"renderType - uses a number which will decide what block, yours will render like, this is still experimental sort of so just use 1 for the time being, but play around with it and you will get some pretty weird things (stairs, crops, fences, doors, even fire!)
opacity/Opaque - this is a Boolean, a Boolean is either, true or you guessed it, false, we only set this to true if your block is a solid 16*16*16 block, it basically helps with the games performance and it will remove block faces if they are not visible by the player (otherwise it'd be way too laggy)"
[CREDIT TO KASHIPAN FOR THIS]
for the mob thing I need time to figure that out...
"renderType - uses a number which will decide what block, yours will render like, this is still experimental sort of so just use 1 for the time being, but play around with it and you will get some pretty weird things (stairs, crops, fences, doors, even fire!)
opacity/Opaque - this is a Boolean, a Boolean is either, true or you guessed it, false, we only set this to true if your block is a solid 16*16*16 block, it basically helps with the games performance and it will remove block faces if they are not visible by the player (otherwise it'd be way too laggy)"
[CREDIT TO KASHIPAN FOR THIS]
for the mob thing I need time to figure that out...
"renderType - uses a number which will decide what block, yours will render like, this is still experimental sort of so just use 1 for the time being, but play around with it and you will get some pretty weird things (stairs, crops, fences, doors, even fire!)
opacity/Opaque - this is a Boolean, a Boolean is either, true or you guessed it, false, we only set this to true if your block is a solid 16*16*16 block, it basically helps with the games performance and it will remove block faces if they are not visible by the player (otherwise it'd be way too laggy)"
[CREDIT TO KASHIPAN FOR THIS]
for the mob thing I need time to figure that out...
The Meaning of Life, the Universe, and Everything.
Join Date:
4/7/2016
Posts:
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Like this?
var Mob= /*Put the mob name Example Bat=Level.spawnMob(Player.getPointedBlockX(),Player.getPointedBlockY(),Player.getPointedBlockZ(), 10, 'mob/cow.png')*/
var Mob= /*Put the mob name Example Bat=Level.spawnMob(Player.getPointedBlockX(),Player.getPointedBlockY(),Player.getPointedBlockZ(), 10, 'mob/cow.png')*/
Please help me pretty plz? And also another one how to add potion effects on the attacked mob?
"renderType - uses a number which will decide what block, yours will render like, this is still experimental sort of so just use 1 for the time being, but play around with it and you will get some pretty weird things (stairs, crops, fences, doors, even fire!)
opacity/Opaque - this is a Boolean, a Boolean is either, true or you guessed it, false, we only set this to true if your block is a solid 16*16*16 block, it basically helps with the games performance and it will remove block faces if they are not visible by the player (otherwise it'd be way too laggy)"
[CREDIT TO KASHIPAN FOR THIS]
for the mob thing I need time to figure that out...
Thanks for the help!
Like this?
var Mob= /*Put the mob name Example Bat=Level.spawnMob(Player.getPointedBlockX(),Player.getPointedBlockY(),Player.getPointedBlockZ(), 10, 'mob/cow.png')*/
function attackHook(attacker, victim)
{
if(attacker== Player.getEntity&&victim==Mob){
Entity.addEffect(Mob, effect , duration, amplification , ambient , showParticles)
}
}
Thanks for the help! But I already figured it out with
Entity.addEffect(Player.getPointedEntity(), poison, 10, 0, false, true)