leod1 Posté(e) le 5 mai 2016 Posté(e) le 5 mai 2016 Bonjour/bonsoir je suis en train de crée un lazer game comme un quake sauf que a la place de la houe ses un Repeater qui qui lance un raillons de redstone et si il touche sa tue la personne merci a celui ou celle qui me le feras :D
Soufreur78 Posté(e) le 5 mai 2016 Posté(e) le 5 mai 2016 Voila :) ! Ps : Skript de ligne droite créer par Professeur Craft on rightclick with redstone repeater item: cancel event set {_density} to 100 set {_loc} to location of player if player's horizontal facing is north: set {_loc}'s x-coord to {_loc}'s x-coord+0.2 else if player's horizontal facing is east: set {_loc}'s z-coord to {_loc}'s z-coord+0.2 else if player's horizontal facing is south: set {_loc}'s x-coord to {_loc}'s x-coord-0.2 else if player's horizontal facing is west: set {_loc}'s z-coord to {_loc}'s z-coord-0.2 set {_loc}'s y-coord to {_loc}'s y-coord+1.6 set {_t} to true set {_int} to 0 loop blocks forward {_loc}: add 1 to {_int} if {_t} is true: if loop-block is not air: set {_location.2} to location of loop-block set {_t} to false if {_int} > 50: set {_t} to false set {_location.2} to location of loop-block if {_location.2} is set: set {_location.1} to {_loc} set {_x.1} to x-coordinate of {_location.1} set {_x.2} to x-coordinate of {_location.2} set {_y.1} to y-coordinate of {_location.1} set {_y.2} to y-coordinate of {_location.2} set {_z.1} to z-coordinate of {_location.1} set {_z.2} to z-coordinate of {_location.2} set {_x.difference} to ({_x.2} - {_x.1}) / {_density} set {_y.difference} to ({_y.2} - {_y.1}) / {_density} set {_z.difference} to ({_z.2} - {_z.1}) / {_density} execute console command "/playsound mob.ghast.fireball @a %x-coordinate of {_location.1}% %y-coordinate of {_location.1}% %z-coordinate of {_location.1}% 1 1 1" loop {_density} times: increase x-coordinate of {_location.1} by {_x.difference} increase y-coordinate of {_location.1} by {_y.difference} increase z-coordinate of {_location.1} by {_z.difference} execute console command "particle flame %x-coordinate of {_location.1}% %y-coordinate of {_location.1}% %z-coordinate of {_location.1}% 0 0 0 0 1 force" wait 0.1 tick ignite targeted entity damage targeted entity by 20 hearts if targeted entity is a player: broadcast "&c%player% &7a tué &c%targeted entity%" 1
leod1 Posté(e) le 6 mai 2016 Auteur Posté(e) le 6 mai 2016 ses coll mais les particule flame sont invisible
Soufreur78 Posté(e) le 6 mai 2016 Posté(e) le 6 mai 2016 Aucun erreur ? T'es particule de flame sont activées ? Echap > option > option graphique > animations > flame animated [On]
leod1 Posté(e) le 6 mai 2016 Auteur Posté(e) le 6 mai 2016 aucun erreur mais le trail est invisible et me particule son activer
Soufreur78 Posté(e) le 6 mai 2016 Posté(e) le 6 mai 2016 Comment tu as reussi à me dire que c'était des particules de flames sans les voir ? Tu as fouillé dans le code ?
leod1 Posté(e) le 6 mai 2016 Auteur Posté(e) le 6 mai 2016 en plus sa spam la console de particule de flamme
Krown0s Posté(e) le 11 mai 2016 Posté(e) le 11 mai 2016 Évite les quintuples messages d'affilés. Utilise la fonction "Éditer"
Dodo63 Posté(e) le 11 mai 2016 Posté(e) le 11 mai 2016 Sinon tu saurais faire un cooldown avec ce code? Genre on peux tirer toutes les 2 secondes Merci Dodo63
Invité Posté(e) le 2 juin 2016 Posté(e) le 2 juin 2016 @Soufreur78 Effectivement ça ne marche pas pour moi non plus ^^ aucun effet sur l'item...
Dodo63 Posté(e) le 2 juin 2016 Posté(e) le 2 juin 2016 Moi la ligne de particule marche très bien je l'ai custom
Invité Posté(e) le 2 juin 2016 Posté(e) le 2 juin 2016 à chaque fois que j'installe SKgeometry, beh bim pus rien de marche ;-
Invité Posté(e) le 3 juin 2016 Posté(e) le 3 juin 2016 Particules invisibles, et tu peux tiré à travers les mûrs xD Moi la ligne de particule marche très bien je l'ai custom Comment tu as fait stp ? Quel' adonné as tu mis ? Pour information, je peux tirer à travers les mûrs x) @Soufreur78
Invité Posté(e) le 5 juin 2016 Posté(e) le 5 juin 2016 Attention au triple posts @Yoyo2205 Lel j'ai tellement oublier de regarder le sujet que je réponds tout le temps xD habituellement... Je ne Fait double poste
Invité TheJyre4RF Posté(e) le 5 juin 2016 Posté(e) le 5 juin 2016 regarde la vidéo y'a le code et n'hésite pas à t'abonnner
Invité Posté(e) le 5 juin 2016 Posté(e) le 5 juin 2016 regarde la vidéo y'a le code et n'hésite pas à t'abonnner Et question pour tirer a travers les mûrs ont fait comment pour éviter
Invité TheJyre4RF Posté(e) le 17 juin 2016 Posté(e) le 17 juin 2016 tu fait une vérification si la coordonné dans la loop est sur un block tu stop
Invité Posté(e) le 17 juin 2016 Posté(e) le 17 juin 2016 tu fait une vérification si la coordonné dans la loop est sur un block tu stop Ouai fin maintenant je le fais en java donc au calme x) Sinon merci ;)
Nouvier Posté(e) le 12 juillet 2016 Posté(e) le 12 juillet 2016 Voila :) ! Ps : Skript de ligne droite créer par Professeur Craft on rightclick with redstone repeater item: cancel event set {_density} to 100 set {_loc} to location of player if player's horizontal facing is north: set {_loc}'s x-coord to {_loc}'s x-coord+0.2 else if player's horizontal facing is east: set {_loc}'s z-coord to {_loc}'s z-coord+0.2 else if player's horizontal facing is south: set {_loc}'s x-coord to {_loc}'s x-coord-0.2 else if player's horizontal facing is west: set {_loc}'s z-coord to {_loc}'s z-coord-0.2 set {_loc}'s y-coord to {_loc}'s y-coord+1.6 set {_t} to true set {_int} to 0 loop blocks forward {_loc}: add 1 to {_int} if {_t} is true: if loop-block is not air: set {_location.2} to location of loop-block set {_t} to false if {_int} > 50: set {_t} to false set {_location.2} to location of loop-block if {_location.2} is set: set {_location.1} to {_loc} set {_x.1} to x-coordinate of {_location.1} set {_x.2} to x-coordinate of {_location.2} set {_y.1} to y-coordinate of {_location.1} set {_y.2} to y-coordinate of {_location.2} set {_z.1} to z-coordinate of {_location.1} set {_z.2} to z-coordinate of {_location.2} set {_x.difference} to ({_x.2} - {_x.1}) / {_density} set {_y.difference} to ({_y.2} - {_y.1}) / {_density} set {_z.difference} to ({_z.2} - {_z.1}) / {_density} execute console command "/playsound mob.ghast.fireball @a %x-coordinate of {_location.1}% %y-coordinate of {_location.1}% %z-coordinate of {_location.1}% 1 1 1" loop {_density} times: increase x-coordinate of {_location.1} by {_x.difference} increase y-coordinate of {_location.1} by {_y.difference} increase z-coordinate of {_location.1} by {_z.difference} execute console command "particle flame %x-coordinate of {_location.1}% %y-coordinate of {_location.1}% %z-coordinate of {_location.1}% 0 0 0 0 1 force" wait 0.1 tick ignite targeted entity damage targeted entity by 20 hearts if targeted entity is a player: broadcast "&c%player% &7a tué &c%targeted entity%" Voila :) ! Ps : Skript de ligne droite créer par Professeur Craft on rightclick with redstone repeater item: cancel event set {_density} to 100 set {_loc} to location of player if player's horizontal facing is north: set {_loc}'s x-coord to {_loc}'s x-coord+0.2 else if player's horizontal facing is east: set {_loc}'s z-coord to {_loc}'s z-coord+0.2 else if player's horizontal facing is south: set {_loc}'s x-coord to {_loc}'s x-coord-0.2 else if player's horizontal facing is west: set {_loc}'s z-coord to {_loc}'s z-coord-0.2 set {_loc}'s y-coord to {_loc}'s y-coord+1.6 set {_t} to true set {_int} to 0 loop blocks forward {_loc}: add 1 to {_int} if {_t} is true: if loop-block is not air: set {_location.2} to location of loop-block set {_t} to false if {_int} > 50: set {_t} to false set {_location.2} to location of loop-block if {_location.2} is set: set {_location.1} to {_loc} set {_x.1} to x-coordinate of {_location.1} set {_x.2} to x-coordinate of {_location.2} set {_y.1} to y-coordinate of {_location.1} set {_y.2} to y-coordinate of {_location.2} set {_z.1} to z-coordinate of {_location.1} set {_z.2} to z-coordinate of {_location.2} set {_x.difference} to ({_x.2} - {_x.1}) / {_density} set {_y.difference} to ({_y.2} - {_y.1}) / {_density} set {_z.difference} to ({_z.2} - {_z.1}) / {_density} execute console command "/playsound mob.ghast.fireball @a %x-coordinate of {_location.1}% %y-coordinate of {_location.1}% %z-coordinate of {_location.1}% 1 1 1" loop {_density} times: increase x-coordinate of {_location.1} by {_x.difference} increase y-coordinate of {_location.1} by {_y.difference} increase z-coordinate of {_location.1} by {_z.difference} execute console command "particle flame %x-coordinate of {_location.1}% %y-coordinate of {_location.1}% %z-coordinate of {_location.1}% 0 0 0 0 1 force" wait 0.1 tick ignite targeted entity damage targeted entity by 20 hearts if targeted entity is a player: broadcast "&c%player% &7a tué &c%targeted entity%"
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