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  1. 30 maj 2017 · You can do this in 1.13+ now, with the /execute store command. The steps are as follows: store player coordinates > calculate the differences > square the differences > sum up > calculate the sqrt values. I'm using euclidean distance as the metric. 1.

  2. 27 paź 2020 · x is the current x coord you're at; dx is the distance you want to check from the x coord in that specific plane. So the radius of the selection in the x plane would be x + dx, and vice versa for others

  3. Java Edition [] In Java Edition, if you press F3, the debug screen shows your present location in X, Y and Z coordinates. Measuring distances between two locations or waypoints is as easy as subtraction, if you walk in a cardinal direction. Otherwise you must make use of the Pythagorean theorem to compute the distance.

  4. I would be able to detect if player is in "range" of a specified block (aka mycelium). If the player has a distance of max 1, I need to spawn some particles around the player. For now, I found a tedious way to do this, but it's not covering all the cases.

  5. 11 gru 2021 · Loading physics and entity movement ( simulation-distance) Whichever is the highest will determine how many chunks you load, but having simulation distance lower than view-distance while having things outside of that range is very interesting (but ultimately quite useless).

  6. 8 wrz 2017 · If you need exact position portals, one method is to build the overworld portal where you want it, do the math on the overworld coordinates, and enter the portal.

  7. Currently the easiest or most compact way to test for a block, say grass, around the player is by using an execute detect command for every block in a radius that you want. That means you would need 27 to test for a 1 block radius (3x3x3), one for each possible X, Y, and Z combimation (ex. detect ~ ~ ~ grass detect ~ ~ ~-1 grass detect ~ ~ ~1 ...