I figured out how to accurately simulate low gravity

Started by SnailsAttack on Mon, 11/09/2020 - 22:42

Topic category: Mod showcase and discussion

Last seen on 10:11, 14. Apr 2021
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I figured out how to accurately simulate low gravity
Mon, 11/09/2020 - 22:42

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 18:12, 12. Apr 2021
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 16:01, 12. Apr 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 16:01, 12. Apr 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 00:23, 12. Apr 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