If it decelerates, why don't you put the /entitydata in a clock command block?
If it hits the wall, why don't instead kill the armor stand if it hits the wall?(Simple test if one of the block isn't air... or sth else)
The reason why putting /entitydata {Motion} on a clock is that if the y-value is specified to be above 0, the armorstand will have extremely awkward behavior (climbing walls).
Wall detection is difficult to do with the motion tag, as summoning the laser too close to walls will remove it, creating further problems. The teleport command is still the most effective way of preventing wall-related errors (i.e. you can test if the armorstand is inside a block, and remove it, eliminating the possibility of summoning the armorstand too close to a wall and having it disappear)
Then I wonder how you make those armor stand disappear XD
I assume you will kill the armor stand when it hits the wall, huh?
My reply, which is directly above your statement, reads "(i.e. you can test if the armorstand is inside a block, and remove it, eliminating the possibility of summoning the armorstand too close to a wall and having it disappear)"
In the first page of the post, I believe someone mentioned using Elytra. However, it does not work vertically, which is a huge drawback.
I'm sure someone told you this. (I think it's AbsentFuture(Did I spelled it wrongly?)...)
But, do you actually know how it works?
I think he/she didn't rly tell you the complete usage...
._____.
If you mean using Elytra to raycast, I do understand how it works. Unfortunately, there are too many problems with the system, such as not being able to work in a confined space and cannot work vertically.
Well, if you aren't looking for a continuous beam, you could have the projectile as an edited fire charge, changes being look, speed, damage, particles, and effect (like no fire or explosion).
If it decelerates, why don't you put the /entitydata in a clock command block?
If it hits the wall, why don't instead kill the armor stand if it hits the wall?(Simple test if one of the block isn't air... or sth else)
The reason why putting /entitydata {Motion} on a clock is that if the y-value is specified to be above 0, the armorstand will have extremely awkward behavior (climbing walls).
Wall detection is difficult to do with the motion tag, as summoning the laser too close to walls will remove it, creating further problems. The teleport command is still the most effective way of preventing wall-related errors (i.e. you can test if the armorstand is inside a block, and remove it, eliminating the possibility of summoning the armorstand too close to a wall and having it disappear)
Hello. I am a noob. Help please? Thanks.
Then I wonder how you make those armor stand disappear XD
I assume you will kill the armor stand when it hits the wall, huh?
Ok, this is how to raycast an armor stand.
Use elytra to raycast.I'm sure someone told you this. (I think it's AbsentFuture(Did I spelled it wrongly?)...)
But, do you actually know how it works?
I think he/she didn't rly tell you the complete usage...
My reply, which is directly above your statement, reads "(i.e. you can test if the armorstand is inside a block, and remove it, eliminating the possibility of summoning the armorstand too close to a wall and having it disappear)"
In the first page of the post, I believe someone mentioned using Elytra. However, it does not work vertically, which is a huge drawback.
._____.
If you mean using Elytra to raycast, I do understand how it works. Unfortunately, there are too many problems with the system, such as not being able to work in a confined space and cannot work vertically.
Hello. I am a noob. Help please? Thanks.
Well, if you aren't looking for a continuous beam, you could have the projectile as an edited fire charge, changes being look, speed, damage, particles, and effect (like no fire or explosion).
Hope I helped.