I have REAL? spawned entity and i want to hide it from player not entity created from packets
You need To use THE delete packet then
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I have REAL? spawned entity and i want to hide it from player not entity created from packets
You need To use THE delete packet then
easy to say ;p packets are hard to understand
The packet you’ll want to use is play_server_entity_destroy (https://github.com/dmulloy2/PacketW...etwrapper/WrapperPlayServerEntityDestroy.java, this is for 1.12 so for earlier versions like 1.8 it could be different), the usage should be something like the following:I have REAL? spawned entity and i want to hide it from player not entity created from packets
set {_packet} to new play_server_entity_destroy packet
set {_entity}’s world pentity array 0 of {_packet} to {_entity} #pentity array 0 is the packet field representing the entities to be despawned, so you can also use a list of entities here
send packet {_packet} to {_player}
you can use them as normalGood evening,
It is not possible to use conditions in async mode?
Are you trying to return a value? This is an issue of skript, not MundoSK. Skript's functions don't properly work with asynchronous effects. You can use skquery functions if you need to use asynchronous effects, although skquery functions are a bit more annoying to work withGood evening,
He seems to see some problems there when used in a function, I would give you an example tomorrow I'm exhausted my bed awaits me ^^
function test(b:block):
async:
if {_b} = iron_ore:
add 1 to {var}
Update to MundoSK-BETA.10.22, and in the config, change the border syntax option to true. If you use the ‘size of %world%’ border size syntax of MundoSK anywhere in your scripts you will also need to change that to ‘diameter of %world%’.Hey! So on the latest dev build-32/bensku, running MundoSK-BETA 10.19 and protocolLib 4.3, I get this error spammed: https://pastebin.com/1yAJnHH6
Not sure if it affects anything yet, but it is quite spammy lol, happens every few seconds.
on chunk generate:
set {_chunk} to "%event-chunk%"
replace all "chunk", " ", "(", ")", "of" and "%event-world%" in {_chunk} with ""
set {_chunk::*} to {_chunk} split at ","
broadcast "%{_chunk::*}%"
set {_biome} to biome at {_chunk::1}, {_chunk::2} in grid %biomegrid%
Biomegrids are essentially grids representing the layout of biomes in a chunk (a grid of a layer of blocks in the chunk with a biome in each spot in the grid). They are used during the generation of chunks, and are (as far as I know) useless and not present anywhere after a chunk has been generated. So unless you are trying to change the biome while the chunk is being generated (which would mean that you are writing a custom generator) biomegrids are not useful in any way.Using MundoSK, how would I go about replacing Biomes (when they are Generated) with another biome?
I feel like I was making good progress until I came across this syntax:
More specifically, the %biomegrid%:
My question: What is a Biomegrid and how can I go about detecting the biome in the chunk-coordinates, then replacing that chunk's biome with another?
Example: When an Ocean Biome is Generated, I want it to replace the Ocean with a Forest.
This is the code I've come up with so far:
code_language.skript:on chunk generate: set {_chunk} to "%event-chunk%" replace all "chunk", " ", "(", ")", "of" and "%event-world%" in {_chunk} with "" set {_chunk::*} to {_chunk} split at "," broadcast "%{_chunk::*}%" set {_biome} to biome at {_chunk::1}, {_chunk::2} in grid %biomegrid%
Thanks if you can help
set {_location}’s biome to {_biome}
I don’t speak French (I think that’s French) but I Google Translated it and this is what I got:Bonsoir,
Comment trouver les sorties de mundosk?
Juste comme ici:
https://github.com/Tuke-Nuke/TuSKe/releases
Biomegrids are essentially grids representing the layout of biomes in a chunk (a grid of a layer of blocks in the chunk with a biome in each spot in the grid). They are used during the generation of chunks, and are (as far as I know) useless and not present anywhere after a chunk has been generated. So unless you are trying to change the biome while the chunk is being generated (which would mean that you are writing a custom generator) biomegrids are not useful in any way.
Setting the biome at a location is just setting the biome expression contained in Skript:
So to set the biome of a whole chunk, it’s just looping all of the locations in any layer of the chunk and setting the biome.
this isn't really within the scope of Mundo unless tlat wants to add itOkay cool. Another question (since you seem to know a little bit more about it than I do), how would I go about "removing a biome from the biome pool" (Biome-Pool as in a list of biomes), so I can make it certain biomes do not generate? I was reading around and I something on spigot semi-similar to what I'm talking about here.
Thanks for your help.
He's saying "here" as in on this resource page.Really sorry, I wrote in French x)
Yeah, that's what I'm asking you, you forgot the "here" link.
This is a small update, just a couple of additions:
Documentation
WebSocketState and PlayerLoginResult are now known as WebSocket State and Player Login Result respectively in the documentation.
Conditions
Many of MundoSK's conditions that did not already have this, now have syntax for negated versions. For some syntaxes, this is just having `isn't` in addition to `is`, while others have...