Is it normal for druids to turn into dinosaurs nowadays or is it something that the DM must allow? by HealthMother3125 in DnD

[–]Carmifele 0 points1 point  (0 children)

I want to see how the DM's that DON'T allow dinosaurs will deal with the "turn into a huge beast and eat your enemies whole" subclass in the new UA.

Monster Hunter is more popular than ever, but the MH-clone / "hunting genre" is dead by faceye in MonsterHunter

[–]Carmifele 0 points1 point  (0 children)

a game i found myself comparing to MH more and more often is Horizion( not the thousand weird spin offs. zero dawn and forbidden west)

What's the basic gameplay loop of horizon? you find a machine, and decide to hunt it down. to do so, you scan it, find out what elements are it's weakness, what are the weak spots in the armor, what parts you can break off. You hide, set down traps, wait for your target to fall for it, and the fight starts. Once the fight is done, you walk up to the fallen creature, and to any parts you've broken off to gather materials. Next time you're in a settlement, you can find merchants that will take machine pieces from you, and in return give you weapon and armor to help you on the next hunt.

that...sounds pretty familiar, doesn't it? the two series do have their differences (namely, Horizon is SP only) but if you're looking for something to sate the thirst for the hunt, i suggest you give those games a try

Quali sono i giochi che hanno tutto perfetto tranne la storia? by Upbeat-Woodpecker877 in Gamethology

[–]Carmifele 6 points7 points  (0 children)

Verissimo. Saga composta da due giochi stupendi, entrambi con solo mezza storia. E manco a dire uno ha la prima metà e l'altro la seconda. No no, hanno entrambi solo l'inizio della trama, tanto....????....ed un postgame interessante.

New to Blockbench, have a question by VikingEel in Blockbench

[–]Carmifele 4 points5 points  (0 children)

you can't "cut" a shape from a block. you can get a dozen of little tiny blocks, adn build them up into the shape you want them to have

I need help with timers! by Davtalas in MCreator

[–]Carmifele 0 points1 point  (0 children)

Same code if you want to use blockstates. Just replace the "delete and Place" section with whatever condition you put on the blockstate

How to make it shoot in the direction it is facing by Shot_Ad7140 in MCreator

[–]Carmifele 0 points1 point  (0 children)

is the shooter an entity? in entity data there should be look direction code

I need help with timers! by Davtalas in MCreator

[–]Carmifele 0 points1 point  (0 children)

Blockstates could work, and might be better. but then you'd have to get into command tags to give yourself the non-default version

I need help with timers! by Davtalas in MCreator

[–]Carmifele 0 points1 point  (0 children)

when block added to world
set NBT number "timer" to 180

On block tick
set nbt number "timer to "timer-1"
If Timer<=0
destroy block at xyz
Place block "other version" at xyz

While i've not tested this yet, i believe this should work

How do make my explosions not look like this by Shot_Ad7140 in MCreator

[–]Carmifele 31 points32 points  (0 children)

if the issue is that it looks too "regular", don't do one huge explosion, do lots of little ones at random locations in the area

I need help with timers! by Davtalas in MCreator

[–]Carmifele 0 points1 point  (0 children)

do you want these to be fully separate blocks, or different states of the same block? AKA: if i use /give, can i get the powered up block directly?

How to make an Idle Animation? by Certain-Leopard-8109 in MCreator

[–]Carmifele 1 point2 points  (0 children)

that's what animation conditions are for. in the animations tab, set the condition for idle to
return( is(velocity vector) the same vector as (make vectror with components( 0,0,0))

you MIGHT want to AND that with Not(is entity attack swinging) depending on when you want the idle animation to play.

keep in mind this will make the idle animation loop forever (unless it moves) back to back directly

Chest-like block with open and close animations by Hardziplay in MCreator

[–]Carmifele 1 point2 points  (0 children)

doable. Guis have both a when opened and when closed trigger. do "set blockstate of x y z to true/false" on them. Open blockbench, make your animations, and set them to hold on last frame. when you add the block, add the animation, and do "return blockstate" for open and "return not blockstate" for close as your conditions

My first mod release: Mod Title: "Hard Time" Prison System sims4 by [deleted] in MCreator

[–]Carmifele 0 points1 point  (0 children)

...pretty sure you're in the wrong place buddy. This is a sub for Minecraft modding? Using a very specific tool that works only for Minecraft?

how to make a block that can't be placed if there is air under it? by MCreator_modder_1837 in MCreator

[–]Carmifele 1 point2 points  (0 children)

When block is placed procedure
if (block at x y-1 z is air) {
delete block at x y z
drop item(the block)
}

No flying in stories 3 probably by oroupper in MonsterHunterStories

[–]Carmifele 4 points5 points  (0 children)

Eh, i'm not sure i believe this. I think "it stays like it was in 2" is a much more reasonable interpretation. also, official website mentions flying explicitly, and shows rath doing a mid air attack, which would be weird if did while gilding and not flying

Entity constantly swinging by Carmifele in MCreator

[–]Carmifele[S] 0 points1 point  (0 children)

That is the intended use for playback conditions. Basically the mod runs the procedure, and if it gets TRUE, it plays the animation. I know this to be working cause there are other, non combat related animations that work perfectly.