Players or entities glitch into to wierd places when pushed.The player needs to be inside the moving block for physics to work correctly. The main role of moving blocks used to be just to prevent two pistons moving blocks into the same space at the same time. This breaks many things involving pushing entites. When moving a block such as a rail or a glass pane, the moving block created is a full block no matter what. After that this bug is pretty much fixed. It causes wierd client-server desyncs and buggy behaviour. The way pistons move entities has also been changed, making it (in my opinion) better than before, although not quite perfect.Īll that's left to do is extend the collision box changes to the client. Then 8 blocks up to 15 or 16 blocks in height until the player lets go of the jump button and starts to decrease in jump height.Moving blocks now have a collision box identical to the block being moved, however client-side this hasn't been implemented. Then as the player still holds the jump button, the player increases by 4 blocks in height.ĥ. As the player presses and holds on the jump button within range of the slime block, the player rises by 2 blocks.Ĥ. The player then presses and holds the jump button while on the slime block.ģ. The player must start off by going on a slime blockĢ. I have a problem when I have to jump over objects when I can only reach 1 block height and I usually dont wanna rely on pistons since now they have a once_off type of bounce once activated with redstone components, which is a small delay in trying to get to a place faster or higher by feet lets say in parkour games.ġ. Create maps where you have to jump on each slime block platform to get higher or go to a certain place without falling into the lava.ģ. I want to be able to bounce higher to reach taller buildings, structures andĢ. Why do I want it implemented, mainly for two reasons:ġ. I want to be able to jump higher when I am standing on a slime block, since now it is a bouncy (rubbery and elastic-type) block.
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