KubeJS (Old)

KubeJS (Old)

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Add the ability for any entity to have the `Marker` attribute

NatSquared opened this issue ยท 5 comments

commented

Describe the feature

Armor Stands have a property called Marker which renders them intangible, removing their hitbox and causing all interactions/clicks to pass directly through them to the blocks or entities behind them. It would be useful for scripters to be able to programmatically apply this property to any entity (including players) with a new mutable boolean marker property of EntityJS

Additional info

No response

commented

This is unlikely to happen because most of the wrapper classes are getting removed in KubeJS 6, so improving them isnt a high priority.

And as for applying it to any entity, I think that is outside the scope of KubeJS. Mostly because I believe marker armour stands dont ever actually get sent to the client, they only exist on the server side, meaning some mods assumptions about entities existing both sides could be broken, and (based on my uninformed guess) it would require considerable modifications to MCs code to get working.

commented

Luckily markers do get sent to the client! Invisible ones can be seen in spectator mode, and markers without the Invisible tag get sent and are fully visible to normal players, but have a 0x0x0 hitbox

commented

According to the snapshot page they are not sent to clients.
Or are armour stands with the marker tag a completely different thing and Mojank just implemented the same thing twice?

commented

Yes, they saw the widespread use of Marker armor stands and added a new more efficient entity to handle it. Essentially yes, they implemented the same thing twice, but marker armor stands are visible
image

commented

I am going to close this as not planned, because its quite a big feature that I dont think many people would have a use for, and outside the scope of KubeJS, not to mention possible hell for mod compatibility.
I could definitely see another mod doing this through something like an nbt tag though.

As a jerry-rigged workaround you could kill the entity and store its data on an marker armour stand/marker entity, then re-summon it when needed, or give it levitation and no ai and 'store' it at some extreme value (like y: 2,000,000)