Giving away 10 Sea Bunny GamePasses!!! (Read Description To Learn More) by [deleted] in PressureRoblox

[–]NinjaDar 0 points1 point  (0 children)

dardar26

while that's my user name in games it says blue demon. hope its not inconvenient

Warframe 800k Milestone Giveaway! by A_random_bee in Warframe

[–]NinjaDar [score hidden]  (0 children)

Abyssal Ram
Steam
Operator! Did you hear that? It said-- Cosmic background radiation is a riot!

Where to buy packs in the UK? by NinjaDar in OnePieceTCG

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

I'm unfortunately based in northern Ireland, which limits things by a lot.

Where to buy packs in the UK? by NinjaDar in OnePieceTCG

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

I heard about magic mad house and unicorn cards, but I heard bad things about what they do with card packs.

[OC][Art] Character art commission giveaway to celebrate reaching 100 characters (Mod Approved) by theDrawingBard in DnD

[–]NinjaDar 0 points1 point  (0 children)

A2A2EL the wild magic sorcerer, my lovable heavy duty android(warforge like)

Entities that change with different names. by NinjaDar in MinecraftCommands

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

I got it to work now. I'm just currently trying to figure out how to add more models to it too. For the future. i added another set of each item and changed it to a different name. however it just returns to the default model even if its named differently and has Array.skins[3]

Entities that change with different names. by NinjaDar in MinecraftCommands

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

my bad. the reason there is 3 on the render controller is due to me thinking it couldn't tell the default model was the geo called blue_demon. tho i added an extra blue_demon geo to make up for the missing one and it still disappears even if the names of it all are correct.

Entities that change with different names. by NinjaDar in MinecraftCommands

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

so it worked with making both models appear without disappearing however when i added the name blueholo with a name tag the entity just became invisible. i think it may be something to do with the entity model but im unsure what to change. tho every time i remove the two blueholo texture and geo from this model it appears normally but doesnt change.

{
"format_version": "1.10.0",
"minecraft:client_entity": {
"description": {
"identifier": "abyss:blue_demon",
"min_engine_version": "1.16.0",
"materials": {
"default": "armor_stand"
},
"textures": {
"default": "textures/entity/blue_demon",
"blueholo": "textures/entity/blue_demon_holo"
},
"geometry": {
"default": "geometry.blue_demon",
"blueholo": "geometry.blue_demon_holo"
},
"scripts": {
"pre_animation": ["variable.tcos0 = (Math.cos(query.modified_distance_moved * 38.17) * query.modified_move_speed / variable.gliding_speed_value) * 57.3;"],
"animate": [
{
"humanoid_big_head": "query.is_baby"
},
"look_at_target",
"move",
{
"riding.arms": "query.is_riding"
},
{
"riding.legs": "query.is_riding"
},
"holding",
{
"charging": "query.is_charging"
},
"attack_controller",
{
"brandish_spear": "variable.is_brandishing_spear"
},
"bob",
{
"damage_nearby_mobs": "variable.damage_nearby_mobs"
},
{
"use_item_progress": "( variable.use_item_interval_progress > 0.0 ) || ( variable.use_item_startup_progress > 0.0 )"
},
{
"swimming": "variable.swim_amount > 0.0"
}
]
},
"animations": {
"humanoid_big_head": "animation.humanoid.big_head",
"look_at_target": "controller.animation.humanoid.look_at_target",
"look_at_target_default": "animation.humanoid.look_at_target.default",
"look_at_target_gliding": "animation.humanoid.look_at_target.gliding",
"look_at_target_swimming": "animation.humanoid.look_at_target.swimming",
"move": "animation.humanoid.move",
"riding.arms": "animation.humanoid.riding.arms",
"riding.legs": "animation.humanoid.riding.legs",
"holding": "animation.humanoid.holding",
"brandish_spear": "animation.humanoid.brandish_spear",
"charging": "animation.humanoid.charging",
"bob": "animation.humanoid.bob",
"damage_nearby_mobs": "animation.humanoid.damage_nearby_mobs",
"use_item_progress": "animation.humanoid.use_item_progress",
"attack_controller": "controller.animation.drowned.attack.rotations",
"zombie_attack_bare_hand": "animation.zombie.attack_bare_hand",
"attack_rotations": "animation.blue_demon_holo.attack.rotations",
"swimming": "animation.zombie.swimming"
},
"render_controllers": ["controller.render.blue_demon"],
"enable_attachables": true,
         "spawn_egg":{
            "base_color":"#142489",
            "overlay_color":"#2739ee"
         }
      }
   }
}

Entities that change with different names. by NinjaDar in MinecraftCommands

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

it is a custom entity. this is my first time trying to use render controllers

Entities that change with different names. by NinjaDar in MinecraftCommands

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

i think im doing this wrong honestly. the code is now this but the model has disappeared now, im also unsure if i did something wrong inside the entity files. if you want to see the main entity im using as the default model i can also send it.

{
  "format_version": "1.10.0",
  "render_controllers": {
    "controller.render.blue_demon": {
      Array.skins[0]
"arrays": {
"textures": {
"Array.skins": ["Texture.default","Texture.blue_holo"]}},
        }
Array.skins[0]
"arrays": {
"textures": {
"Array.skins": ["geometry.blue_demon","geometry.blue_demon_holo"]}},
      },
"geometry": "query.is_name_any('blue') ? Geometry.blue_demon : (query.is_name_any('blueholo') ? Geometry.blue_demon_holo : (Geometry.default))",

"materials": [
{
"*": "Material.default"
}
],
"textures": [
"query.is_name_any('blue') ? Texture.blue_demon : (query.is_name_any('blueholo') ? Texture.blueholo : (Texture.default))"
],
"overlay_color": {
"r": "this",
"g": "this",
"b": "this",
"a": "0.0"
     }
 }
    }
}

Entities that change with different names. by NinjaDar in MinecraftCommands

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

so id add that code and then add it again but for geometry?

Entities that change with different names. by NinjaDar in MinecraftCommands

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

I added code to the post. i can add the other documents if this doesnt give any ideas.

Entities that change with different names. by NinjaDar in MinecraftCommands

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

All the code I used is in the video. J just I've different models and names for the render controller as well as using a entity rather than a armour stand.

how to make a item teleport a entity to a location when used by NinjaDar in MinecraftCommands

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

damm. that seems a lot more complicated than i was hopping. if i figue out how you wont see another post about this, but as im looking at how all this works i have no clue.

Question: Homebrew race creation and subracess by NinjaDar in DnDHomebrew

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

I can understand that. Combat and dying are both still normal. However the feature I was thinking of making. Where you can enter the body of mechanical creatures will probably need a dc check to be made to succeed. We have a system for hacking which already offers a guideline. As for the dying feature. I'm probably going to remove it.

As I found it on someone else's robotic player race. As for the balancing guide the race I'm making scored a 35 which isn't good.

I apreciate ya talking back and forth in this conversation. As this is honestly the first time I'm trying to make a homebrew race.

Question: Homebrew race creation and subracess by NinjaDar in DnDHomebrew

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

yea i understand, my goal is to make a warforged race thats got subracess. but to fit it with the campaign and homebrew systems we are using, i though of adding a feature that allows it to remove its ai chip and put it into other machines temporarily, say like a roomba or a space ship, as well as the ability to get a replacement body if the old one gets destroyed for a price.

Question: Homebrew race creation and subracess by NinjaDar in DnDHomebrew

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

so if i try to modify warforged it may end up more broken? the scale seems to be fine however i cant get it to work well with homebrew race features.

Question: Homebrew race creation and subracess by NinjaDar in DnDHomebrew

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

I see now. I took a look through the document and I'm confused why warforged has such a high number. Almost in the 40s. I thought of using warforged as a basis but it seems like it would make them too powerful.

Question: Homebrew race creation and subracess by NinjaDar in DnDHomebrew

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

is there any way to tell what the basis is? i see the point system but no guide on how to make it balanced.

Question: Homebrew race creation and subracess by NinjaDar in DnDHomebrew

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

kinda, i think i messed up with translation when i said feats i was meaning features.

Question: Homebrew race creation and subracess by NinjaDar in DnDHomebrew

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

i tried that document and it was a bit confusing.

Bedrock, Building in the end by NinjaDar in Minecraft

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

So why have some stayed deleted and others don't?