well me and a few mates are making a space server [useing bspace] we dont want to use spout but we want to try a get a plugin that allows moon jumps and slower falling in our space world. if anyone knows of such a plugin it would be a big help thanks in advance flamemic [ps if it hasn't already been done why not because bspace is popular enough right?]
There are things (like this) that don't require Spout... I don't mind advocation, but when every plugin request I see says "Use spout.", it just becomes annoying.
@steaks4uce i agree and plus it spout messes up my mates computers so we can't use it...even if we wanted to
Spout can't screw up someone's computer. Don't put lies out there saying "SPOUT SCREWS PEOPLE UP" because it isn't true. If I can get Spout to run a Windows 98 computer with only 512 MB of ram, P3, I think it doesn't screw up people's computer. Anyways, Spout would look like the only option, since it has an extensive API.
well when he uses it always crashes then spout won't even start up till he uses normal mine craft [same on both computers] [edited for spelling mistakes]
You _could_ use Vectors, but it'll be challenging to keep it realistic. It'll be choppy, but it would work for Anti.
You obviously haven't used vectors before, they are your players and entities movement, they are not choppy.
You could try editing the y-vector in every tick or so, but it'd take some work to keep it efficient. He may be talking about the choppiness from the client trying to maintain normal gravity. Either way, it's all about experimentation. I don't think we have an entity-other-than-player move event though. Perhaps one could get away with increasing jump height and reducing fall damage?
We all know it can easily be coded, but whether or not it is efficient is important. With a good amount of players, the PlayerMove event could fire almost as often as BlockFromTo. And you'd still need to address how the client will experience the decreased fall acceleration. Even if the server were sending packets every second, the client will still use normal acceleration between each vector update.
Except a vector isn't something you continuously send to the client, it has nothing to do with packets, and isn't something that is constantly changing.
Depends on how your measuring it, in this case, their would be little need to get the velocity, just set the velocity.
Bukkit measures it, and to edit gravity, you'd need to set the velocity relative to the player's original velocity. Thus you need to get before you set. Unless of course you don't want to edit acceleration but rather just set initial upward jump speed. In that case, yes it'd be extremely simple as all you need to do is set the Y-velocity vector to something positive. I suppose what really matters is amount of physics someone would want involved from this plugin.
Vanilla Minecraft and Spoutcraft are not connected unless he manually installed Spoutcraft to his .minecraft folder. If he's crashing, then he's likely done something wrong or modded the client with other client mods. Logs from .spoutcraft/logs are always useful to report as well.
The way I could see this happening while the devs fight about how to do it using zombe mod with god mode... XD Not the flying part the jump increaser.. (Temp fix until you get this sorted out?)
no...zombe is a client-side mod, you can't do stuff like that on the server! and it's nothing to sort out, it's literally one line in spout to make the environment like the moon...or you could mess with velocity, which will look horrible! (which is why there are no fly mods for bukkit)