Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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I know about the /getpos command and about the "m" event, but they don't give me the player's current position, just the position during their last movement.
What this means in practice:
A player at 50,50 start's moving right (meaning second number would increase). /getpos and "m" will return 50,50.
Though, say 5 seconds later and the player still hasn't released the 'd'- or right arrow-key. /getpos and "m" STILL return 50,50, instead of, say, 50,500!
Is there any way to catch the exact position?
I know that the "m" event also returns the movement speed and all kind of information so technically I could calculate by the length the player has been pressing where he'd be, etc.
Though using this method isn't preferable since... Well... It's hard... As is there something that this method won't cover: falling and gravity changes.
And really, having to read the entire world and try to simulate the player's movement in a 'duplicate' of that world is just going WAY too far for me! (And I think Processor wouldn't enjoy trying to figure that out either)
So yeah, is there, with how EE is currently made, any way to receive the ACTUAL position of a player?
If not I'm going to make a suggestion to implement this feature, and backing me up would be much appreciated...
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I skimmed your post (so I might be wrong); this is what you might be looking for: https://github.com/ThyChief/eephysics
It gets the x and y position at any time interval t, even if the last movement command was sent x seconds ago.
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I skimmed your post (so I might be wrong); this is what you might be looking for: https://github.com/ThyChief/eephysics
It gets the x and y position at any time interval t, even if the last movement command was sent x seconds ago.
As I said in my post: Would this also reflect gravitational changes/teleporting/falling off a cliff?
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As I said in my post: Would this also reflect gravitational changes/teleporting/falling off a cliff?
Everything except gravitational changes (and newer things in version 190.) From the commits, it looks like those are being implemented. Otherwise it'd be correct most of the time.
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I skimmed your post (so I might be wrong); this is what you might be looking for: https://github.com/ThyChief/eephysics
It gets the x and y position at any time interval t, even if the last movement command was sent x seconds ago.
Do you perhaps have a little tutorial on how to use that thing..? After looking at the functions' base I don't really have a clue still...
den3107 wrote:As I said in my post: Would this also reflect gravitational changes/teleporting/falling off a cliff?
Everything except gravitational changes (and newer things in version 190.) From the commits, it looks like those are being implemented. Otherwise it'd be correct most of the time.
After taking a look it seems rather up to date...
I assume gravitational changes would include that it doesn't cover movements over dots (no gravity)?
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Do you perhaps have a little tutorial on how to use that thing..? After looking at the functions' base I don't really have a clue still...
This might help: https://github.com/cap9/EEPhysics/wiki (I've also had a few problems, sometimes it works sometimes it doesn't. I assume it's my implementation though.)
Also this is the correct repo: https://github.com/cap9/EEPhysics/ (I gave you the fork by accident.)
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den3107 wrote:Do you perhaps have a little tutorial on how to use that thing..? After looking at the functions' base I don't really have a clue still...
This might help: https://github.com/cap9/EEPhysics/wiki (I've also had a few problems, sometimes it works sometimes it doesn't. I assume it's my implementation though.)
Also this is the correct repo: https://github.com/cap9/EEPhysics/ (I gave you the fork by accident.)
Thanks for the help.
Still posted the suggestion that /getpos would result into receiving the actual position, just would make stuff much easier and reduce flaw frequency...
In case you'd wish to support it, here is the link to the card:
https://trello.com/c/JffUpGYB/261-getpo … l-position
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Still posted the suggestion that /getpos would result into receiving the actual position, just would make stuff much easier and reduce flaw frequency...
Position is calculated client side. Doing it server side might increase GREATLY the loads on the servers. So this command might be too annoying to add for them to do it.
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den3107 wrote:Still posted the suggestion that /getpos would result into receiving the actual position, just would make stuff much easier and reduce flaw frequency...
Position is calculated client side. Doing it server side might increase GREATLY the loads on the servers. So this command might be too annoying to add for them to do it.
I assume the minimap is then also processed client side...
Isn't it possible for the server to request the position from the client and then send those coordinates back? (Or make the command get the local data directly)
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den3107 wrote:Do you perhaps have a little tutorial on how to use that thing..? After looking at the functions' base I don't really have a clue still...
This might help: https://github.com/cap9/EEPhysics/wiki (I've also had a few problems, sometimes it works sometimes it doesn't. I assume it's my implementation though.)
Also this is the correct repo: https://github.com/cap9/EEPhysics/ (I gave you the fork by accident.)
Sadly, EEPhysics doesn't really like to be installed...
I added it through NuGet and added the reference.
Though when I run my bot it can't find EEPhysics.pdb.
Message:
EEPhysics.pdb contains the debug information required to find the source for the module EEPhysics.dll
It tries to find EEPhysics.pdb in the folder
C:\Users\Public\Documents\EEPhysics\EEPhysics\obj\Release\EEPhysics.pdb
Though I don't even have the folder
C:\Users\Public\Documents\EEPhysics\
Would you perhaps know what I've done wrong or another way to 'install' it without NuGet?
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