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    Topics created by Schneelein

    • S

      Unsolved player.set_motion possible?
      Scripts • • Schneelein

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      LiquidOnTop

      You probably want MovementUtils.strafe(5). It make the player move at the speed of <speed> * 20 bps (in this case, 5*20 = 100 bps) only if W/A/S/D is pressed, else stop entirely (not sure about this part).

      For more movement related functions, checkout MovementUtils.java

    • S

      scripting help for noobs xd
      Scripts • • Schneelein

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      FaaatPotato

      @Schneelein

      ///api_version=2 (script = registerScript({ name: "TimerHandle", version: "1.0", authors: ["You"] })).import("Core.lib"); //just assumed your using core since you used value.createInteger, if not just put Core.lib in scripts folder list = [ //put values in here, looks clean if multiple onGroundValue = value.createFloat("OnGroundTimer", 1, 1, 10) //use float instead of integer, its more percise yet lets you adjust from 1.0 to 10.0 like you did it ] module = { name: "TimerHandle", category: "Misc", description: "Helps you to learn", tag: script.scriptVersion, values: list, //import list here so the module knows what to use //now the actual module onUpdate: function() { if (mc.thePlayer.onGround) { mc.timer.timerSpeed = onGroundValue.get() } else if (!mc.thePlayer.onGround /*you could add a check for water etc if you want to be faster there as well*/) { mc.timer.timerSpeed = 1; } }, onDisable: function() { mc.timer.timerSpeed = 1; //If you disable the module while being onGround you may stay faster than vanilla, so reset onDisable! } }

      The issue with yours is probably the core module structure without importing core but from what you've posted i can't really tell.

      Ah yes i figured out what your problem was:
      you did

      mc.timer.timerSpeed = Timer_Value

      but it must be

      mc.timer.timerSpeed = module.settings.Timer_Value.get() //or if you are using core mc.timer.timerSpeed = Timer_Value.get()

      i suggest you read this and try simple stuff