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set is visible of {_s} to true
set show base plate of {_s} to false
set has gravity of {_s} to false
set show arms of {_s} to true
What Grin said.Function/events of Armorstand is gone?
code_language.skript:set is visible of {_s} to true set show base plate of {_s} to false set has gravity of {_s} to false set show arms of {_s} to true
is just give me evertime "Can't understand this condition" .. .:/
Version: 3.2BETA
I want retro too.That syntax is from Umbaska2
now you need Retro module but it's still in development
command /evar:
trigger:
set {_e} to targeted entity
clear entity from {_e}
That'll be coming soon in the Retro Module (just need to finish stuff up).Should the "Entity from Variable" expression still be working? It's currently not registering for me on v3.3. Here's my test script:
Results in the standard "Can't understand this condition/effect" error.code_language.skript:command /evar: trigger: set {_e} to targeted entity clear entity from {_e}
That'll be coming soon in the Retro Module (just need to finish stuff up).
It's @BaeFellHi @nfell2009!
Thank you for your job on Umbaska 3!
But I have a problem...
I would like to delete skRayFall which is no longer supported, so I would like to create hologram with Umbaska (I get HolographicDisplay). But, all syntaxes don't works! What can I do?
Another problem, before I could write " if name of items within entity contains "Example": ", but no more today :/
Any idea to workaround this?
Thank you for help!
Oops! The way of before...
on inventory click:
if cursor item is a paper:
There is module specific documentation on umbaska.co.uk. For Umbaska 2, it's on skUnity.Is the Documentation on the umbaska website (leads to skunity) complete? If not where can i find such a documentation?
↑
Function/events of Armorstand is gone?
Code (Skript):
is just give me evertime "Can't understand this condition" .. .:/
- set is visible of {_s} to true
- set show base plate of {_s} to false
- set has gravity of {_s} to false
- set show arms of {_s} to true
Version: 3.2BETA
Click to expand...
What Grin said.
However (@Grin), I do have good news! The Retro Module is very close to completion
command /chunkgen:
permission: *
trigger:
# if {chunkgen} is not set:
set {_loc} to location of player
load chunk at {_loc}
generate chunk at {_loc}
#Effects:
(0¦load|1¦unload) chunk %chunk%
#Expressions:
chunk %number%, %number% [in %world%]
chunks [from] %number%, %number% to %number%, %number% [in %world%]
block %number%, %number%, %number% (of|in) %chunk%
(0¦layer %-number%|1¦top|2¦bottom|3¦sea level) (0¦south|4¦north)(0¦east|8¦west) (0¦center|16¦corner) of %chunk%
[all] blocks (of|in) %chunk%
blocks [from] %number%, %number%, %number% to %number%, %number%, %number% (of|in) %chunk%
(0¦layer %-number%|1¦top|2¦bottom|3¦sea level) (of|in) %chunk%
[from] (0¦layer %-number%|1¦top|2¦bottom|3¦sea level) to (0¦layer %-number%|4¦top|8¦bottom|12¦sea level) (of|in) %chunk%
layers [from] %number% to %number% (of|in) %chunk%
%chunk% is slimey