How to Get maps : Search Image-To-Map minecraft in google and then download the program then u can create options in png files and open it in the program to put it into maps
How to detect Where The Player Punchs : compair 2 Map walls and one of the maps should be hallow to get the option needed and when he punchs it
tp the player to the options or paste the options into the map wall
I saw this guy did it before. I believe what he did is using tp command to lock player's coordinate.
Then with some selector argument like @a[rxm=30,rx=60,rym=-20,ry=20] to see if the player is looking at the specific button.
The buttons are just some custom item models hold by invisible armor stand.
The down side is you have to constantly teleport the player to that coordinate, but it is really easy to set up.
By the way, the animation(more specifically, the logo at the end). He didn't shake the screen, but I believe if the img is moving while he is shaking, then it is another custom model where tp command is used to lock player's coordinate and rx ry. Otherwise, it should be a custom model hold by player's mainhand and offhand.
Or(in 1.13) you can do some math to compare the rotation(score) of the player and two corner of the button...It is a bunch of calculation there, I don't even know where to explain first, but is completely doable.
Well...a quick summary of what I did to check this vertical area is...
The plane form by two green spot is the button.
Each green spot has a area effect cloud(AEC) as a marker that is facing you. You store their rx into score, then you compare it with your rx score to see if your cursor is under this rx range form by this two AEC.
If so, get the distance between your spot and the plane, use it to calculate the x(or z, depend on where the plane is facing)coordinate. Summon another two AEC(for visualization, those snowball above represent this two AEC) at the coordinate calculated above to store their ry score and compare it with yours.
Wrap it all up, if the player has a score of rx and ry that is under the range, display red particle.
So is all about checking, to make it look nice, you need custom model which I mention above.
For checking if the player is clicking the button, let them hold a snowball, carrot stick, map, etc. Things that you can detect...
I want to create a main menu in minecraft.
No, Not on the actual one.
I mean INGAME.
I keep getting the same response, so I decided I would ask here.
From main menu, I mean being able to choose diffrent options and stuff.
(I want it to look something like this , but with only a few options, like begin map, options, etc.
Thanks!
- RGamesMC
U can teleport The player To a wall of maps And Have The Player punch the map to open an option and set it
Gl with coding it
Ok, I get what your going on, but i have NO IDEA how to do it.
- RGamesMC
How to Get maps : Search Image-To-Map minecraft in google and then download the program then u can create options in png files and open it in the program to put it into maps
How to detect Where The Player Punchs : compair 2 Map walls and one of the maps should be hallow to get the option needed and when he punchs it
tp the player to the options or paste the options into the map wall
Thats it basicly
Ok, I guess I will just have to search up about the map punching part.
Thanks a lot!
Also, I am using this for a map based on SUPERHOT.
If you wanta apply to help, Heres a link to the page.
Thanks a lot bro!
- RGamesMC
Also if ur intrested in datapacks checkout my new datapack!!
https://www.minecraftforum.net/forums/minecraft-java-edition/redstone-discussion-and/commands-command-blocks-and/2912243-vanillaao-datapack-early-release
cool, I might check it out sometime.
- RGamesMC
https://twitter.com/Ersatz_77/status/776371261047910401
I saw this guy did it before. I believe what he did is using tp command to lock player's coordinate.
Then with some selector argument like @a[rxm=30,rx=60,rym=-20,ry=20] to see if the player is looking at the specific button.
The buttons are just some custom item models hold by invisible armor stand.
The down side is you have to constantly teleport the player to that coordinate, but it is really easy to set up.
By the way, the animation(more specifically, the logo at the end). He didn't shake the screen, but I believe if the img is moving while he is shaking, then it is another custom model where tp command is used to lock player's coordinate and rx ry. Otherwise, it should be a custom model hold by player's mainhand and offhand.
Or(in 1.13) you can do some math to compare the rotation(score) of the player and two corner of the button...It is a bunch of calculation there, I don't even know where to explain first, but is completely doable.
Well...a quick summary of what I did to check this vertical area is...
The plane form by two green spot is the button.
Each green spot has a area effect cloud(AEC) as a marker that is facing you. You store their rx into score, then you compare it with your rx score to see if your cursor is under this rx range form by this two AEC.
If so, get the distance between your spot and the plane, use it to calculate the x(or z, depend on where the plane is facing)coordinate. Summon another two AEC(for visualization, those snowball above represent this two AEC) at the coordinate calculated above to store their ry score and compare it with yours.
Wrap it all up, if the player has a score of rx and ry that is under the range, display red particle.
So is all about checking, to make it look nice, you need custom model which I mention above.
For checking if the player is clicking the button, let them hold a snowball, carrot stick, map, etc. Things that you can detect...
U can also tp an armorstand in a ray pattern while using the new ^ ^ ^ reletive cord's and make the armorstand detect it