... | ... | @@ -41,20 +41,20 @@ This will add an `attack` state to the specified model, and gives it 3 ticks to |
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## MountModel
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If the model has driver/passenger bones, mount entities to those bones.
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| Attribute | Aliases | Description | Default |
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|:---:|:---:|---|:---:|
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| driver | d, drive | Is this mechanic mounting a driver | true |
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| force | f | Should the target be forced to mount on the bone<br>Driver: dismount the original driver and mount the target<br>Passenger: find a seat with the least passengers and mount the target | false |
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| autodismount | ad | If the target is already mounted on another seat, should the target dismount from the old seat and mount on the new seat | false |
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| damagemount | dmg | Can the mounted entity damage the mount | false |
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| mode | m | What mount mode should the mounted entity use<br>**Walking**: WASD ground controller<br>**Flying**: WASD-Sneak-Jump aerial controller (jump to ascend, shift to descend, shift while mount on ground to dismount)<br>**Flying_v16**: WASD-Pitch-Jump aerial controller for 1.16 (look up + space to ascend, look down + space to descend)<br>**Force_Walking**: Same as Walking, but mounted entity cannot dismount<br>**Force_Flying**: Same as Flying, but mounted entity cannot dismount | walking |
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| modelid | mid, model | Not Driver: The model ID of the passenger bones. | |
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| pbone | p | Not Driver: A list of seats searched when mounting entities<br>Format: pbone=seat1,seat2,seat3<br>If force is not enabled, this will fill all the seats until no more passengers can be mounted. | |
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| Attribute | Aliases | Description | Default |
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|:---------:|:----------:|--------------------------------------------------------------------|:--------:|
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| driver | d, drive | Is this mechanic mounting a driver | true |
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| force | f | Should the target be forced to mount on the bone<br>Driver: dismount the original driver and mount the target<br>Passenger: find a seat with the least passengers and mount the target | false |
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| autodismount | ad | If the target is already mounted on another seat, should the target dismount from the old seat and mount on the new seat | false |
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| damagemount | dmg | Can the mounted entity damage the mount | false |
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| mode | m | What mount mode should the mounted entity use<br>`Walking`: WASD ground controller<br>`Flying`: WASD-Sneak-Jump aerial controller (jump to ascend, shift to descend, shift while mount on ground to dismount)<br>`Flying_v16`: WASD-Pitch-Jump aerial controller for 1.16 (look up + space to ascend, look down + space to descend)<br>`Force_Walking`: Same as Walking, but mounted entity cannot dismount<br>`Force_Flying`: Same as Flying, but mounted entity cannot dismount | walking |
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| modelid | mid, model | **Not Driver**: The model ID of the passenger bones. | |
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| pbone | p | **Not Driver**: A list of seats searched when mounting entities<br>Format: pbone=seat1,seat2,seat3<br>If force is not enabled, this will fill all the seats until no more passengers can be mounted. | |
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>Note: Minecraft 1.16 has a bug where player dismount happens client-sided, which means the server cannot intercept it. Hence, all force mode would not work for 1.16 clients, and must use flying_v16 for flying. For more information, read [MC-202202](https://bugs.mojang.com/browse/MC-202202).
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### Example
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`- mountmodel{mode=flying} @trigger ~onInteract`
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Mount the player to the mount point when right-clicked, and gives the player flying control. If there is already a driver, it will not do anything.
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`- mountmodel{driver=false;mode=force;pbone=seat1,seat2,seat3,seat4;dmg=true;mid=mymodel} @PIR{r=5} ~onDamaged`
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`- mountmodel{driver=false;mode=Force_Walking;pbone=seat1,seat2,seat3,seat4;dmg=true;mid=mymodel} @PIR{r=5} ~onDamaged`
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Mount 4 players within a 5 blocks radius to seat1-4 of the model "mymodel" when damaged. Players could not sneak to dismount, but they can hit the mount.
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***
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