Fuse Entities

Started by tetch_wolf on

Topic category: Advanced modding

Last seen on 23:53, 23. Apr 2024
Joined Mar 2019
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Fuse Entities

Hello

It's me again

so, about my mod, everything is going well, but I need help with a procedure, I want that when two specific entities collide they disappear and a new entity appears

can someone explain to me (with prints) why i use the translator, so i can't understand it properly

 

thx :3

Last seen on 12:46, 17. Aug 2022
Joined Aug 2019
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If you still need help with…
Thu, 02/03/2022 - 14:14

If you still need help with this I've found out a way to do it.
How I did it was have an on entity tick procedure on entity 1 then have it check if entity 2 exists in a 1 square radius

then I just have it despawn both components and spawn the fusion.

The wait 100 ticks block isn't required to make it work but I added it because my entities start fused and act as a boss so I don't want them refusing immediately after being defused.