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var playerYaw= getYaw(getPlayerEnt()); var playerPitch= getPitch(getPlayerEnt()); function useItem(x,y,z,itemId,blockId,side,attacker) { else if(itemId==502) { velY = Math.sin(("playerPitch" - 180) / 180 * Math.PI); velX = 3.5 * (Math.sin("playerYaw" / 180 * Math.PI) * Math.cos(("playerPitch" - 180) / 180 * Math.PI)); velZ = 3.5 * (-1 * Math.cos("playerYaw" / 180 * Math.PI) * Math.cos(("playerPitch" - 180) / 180 * Math.PI)); var firecharge= Level.spawnMob( Player.getX() + Math.sin("playerYaw" / 180 * Math.PI) * Math.cos(("playerPitch" - 180) / 180 * Math.PI) ,Player.getY(),Player.getZ() + -1 * Math.cos("playerYaw" / 180 * Math.PI) * Math.cos(("playerPitch" - 180) / 180 * Math.PI) ,65); setVelX(firecharge,velX); setVelY(firecharge,velY); setVelZ(firecharge,velZ); firecharge = Entity.setRenderType(firecharge,18); Entity.setFireTicks(firecharge, 50); }
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Hexdro © 2012-2015
Code:
var playerYaw= getYaw(getPlayerEnt()); var playerPitch= getPitch(getPlayerEnt()); function useItem(x,y,z,itemId,blockId,side,attacker) { else if(itemId==502) { velY = Math.sin(("playerPitch" - 180) / 180 * Math.PI); velX = 3.5 * (Math.sin("playerYaw" / 180 * Math.PI) * Math.cos(("playerPitch" - 180) / 180 * Math.PI)); velZ = 3.5 * (-1 * Math.cos("playerYaw" / 180 * Math.PI) * Math.cos(("playerPitch" - 180) / 180 * Math.PI)); var firecharge= Level.spawnMob( Player.getX() + Math.sin("playerYaw" / 180 * Math.PI) * Math.cos(("playerPitch" - 180) / 180 * Math.PI) ,Player.getY(),Player.getZ() + -1 * Math.cos("playerYaw" / 180 * Math.PI) * Math.cos(("playerPitch" - 180) / 180 * Math.PI) ,65); setVelX(firecharge,velX); setVelY(firecharge,velY); setVelZ(firecharge,velZ); firecharge = Entity.setRenderType(firecharge,18); Entity.setFireTicks(firecharge, 50); }-
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Curse PremiumIf you do so people could actually help you, because its way too messy to read.
Check out my game! It's an open-world, sandbox text adventure.
Follow @hexdro_
Hexdro © 2012-2015