I'm creating a wizardry plugin for Minecraft, and I was wondering how you would get the entity that a player was looking at, I know that you would have to use a Vector, but I really am not familiar with them. Pretty much what I'm looking for is something like this:  public void entityLookingAt(Player p){     if(p.EntityLookingAt() instanceof Player){         p.sendMessage("You're looking at a player!");     } }
121697
I am currently making a mod for Minecraft but I have come to a stop because I am lacking in some knowledge. I need to get data for the entity I am looking at, which I believe requires the use vectors, something I don't really know how to use.   How would I achieve this? Some stuff that I think could help are mc.thePlayer.getLookVector() which returns the normalized vector of the user and mc.theWorld.loadedEntityList, which  is a List with all the loaded currently loaded entities.
102602
An enemy casts  to communicate with a player from far away. In this example, the player character doesn't know anything about the sending spell and he might think he is just hearing voices or going crazy. Another player casts  to scan the area. Can this player detect the presence of the telepathic message inside the first player's head as an evocation spell via detect magic?
98455
I noticed in Unity3D that each gameObject(entity) have its own renderer component, as far I understand, such component handle rendering logic.  I wonder if it is a common practice in entity/component based engines, when single entity have renderer components and logic components such as position, behavior altogether in one box?  Such approach sound odd to me, in my understanding entity itself belongs to logic part and shouldn't contain any render specific things inside.  With such approach it is impossible to swap renderers, it would require to rewrite all that customized renderers.  The way I would do it is, that entity would contain only logic specific components, like AI,transform,scripts plus reference to mesh, or sprite. Then some entity with Camera component would store all references to object that is visible to the camera. And in order to render all that stuff I would have to pass Camera reference to Renderer class and render all sprites,meshes of visible entities.  Is such approach somehow wrong?
83175
I found  post about how to do Crow's Foot ERM Diagrams with Tikz, but it looks strange because the entity is outside the frame. However, it worked.  Then I found  even nicer version and tried to combine it, but sadly I'm not able to find out why it doesn't work. I'm not able to print two entities side by side and connect them with a crow's foot wire. They always print over each other...  How can I have both the lines and the style?  \documentclass{article}  \usepackage{tikz} \usetikzlibrary{shapes.multipart} \usetikzlibrary{matrix} \usetikzlibrary{positioning} \usetikzlibrary{shadows} \usetikzlibrary{calc}  \tikzset{     entity/.code={         \tikzset{             rounded corners,                          name=#1,             inner sep=2pt,             every entity/.try,         }%         \def\entityname{#1}%     },     entity anchor/.style={matrix anchor=#1},     every entity/.style={             draw,     },     every property/.style={         inner xsep=0.20cm, inner ysep=0.075cm, anchor=west, text width=1.75in     } } \def\property#1{\node[name=\entityname-#1, every property/.try]{\propertysplit#1;};} \def\properties{\begingroup\catcode`\_=11\relax\processproperties} \def\processproperties#1{\endgroup%     \gdef\propertycode{}%     \foreach \p in {#1}{%     \expandafter\expandafter\expandafter\gdef\expandafter\expandafter\expandafter\propertycode%             \expandafter\expandafter\expandafter{\expandafter\propertycode\expandafter\property\expandafter{\p}\\}%     }%     \propertycode% } \def\propertysplit#1:#2;{#1:\hfill#2}  \def\entitynamenode{% \node[every entity name/.try] (\entityname-name) {\entityname}; \draw (\entityname-name.south west) -- (\entityname-name.south east); \\[1ex] } \tikzset{   every entity name/.style={every property/.try, align=center} } \begin{document} \begin{tikzpicture}[every node/.style={font=\ttfamily}, node distance=0.5in] \matrix (m1) [entity=Employee] {     \entitynamenode     \properties{         Username:,         Password :  varchar(255),                 Name :  varchar(255),         LastName :  varchar(255)     } }; \matrix (m2) [entity=Student] {     \entitynamenode     \properties{         Username:,         Password :  varchar(255),                 Name :  varchar(255),         LastName :  varchar(255)     } }; \draw [-&gt;] (m1) -- (m2); % &lt;-- it break's here... %\draw [one to omany] (Employee-Username:) to node[above]{label} (Student-Username:); \end{tikzpicture} \end{document}      Edit: this is a Crow's Foot Notation for visualizing IT Database structures:
2859
I have heard it was possible to change the names and lores of Minecraft items WITHOUT the use of third-party programs like MCEdit. Given the things that my friends have told me, and from the information gathered online, my guess is that, since Minecraft has started using JavaScript, /give @p 35 1 14 {name:"Red Wool",lore:"bob"}. Whenever I run this command block, all I get is a piece of Red Wool with no Lore, nor a name. I also get no errors in this process.
94668
When I first heard of , I originally thought it was quite a powerful cantrip that would allow the castor to sacrifice 1 attack in order to be granted insight into the target's elemental weaknesses and resistances. It reminded me of my first campaign when I walked into it at level 4 and felt lost hearing my DM state "your attack seems to have done nothing" even when I knew it was a hit.   However, I now realize that was a false understanding of the rules. As such, I was wondering:  Is there a spell, item, or other game feature that would give my character insight to an enemy's weaknesses and resistance?  I am curious about any possible solution that would let a group know why the arcane wizard is not taking any damage in the middle of a fight, for example.
14952
I'm looking for a way to create a permanent portal between two locations (on the same or on different planes, though the latter is more important), without using homebrew (UA is fine) or relying on DM adjudication.  The portal should be similar to the one created by the  spell, as in "one can simply walk through" - unlike permanent teleportation circles, which make it easy to travel to a specific place, but require you to cast the spell yourself first. I don't care if it looks like a portal from the Portal series, or if it's a magic tree. If it gets you from A to B, you can walk through, and don't have to cast a teleportation spell yourself first, it's fine.  Is there any spell, item, ability or other feature that allows regular player characters the creation of such a portal?  If there's nothing in 5e allowing this (maybe it's not possible for mortals since the Spellplague?), references to earlier versions are welcome.
96695
Using any minecraft command that requires a entity to run (like /tp /testfor and etc) requires a entity piece, you can do it with players using the playername, and you can do with @e, @r, @p and @a, providing arguments or not.  That is my question: What are all Minecraft selector arguments (in 1.8) The ones I currently know are score_scorename=value, score_scorename_min=value.
36308
In NetHack/Roguelikes you run across wands/rings/potions/etc. that you need to identify before you can know what they do.    Is there a safe or recommended way of handling these items without turning myself into a puddle of goo?
77324
Ok, so I have made a .tmx file for my first level, but I am unsure how I would load it into my game. Currently I am iterating through an internal array to set the blocks, but I need to know how to load the .tmx file into the code.  Here is my World.java:  import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import javax.imageio.ImageIO; import java.io.*;  class World {     Image ground;     Block[] blocks = new Block[46];     int map[][] = {             {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},             {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},             {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},             {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},             {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},             {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},             {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},             {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},             {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1},             {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},             {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},             {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},             {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},             {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1},             {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},             {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},             {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},             {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},             {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},             {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},             {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},             {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},         };     World() {         int enc = -1;         for (int i = 0; i &lt; map.length; i++) {             for (int j = 0; j &lt; map[i].length; j++) {                 if (map[i][j] == 1) {                     enc++;                     blocks[enc] = new Block(j * 32, i * 32, 32, 32, 1);                 } else if (map[i][j] == 2) {                     enc++;                     blocks[enc] = new Block(j * 32, i * 32, 32, 32, 2);                 }             }         }     } }
90601
Have been searching a couple of hours now just so I can find out how I can testfor a nearby player... One thing I noticed is that testfor doesn't even work anymore so whats the deal with that? I have been using /testfor @a[r=5] but yeah, not anymore...
43244
In Minecraft Java, I am creating many resource packs by myself (no studio or external resource) so, I want to ADD a new file/entity/element/items/etc. to the game to not replace an old item because EVERY item/effect/entity has SOME use in the game. In conclusion: how I can ADD [not replace] a file in the game and give it custom physical and mental properties?
2001
I'm trying to figure how I can get all the values inside an entity reference field  As shown in this image, I have an entity field called Target Participants(field_program_participants) with multiple values.    I have tried to output the values using node.field_program_participants.entity.label, but it only outputs one value.     How can I output all the values inside the field
62
Recently I've been messing around with making a few minigames, and have used a few plugins to help make it easier to create and run them. However, a newer one I'm making requires me to use the /summon command in order to spawn zombies. However, no matter what I put in, I can't spawn hostile mobs. All other entities still spawn perfectly fine. Strangely, the /spawnmob command which comes with Essentials can summon hostile mobs fine. I would rather use /summon since it's more customizable though. Here's a list of plugins I have installed.   Essentials EssentialsChat HolographicDisplays PermissionsEx setspawn [A plugin I have made, just a simple timer] Vault VoxelSniper WorldEdit WorldGuard   Please let me know if you have any ideas on what I'm doing incorrectly or isn't functioning the way it should.
76842
I want to make it so I always have 50 entities in an area. So when 1 dies/despawns/leaves the area I want it to detect that and summon in a new entity, and yes I do want them to die/despawn/leave the area so preventing those things is not an option.
73803
I have been trying to edit an entity's model in Minecraft. Is there any way to do this? I understand that Optifine can be used, but is there another way?  For example, say I wanted to remove the head of a zombie model. How could I do that?  I've tried to search the appdata folders, and have downloaded model makers, but don't know how to use them without Optifine. I would be fine using it, but I'm using update 1.14.
97031
How do i put potion effects on my sword? like in factions when you hit a player they get wither, poision, slowness, weakness, blindness, etc. ive looked on the internet for commands. i also tried to put factions on my multiplayer server and failed