Does anyone know how to fix this weird jittering motion on armour stands when it goes through blocks? Trying to make an animation for my treasure boxes (ik its a copy of hypixel). Video under code of the bug
Code:
set {boxused.%{boxusedloc.%arg-2%}%} to "true"
add -1 to {box.%arg-1%.%arg-2%}
set {_loc} to {boxlocation.%arg-2%}
set {_test} to {_loc}
add -1.5 to y-coord of {_test}
spawn an armour stand at {_test}
set {_box} to last spawned entity
set noclip state of {_box} to true
set gravity of {_box} to false
set visible of {_box} to false
set base plate of {_box} to false
equip {_box} with ender chest
wait 1 tick
make console execute command "jingle %arg-2%"
loop 72 times:
wait 1 tick
add 5 to yaw of {_test}
add 0.05 to y-coord of {_test}
teleport {_box} to {_test}
set {_lox2} to location at {_box}'s head
drawDot count 3, particle "critmagic", speed 0, XYZ 0.2, 0.2, 0.2, center {_lox2}, rainbowMode false, visibleRange 320, pulseDelay 0, keepFor 1 ticks
drawDot count 1, particle "fireworkspark", RGB 0, 0, 0, center {_lox2}, rainbowMode false, visibleRange 320, pulseDelay 0, keepFor 1 ticks
set {_lox2} to location at {_box}'s head
add 0.7 to y-coord of {_lox2}
drawDot count 100, particle "enchantmenttable", speed 3, XYZ 0, 0, 0, center {_lox2}, rainbowMode false, visibleRange 320, pulseDelay 0, keepFor 1 ticks
loop 6 times:
wait 3 ticks
play raw sound "fireworks.twinkle" at location of {_lox2} with pitch 1 volume 1.1
wait 1.1 seconds
add -0.7 to y-coord of {_lox2}
play raw sound "random.explode" at location of {_lox2} with pitch 1 volume 1.1
drawDot count 100, particle "flame", speed 0.7, XYZ 0, 0, 0, center {_lox2}, rainbowMode false, visibleRange 320, pulseDelay 0, keepFor 1 ticks
drawDot count 20, particle "lava", speed 1, XYZ 0, 0, 0, center {_lox2}, rainbowMode false, visibleRange 320, pulseDelay 0, keepFor 1 ticks
wait 2 seconds
make console execute command "getprize %arg-1% %arg-2%"
wait 1 tick
if {particlerarity.%player%} is "&4Mythical":
drawComplexCircle particle "redstone", speed 1, RGB 255, 0, 0, center {_lox2}, id "trboxpart-%player%", rainbowMode false, randomRotation false, radius 0.5, density 45, start 60, visibleRange 360, disX 0, disY -1.2, disZ 0
if {particlerarity.%player%} is "&6Legendary":
drawComplexCircle particle "redstone", speed 1, RGB 255, 165, 0, center {_lox2}, id "trboxpart-%player%", rainbowMode false, randomRotation false, radius 0.5, density 45, start 60, visibleRange 360, disX 0, disY -1.2, disZ 0
if {particlerarity.%player%} is "&5Epic":
drawComplexCircle particle "redstone", speed 1, RGB 255, 0, 255, center {_lox2}, id "trboxpart-%player%", rainbowMode false, randomRotation false, radius 0.5, density 45, start 60, visibleRange 360, disX 0, disY -1.2, disZ 0
if {particlerarity.%player%} is "&9Rare":
drawComplexCircle particle "redstone", speed 1, RGB 92, 73, 255, center {_lox2}, id "trboxpart-%player%", rainbowMode false, randomRotation false, radius 0.5, density 45, start 60, visibleRange 360, disX 0, disY -1.2, disZ 0
if {particlerarity.%player%} is "&2Uncommon":
drawComplexCircle particle "redstone", speed 1, RGB 0, 142, 2, center {_lox2}, id "trboxpart-%player%", rainbowMode false, randomRotation false, radius 0.5, density 45, start 60, visibleRange 360, disX 0, disY -1.2, disZ 0
if {particlerarity.%player%} is "&aCommon":
drawComplexCircle particle "redstone", speed 1, RGB 0, 255, 0, center {_lox2}, id "trboxpart-%player%", rainbowMode false, randomRotation false, radius 0.5, density 45, start 60, visibleRange 360, disX 0, disY -1.2, disZ 0
loop 60 times:
wait 2 ticks
drawDot count 1, particle "cloud", speed 0, XYZ 0.2, 0.2, 0.2, center {_lox2}, rainbowMode false, visibleRange 320, pulseDelay 0, keepFor 1 ticks
set {boxused.%{boxusedloc.%arg-2%}%} to "false"
stopEffect id "trboxpart-%player%"
add -1000 to y-coord of {_lox2}
teleport {_box} to {_lox2}
set gravity of {_box} to true
set visible of {_box} to true
set base plate of {_box} to true
Last edited: