleported to the player in a repeating command block but that system might not work well.
A 3x3 barrier square on top of their head.
Lags a bit, but won't affect their fall damage at least.
Another ugly way is to use negative levitation effect instead of jump boost.
You need an additional command to take away the negative levitation effect if they're in air tho.
(Also, if they take damage while having negative levitation effect, they do fly very high. Make sure they won't be poisoned/withered/burnt or hit or 1+1=3 when they're not falling.)
I just realized that there's a really simple way to do this. If the player is in the air, I clear the jump boost. I detect when the player is on the ground again and give them back the jump boost with a 1 or 2 tick delay. I feel a little silly for not thinking of this sooner.