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Author Topic:  Magic Carpet  (Read 1664 times)

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Zoidberg

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Re: Magic Carpet
« Reply #20 on: June 03, 2015, 06:49:31 PM »
Is this a 2.22 ONLY script?

Yes, relative to player coordinates will be supported in 2.22. They are not currently in the retail version of the game.


FatbFFA

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Re: Magic Carpet
« Reply #21 on: June 03, 2015, 06:56:01 PM »
And can we get relative to random



Dryym

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Re: Magic Carpet
« Reply #22 on: June 03, 2015, 07:15:49 PM »
And can we get relative to random

Relative to a random coordinate on the world?

If so, I have trouble finding uses for this in most cases, As the Y Coordinate would be a problematic wildcard for most random events.


I'm not sure, will have to check. In theory to the exact point 10 metres away, but it's possible the teleport code itself (outside the script) might adjust that to the block center.


If used with commands that require a whole number (Ex. Anything that manipulates blocks) Will it round up, Down, Or simply to the nearest whole number for the destination coordinate?

Creator of the term "Deathmine "
Jared [19|Oct 07:12 PM]: "It changes everything" Dryym

FatbFFA

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Re: Magic Carpet
« Reply #23 on: June 03, 2015, 07:44:14 PM »
Relative to a random coordinate on the world?

If so, I have trouble finding uses for this in most cases, As the Y Coordinate would be a problematic wildcard for most random events.

 



Well you would put a y # and it wouldnt go below that ;)



Craig

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Re: Magic Carpet
« Reply #24 on: June 03, 2015, 07:55:20 PM »
If used with commands that require a whole number (Ex. Anything that manipulates blocks) Will it round up, Down, Or simply to the nearest whole number for the destination coordinate?
Fractions are truncated. Effectively rounded down. However in infinite worlds, if the destination value is in the negative, it will be rounded up.

It's easiest just to think whatever block space the fraction falls into.

2.3 or 2.1 or 2.5 or 2.98 will equal 2.

And on infinite worlds:
-2.3 or -2.1 or -2.5 or -2.98 will equal -3.

Dryym

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Re: Magic Carpet
« Reply #25 on: June 04, 2015, 08:42:21 AM »
I just realized that hvrel and vrel could theoretically be used to make perfect voxel circles, Maybe even Spheres. Now i don't need to do the math when i want to do a circle. Lol
« Last Edit: June 04, 2015, 08:43:53 AM by Dryym »

Creator of the term "Deathmine "
Jared [19|Oct 07:12 PM]: "It changes everything" Dryym