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@commandblock2 blink tp was just example, actually there is no need to make script doing it that way, because teleporting player just one block by setPosition doesn't flag AC. I tried to use left/right code from horizontal speed but it didn't work for me (I'm probably doing something wrong). I tried also make script teleporting player perpendicular to arrow trajectory but it didn't work either. Hope you know how to do that.
I also thought about making the script check if there is possibility to teleport a player, if not - it should teleport him to the other side (to prevent teleporting player in the walls for example) but I had no idea how to do this. But if this function is difficult to perform, it does not need to be done, it will be ok without it too.
As I said the script is very useful, I'm almost immune to arrows on MM:I. Even skilled players have a problem to hit me. -
@asd-dsa
now the script is updated with horizontaltp and horizontalmotion. The direction is perpendicular to arrow trajectory.But there is not yet a check for tp into blocks, and still sometimes you could get shot. Might just going to look into
FallingPlayer
/Projectiles
for reference.Edit: hmm the it should be same as Projectiles but still strange, maybe later then.
the related code is here, but that is spaghetti anyway. you might want to give time the sin/cos since I think it might be a bit long.
if (dodgeMode.get() == "HorizontalTp") { mc.thePlayer.setPosition(mc.thePlayer.posX + Math.sin(Math.toRadians(rot.yaw)), mc.thePlayer.posY, mc.thePlayer.posZ + Math.cos(Math.toRadians(rot.yaw))) dodging = null return } if (dodgeMode.get() == "HorizontalMotion") { mc.thePlayer.motionX = Math.sin(Math.toRadians(rot.yaw)) // * 0.5 // or something like that mc.thePlayer.motionZ = Math.cos(Math.toRadians(rot.yaw)) dodging = null return }
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@commandblock2 the code didn't work for me, idk why. Nothing happens to the player after selecting any "horizontal" module.
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@asd-dsa
quite weird, works on my machine. But usually in this case you can look into the logs to see if the script is spamming exception. The log should be at .minecraft/logs/latest.log
Idk if it only works on my build.
Edit: the snippet I posted in the last post was only to tell you what the new code is for, still recommended to pull the full script from github. This what has been changed actually. -
@commandblock2 yes, it's spamming this
[12:32:09] [Client thread/ERROR]: [ScriptAPI] Exception in module 'ProjectilesPlus'! java.lang.ClassCastException: Cannot cast net.minecraft.util.AxisAlignedBB to net.ccbluex.liquidbounce.api.minecraft.util.IAxisAlignedBB at java.lang.invoke.MethodHandleImpl.newClassCastException(MethodHandleImpl.java:361) ~[?:1.8.0_51] at java.lang.invoke.MethodHandleImpl.castReference(MethodHandleImpl.java:356) ~[?:1.8.0_51] at jdk.nashorn.internal.scripts.Script$Recompilation$2483$6053A$\^eval\_.onRender3D(<eval>:170) ~[?:?] at jdk.nashorn.internal.scripts.Script$Recompilation$2482$1245A$\^eval\_.registerModule#L:19#L:26(<eval>:26) ~[?:?] at jdk.nashorn.internal.runtime.ScriptFunctionData.invoke(ScriptFunctionData.java:639) ~[ScriptFunctionData.class:?] at jdk.nashorn.internal.runtime.ScriptFunction.invoke(ScriptFunction.java:494) ~[ScriptFunction.class:?] at jdk.nashorn.internal.runtime.ScriptRuntime.apply(ScriptRuntime.java:393) ~[ScriptRuntime.class:?] at jdk.nashorn.api.scripting.ScriptObjectMirror.call(ScriptObjectMirror.java:117) ~[ScriptObjectMirror.class:?] at net.ccbluex.liquidbounce.script.api.ScriptModule.callEvent(ScriptModule.kt:131) [ScriptModule.class:?] at net.ccbluex.liquidbounce.script.api.ScriptModule.onRender3D(ScriptModule.kt:83) [ScriptModule.class:?] at sun.reflect.GeneratedMethodAccessor65.invoke(Unknown Source) ~[?:?] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_51] at java.lang.reflect.Method.invoke(Method.java:497) ~[?:1.8.0_51] at net.ccbluex.liquidbounce.event.EventManager.callEvent(EventManager.kt:59) [EventManager.class:?] at net.minecraft.client.renderer.EntityRenderer.handler$renderWorldPass$zbn000(EntityRenderer.java:3101) [bfk.class:?] at net.minecraft.client.renderer.EntityRenderer.func_175068_a(EntityRenderer.java:1928) [bfk.class:?] at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1580) [bfk.class:?] at net.minecraft.client.renderer.EntityRenderer.func_181560_a(EntityRenderer.java:1372) [bfk.class:?] at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1051) [ave.class:?] at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:349) [ave.class:?] at net.minecraft.client.main.Main.main(SourceFile:124) [Main.class:?] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_51] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_51] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_51] at java.lang.reflect.Method.invoke(Method.java:497) ~[?:1.8.0_51] at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.12.jar:?] at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.12.jar:?]
Edit: yes, I used whole code from github, not the snippet
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@asd-dsa
I see, the version you used is the cross version. The script was designed for none cross version 1.8. Quite surprising it was still working with other mode. If you want to use that you might need to have extra modification since the cross version has some changes in scriptAPI.
Edit: But according to this exception, it seemed to be the one in render3D which should cause the whole script (anymode and the prediction) to break
Edit: nvm I was dumb this exception shouldn't affect might be other exception -
@commandblock2 I was on LB b73 version. I changed to b72 back and now it's working perfectly.
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@commandblock2 I did some tests and noticed that if arrow trajectory is parallel to Z axis it will teleport player to the left and right at the same time. It looks like the player rolls right and left very quickly and it causes setback. Additionally, if the arrow's trajectory is at an angle of 45 degrees to the X or Z axis, the script will teleport the player parallel to the arrow's trajectory instead of perpendicularly. Idk if it is caused by my version or what, I have stable b72 now.
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@allah-gaming Just because Marco gave them permission to do it and will not take action, doesn't mean it doesn't violate the GPL. Unless he licensed LiquidBounce to them under another license, it's still a violation and he could take action if he wanted to.
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@cancer said in [Request] Arrow avoidance script (like Enderman):
@allah-gaming Just because Marco gave them permission to do it and will not take action, doesn't mean it doesn't violate the GPL. Unless he licensed LiquidBounce to them under another license, it's still a violation and he could take action if he wanted to.
but yeah marco doesn't care and no one cares
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@allah-gaming I know. I still point it out since I believe that software is better when it's free. Remember the updates LB got when it was licensed under the GPL?