Ayens
AAdmincraft
•Created by Ayens on 8/9/2023 in #questions
DX DY DZ with Bounding Boxes
To clear it up a bit more:
These two codes overlap with an entity, they're hooked with comparators that activate a piston:
testfor @e[x=-864,y=-64,z=-768,dx=175,dy=264,dz=127]
testfor @e[x=-864,y=201,z=-768,dx=175,dy=119,dz=127]
They detect area 1 and area 2 respectively, and are hooked to a set of commands and redstone.
Before - dx, dy, and dz had detection via the base/feet of the player relative to the coordinates. So the code I posted above, wherein two different sets of codes and pistons activated depending on whether you're in area 1 or area 2.
Dx, dy, and dz was used when testing for players in each areas (i.e. If I was standing on y=200, I would be in area 1. On y=201, area 2).
But now they updated it and detection is changed in parity with Java - now done via player/entity's bounding box: when I step on area 1 at y=200, with my coordinates registered as y=200, it also detects me at y=201, at area 2.
Is there a way to not use float and just the integer of the coordinates?
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