I figured out how to accurately simulate low gravity

Started by SnailsAttack on

Topic category: Mod showcase and discussion

Last seen on 15:49, 25. Mar 2024
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I figured out how to accurately simulate low gravity

The question of how to simulate low gravity is one which seems to be frequently asked and rarely answered. This is the procedure I used to do it:

On player tick update

Set [event/target entity] movement vector vx: [x velocity of[event/target entity]] vy: [y velocity of[event/target entity] + 0.05] vz: [z velocity of[event/target entity]]

If this is the wrong place for this thread, my apologies, but I figured it'd be good to post it somewhere on these forums so that people googling for help will be able to find it.

Last seen on 01:09, 29. Aug 2022
Joined Mar 2020
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Thank you. This will be…
Tue, 11/10/2020 - 14:39

Thank you. This will be useful

Last seen on 02:50, 1. Jun 2021
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Could you show an image of…
Tue, 03/02/2021 - 02:20

Could you show an image of the procedure? im kinda confused and i dont know how do do it right.

Last seen on 02:50, 1. Jun 2021
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Nevermind, got it to work!…
Tue, 03/02/2021 - 02:37

Nevermind, got it to work! only thing I would like to know, is how do i make it so the player stops drifting upwards when flying in creative?

Last seen on 21:18, 30. Jul 2021
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Maybe you can put an if…
Thu, 04/08/2021 - 00:28

Maybe you can put an if statement for the entire thing, making it so the code blocks only work when u r in survival