MC大神教你用指令制作弓箭自动瞄准挂

时间:2017-06-04 来源:88130安卓下载 作者:佚名

  下面小编为大家带来我的世界使用datapack制作弓箭的自动瞄准挂的教程,自动瞄准是许多玩家的追求,那么下面的内容你就不能错过哦!

  我们拿Tag——话说"Tag"这个词还有"#"这个符号被s.bmj赋予的意义太多了——hacker表示神仙,target表示被瞄准的目标,marker表示玩家鼠标要瞄的地方。先来做一个最简单的吧:

  # spgoding_hacker:_init/init

  # 首先把下面要用到的变量全部定义,以后就不提了,可以不看这部分,都是dummy没什么特别的。

  # 储存target的motion

  scoreboard objectives add xMotion dummy

  scoreboard objectives add yMotion dummy

  scoreboard objectives add zMotion dummy

  # 储存target位置

  scoreboard objectives add xTarget dummy

  scoreboard objectives add yTarget dummy

  scoreboard objectives add zTarget dummy

  # 储存hacker位置

  scoreboard objectives add xHacker dummy

  scoreboard objectives add yHacker dummy

  scoreboard objectives add zHacker dummy

  # 储存marker位置

  scoreboard objectives add xMarker dummy

  scoreboard objectives add yMarker dummy

  scoreboard objectives add zMarker dummy

  # 储存距离

  scoreboard objectives add xDistance dummy

  scoreboard objectives add zDistance dummy

  scoreboard objectives add d dummy

  # 储存marker的变化距离

  scoreboard objectives add xDelta dummy

  scoreboard objectives add yDelta dummy

  scoreboard objectives add zDelta dummy

  # 常数

  scoreboard objectives add value dummy

  scoreboard players set c1 value 1

  scoreboard players set c10000 value 10000

  scoreboard players set c200 value 200

  # 临时变量

  scoreboard objectives add tmp dummy

  # modules

  function spgoding_hacker:sqrt/init

  # spgoding_hacker:tick

  # 给你要瞄准的东西加target

  # 这里比较偷懒,正经使用时小心锁上火球之类的东西…

  tag @e[type=!player,type=!area_effect_cloud,type=!item,type=!arrow] add target

  # 确保有一个marker

  execute unless entity @e[tag=marker] run summon area_effect_cloud ~ ~ ~ {Tags:["marker"],Duration:2147483647}

  # 获取离hacker最近的target的坐标,放大1000倍

  # 当然很容易溢出【摊手,我能怎么办,我也很绝望

  execute at @p[tag=hacker] store result score @s xTarget run data get entity @e[sort=nearest,tag=target,limit=1] Pos[0] 1000

  execute at @p[tag=hacker] store result score @s yTarget run data get entity @e[sort=nearest,tag=target,limit=1] Pos[1] 1000

  execute at @p[tag=hacker] store result score @s zTarget run data get entity @e[sort=nearest,tag=target,limit=1] Pos[2] 1000

  # 计算出marker的位置

  # x坐标:

  scoreboard players operation @p[tag=hacker] xMarker = @p[tag=hacker] xTarget

  # y坐标:

  scoreboard players operation @p[tag=hacker] yMarker = @p[tag=hacker] yTarget

  # z坐标

  scoreboard players operation @p[tag=hacker] zMarker = @p[tag=hacker] zTarget

  # 改变marker位置

  # 为啥不直接tp? 这不是为咱后面做准备嘛

  execute store result entity @e[tag=marker,limit=1] Pos[0] double 0.001 run scoreboard players get @p[tag=hacker] xMarker

  execute store result entity @e[tag=marker,limit=1] Pos[1] double 0.001 run scoreboard players get @p[tag=hacker] yMarker

  execute store result entity @e[tag=marker,limit=1] Pos[2] double 0.001 run scoreboard players get @p[tag=hacker] zMarker

  # 让hacker锁定marker

  execute as @p[tag=hacker] at @s anchored eyes if entity @e[tag=target,sort=nearest,limit=1] run tp @s ~ ~ ~ facing entity @e[tag=marker,limit=1] eyes

  reload,然后使用/tag add @s hacker把自己变成神仙,弄几只动物,你就发现准心会锁着离你最近的target了。但现在这个辅助瞄准只适合即时命中且无重力的这类武器,可惜mc vanilla里并没有这种东西存在。远距离我们的辅助瞄准根本没用,因此我们做一些更改。

  首先使其能够预判弹道下坠。原理:根据target与hacker之间的距离,改变marker的y坐标,达到玩家准心提高的效果。

  # 添加以下命令

  # 获取hacker的坐标,放大1000倍

  execute store result score @p[tag=hacker] xHacker run data get entity @p[tag=hacker] Pos[0] 1000

  execute store result score @p[tag=hacker] yHacker run data get entity @p[tag=hacker] Pos[1] 1000

  execute store result score @p[tag=hacker] zHacker run data get entity @p[tag=hacker] Pos[2] 1000

  # 计算target与hacker的水平距离(垂直距离呢?那抛物线太玄学了,我们不考虑。假设玩家和目标接近同一水平面。)

  # 计算原理:d=√[(x ^2-x^2)^2+(z^2-z^2)^2]

  # 下面是计算xDistance^2

  scoreboard players operation @p[tag=hacker] xDistance = @p[tag=hacker] xTarget

  scoreboard players operation @p[tag=hacker] xDistance -= @p[tag=hacker] xHacker

  scoreboard players operation @p[tag=hacker] xDistance *= @p[tag=hacker] xDistance

  # 下面计算zDistance^2

  scoreboard players operation @p[tag=hacker] zDistance = @p[tag=hacker] zTarget

  scoreboard players operation @p[tag=hacker] zDistance -= @p[tag=hacker] zHacker

  scoreboard players operation @p[tag=hacker] zDistance *= @p[tag=hacker] zDistance

  # 下面算出d

  scoreboard players operation @p[tag=hacker] d = @p[tag=hacker] xDistance

  scoreboard players operation @p[tag=hacker] d += @p[tag=hacker] zDistance

  # 开根号与今天的教程无关,所以spgoding_hacker:sqrt/calculate的

  # 内容就不放了,开根号部分大家可以看chyx dalao的讲解,很详细XD:www.bilibili.com/av17932394

  # 不知有没有不用开根号的方法?或许我做得太麻烦了,求指点~

  scoreboard players operation @p[tag=hacker] sqrtInput = @p[tag=hacker] d

  execute as @p[tag=hacker] run function spgoding_hacker:sqrt/calculate

  scoreboard players operation @p[tag=hacker] d = @p[tag=hacker] sqrtOutput

  # 根据d我们可以算出准心要抬高的距离

  # 根据测试,大约每20格,需要抬高准心1格,即

  # deltaY = d / 20 * 1 (这其实不很准确,你有更精确的数值/方法可以替换)

  # cXX 是玩家假名,其值在_init/init里已经设置为XX

  # 所以为什么是c200?我也不知道啊(摊手)瞎加零试出来的#run反正能用

  scoreboard players operation @p[tag=hacker] yDelta = @p[tag=hacker] d

  scoreboard players operation @p[tag=hacker] yDelta /= c200 value

  scoreboard players operation @p[tag=hacker] yDelta *= c1 value

  # 计算出marker的位置

  # x, z坐标不变,y坐标:

  scoreboard players operation @p[tag=hacker] yMarker = @p[tag=hacker] yTarget

  scoreboard players operation @p[tag=hacker] yMarker += @p[tag=hacker] deltaY

  # “改变marker位置”开始命令不变,不再赘述

  现在,我们的准心会根据hacker与target的位置而预判弹道下坠啦。但即使如此,这个挂也只适用于即时命中的弹道武器,很遗憾minecraft vanilla里也没有这种东西。

  为了让弓表现得更好,我们可以预判target的走位。原理:根据d,估计出箭到达target的时间;由时间与motion估计出target的位移(显然这是不准确的,但可以保证命中率),由位移计算出marker应当在的位置。

  # spgoding_hacker:tick

  # 加入以下代码:

  # 获取离hacker最近的target的Motion,放大1000倍

  execute as @p[tag=hacker] at @s store result score @s xMotion run data get entity @e[sort=nearest,tag=target,limit=1] Motion[0] 1000

  execute as @p[tag=hacker] at @s store result score @s yMotion run data get entity @e[sort=nearest,tag=target,limit=1] Motion[1] 1000

  execute as @p[tag=hacker] at @s store result score @s zMotion run data get entity @e[sort=nearest,tag=target,limit=1] Motion[2] 1000

  # 下面我们预判一下target的走位

  # 首先估计一下箭到达target的时间tmp(懒得改名了,就tmp了):

  scoreboard players operation @p[tag=hacker] tmp = @p[tag=hacker] d

  # 这里的c15000完全是经验之谈【逃

  scoreboard players operation @p[tag=hacker] tmp /= c15000 value

  # 然后根据tmp和Motion估计一下位移

  scoreboard players operation @p[tag=hacker] xDelta = @p[tag=hacker] xMotion

  scoreboard players operation @p[tag=hacker] xDelta *= @p[tag=hacker] tmp

  scoreboard players operation @p[tag=hacker] zDelta = @p[tag=hacker] zMotion

  scoreboard players operation @p[tag=hacker] zDelta *= @p[tag=hacker] tmp

  # 计算出marker的位置

  # x坐标:

  scoreboard players operation @p[tag=hacker] xMarker = @p[tag=hacker] xTarget

  scoreboard players operation @p[tag=hacker] xMarker += @p[tag=hacker] xDelta

  # y坐标(命令未改动):

  scoreboard players operation @p[tag=hacker] yMarker = @p[tag=hacker] yTarget

  scoreboard players operation @p[tag=hacker] yMarker += @p[tag=hacker] yDelta

  # z坐标

  scoreboard players operation @p[tag=hacker] zMarker = @p[tag=hacker] zTarget

  scoreboard players operation @p[tag=hacker] zMarker += @p[tag=hacker] zDelta

  现在,已经是一个完美的辅助瞄准了……吗?并不是,minecraft vanilla里的弓箭有扩散,距离远了以后并不能保证命中率。同时距离过远,target的运动不可预测,这该怎么办呢?

  古人曾经说过,打得准不如接得准

  因此,我们可以使用以下一句终极命令,我就用它来结束今天的教程:

  #spgoding_hacker:final_tick

  execute at @p[tag=hacker] run teleport @e[tag=target,limit=1,sort=nearest] ^ ^ ^1

  Thx for your watching!

  下面小编为大家带来我的世界使用datapack制作弓箭的自动瞄准挂的教程,自动瞄准是许多玩家的追求,那么下面的内容你就不能错过哦!

  我们拿Tag——话说"Tag"这个词还有"#"这个符号被s.bmj赋予的意义太多了——hacker表示神仙,target表示被瞄准的目标,marker表示玩家鼠标要瞄的地方。先来做一个最简单的吧:

  # spgoding_hacker:_init/init

  # 首先把下面要用到的变量全部定义,以后就不提了,可以不看这部分,都是dummy没什么特别的。

  # 储存target的motion

  scoreboard objectives add xMotion dummy

  scoreboard objectives add yMotion dummy

  scoreboard objectives add zMotion dummy

  # 储存target位置

  scoreboard objectives add xTarget dummy

  scoreboard objectives add yTarget dummy

  scoreboard objectives add zTarget dummy

  # 储存hacker位置

  scoreboard objectives add xHacker dummy

  scoreboard objectives add yHacker dummy

  scoreboard objectives add zHacker dummy

  # 储存marker位置

  scoreboard objectives add xMarker dummy

  scoreboard objectives add yMarker dummy

  scoreboard objectives add zMarker dummy

  # 储存距离

  scoreboard objectives add xDistance dummy

  scoreboard objectives add zDistance dummy

  scoreboard objectives add d dummy

  # 储存marker的变化距离

  scoreboard objectives add xDelta dummy

  scoreboard objectives add yDelta dummy

  scoreboard objectives add zDelta dummy

  # 常数

  scoreboard objectives add value dummy

  scoreboard players set c1 value 1

  scoreboard players set c10000 value 10000

  scoreboard players set c200 value 200

  # 临时变量

  scoreboard objectives add tmp dummy

  # modules

  function spgoding_hacker:sqrt/init

  # spgoding_hacker:tick

  # 给你要瞄准的东西加target

  # 这里比较偷懒,正经使用时小心锁上火球之类的东西…

  tag @e[type=!player,type=!area_effect_cloud,type=!item,type=!arrow] add target

  # 确保有一个marker

  execute unless entity @e[tag=marker] run summon area_effect_cloud ~ ~ ~ {Tags:["marker"],Duration:2147483647}

  # 获取离hacker最近的target的坐标,放大1000倍

  # 当然很容易溢出【摊手,我能怎么办,我也很绝望

  execute at @p[tag=hacker] store result score @s xTarget run data get entity @e[sort=nearest,tag=target,limit=1] Pos[0] 1000

  execute at @p[tag=hacker] store result score @s yTarget run data get entity @e[sort=nearest,tag=target,limit=1] Pos[1] 1000

  execute at @p[tag=hacker] store result score @s zTarget run data get entity @e[sort=nearest,tag=target,limit=1] Pos[2] 1000

  # 计算出marker的位置

  # x坐标:

  scoreboard players operation @p[tag=hacker] xMarker = @p[tag=hacker] xTarget

  # y坐标:

  scoreboard players operation @p[tag=hacker] yMarker = @p[tag=hacker] yTarget

  # z坐标

  scoreboard players operation @p[tag=hacker] zMarker = @p[tag=hacker] zTarget

  # 改变marker位置

  # 为啥不直接tp? 这不是为咱后面做准备嘛

  execute store result entity @e[tag=marker,limit=1] Pos[0] double 0.001 run scoreboard players get @p[tag=hacker] xMarker

  execute store result entity @e[tag=marker,limit=1] Pos[1] double 0.001 run scoreboard players get @p[tag=hacker] yMarker

  execute store result entity @e[tag=marker,limit=1] Pos[2] double 0.001 run scoreboard players get @p[tag=hacker] zMarker

  # 让hacker锁定marker

  execute as @p[tag=hacker] at @s anchored eyes if entity @e[tag=target,sort=nearest,limit=1] run tp @s ~ ~ ~ facing entity @e[tag=marker,limit=1] eyes

  reload,然后使用/tag add @s hacker把自己变成神仙,弄几只动物,你就发现准心会锁着离你最近的target了。但现在这个辅助瞄准只适合即时命中且无重力的这类武器,可惜mc vanilla里并没有这种东西存在。远距离我们的辅助瞄准根本没用,因此我们做一些更改。

  首先使其能够预判弹道下坠。原理:根据target与hacker之间的距离,改变marker的y坐标,达到玩家准心提高的效果。

  # 添加以下命令

  # 获取hacker的坐标,放大1000倍

  execute store result score @p[tag=hacker] xHacker run data get entity @p[tag=hacker] Pos[0] 1000

  execute store result score @p[tag=hacker] yHacker run data get entity @p[tag=hacker] Pos[1] 1000

  execute store result score @p[tag=hacker] zHacker run data get entity @p[tag=hacker] Pos[2] 1000

  # 计算target与hacker的水平距离(垂直距离呢?那抛物线太玄学了,我们不考虑。假设玩家和目标接近同一水平面。)

  # 计算原理:d=√[(x ^2-x^2)^2+(z^2-z^2)^2]

  # 下面是计算xDistance^2

  scoreboard players operation @p[tag=hacker] xDistance = @p[tag=hacker] xTarget

  scoreboard players operation @p[tag=hacker] xDistance -= @p[tag=hacker] xHacker

  scoreboard players operation @p[tag=hacker] xDistance *= @p[tag=hacker] xDistance

  # 下面计算zDistance^2

  scoreboard players operation @p[tag=hacker] zDistance = @p[tag=hacker] zTarget

  scoreboard players operation @p[tag=hacker] zDistance -= @p[tag=hacker] zHacker

  scoreboard players operation @p[tag=hacker] zDistance *= @p[tag=hacker] zDistance

  # 下面算出d

  scoreboard players operation @p[tag=hacker] d = @p[tag=hacker] xDistance

  scoreboard players operation @p[tag=hacker] d += @p[tag=hacker] zDistance

  # 开根号与今天的教程无关,所以spgoding_hacker:sqrt/calculate的

  # 内容就不放了,开根号部分大家可以看chyx dalao的讲解,很详细XD:www.bilibili.com/av17932394

  # 不知有没有不用开根号的方法?或许我做得太麻烦了,求指点~

  scoreboard players operation @p[tag=hacker] sqrtInput = @p[tag=hacker] d

  execute as @p[tag=hacker] run function spgoding_hacker:sqrt/calculate

  scoreboard players operation @p[tag=hacker] d = @p[tag=hacker] sqrtOutput

  # 根据d我们可以算出准心要抬高的距离

  # 根据测试,大约每20格,需要抬高准心1格,即

  # deltaY = d / 20 * 1 (这其实不很准确,你有更精确的数值/方法可以替换)

  # cXX 是玩家假名,其值在_init/init里已经设置为XX

  # 所以为什么是c200?我也不知道啊(摊手)瞎加零试出来的#run反正能用

  scoreboard players operation @p[tag=hacker] yDelta = @p[tag=hacker] d

  scoreboard players operation @p[tag=hacker] yDelta /= c200 value

  scoreboard players operation @p[tag=hacker] yDelta *= c1 value

  # 计算出marker的位置

  # x, z坐标不变,y坐标:

  scoreboard players operation @p[tag=hacker] yMarker = @p[tag=hacker] yTarget

  scoreboard players operation @p[tag=hacker] yMarker += @p[tag=hacker] deltaY

  # “改变marker位置”开始命令不变,不再赘述

  现在,我们的准心会根据hacker与target的位置而预判弹道下坠啦。但即使如此,这个挂也只适用于即时命中的弹道武器,很遗憾minecraft vanilla里也没有这种东西。

  为了让弓表现得更好,我们可以预判target的走位。原理:根据d,估计出箭到达target的时间;由时间与motion估计出target的位移(显然这是不准确的,但可以保证命中率),由位移计算出marker应当在的位置。

  # spgoding_hacker:tick

  # 加入以下代码:

  # 获取离hacker最近的target的Motion,放大1000倍

  execute as @p[tag=hacker] at @s store result score @s xMotion run data get entity @e[sort=nearest,tag=target,limit=1] Motion[0] 1000

  execute as @p[tag=hacker] at @s store result score @s yMotion run data get entity @e[sort=nearest,tag=target,limit=1] Motion[1] 1000

  execute as @p[tag=hacker] at @s store result score @s zMotion run data get entity @e[sort=nearest,tag=target,limit=1] Motion[2] 1000

  # 下面我们预判一下target的走位

  # 首先估计一下箭到达target的时间tmp(懒得改名了,就tmp了):

  scoreboard players operation @p[tag=hacker] tmp = @p[tag=hacker] d

  # 这里的c15000完全是经验之谈【逃

  scoreboard players operation @p[tag=hacker] tmp /= c15000 value

  # 然后根据tmp和Motion估计一下位移

  scoreboard players operation @p[tag=hacker] xDelta = @p[tag=hacker] xMotion

  scoreboard players operation @p[tag=hacker] xDelta *= @p[tag=hacker] tmp

  scoreboard players operation @p[tag=hacker] zDelta = @p[tag=hacker] zMotion

  scoreboard players operation @p[tag=hacker] zDelta *= @p[tag=hacker] tmp

  # 计算出marker的位置

  # x坐标:

  scoreboard players operation @p[tag=hacker] xMarker = @p[tag=hacker] xTarget

  scoreboard players operation @p[tag=hacker] xMarker += @p[tag=hacker] xDelta

  # y坐标(命令未改动):

  scoreboard players operation @p[tag=hacker] yMarker = @p[tag=hacker] yTarget

  scoreboard players operation @p[tag=hacker] yMarker += @p[tag=hacker] yDelta

  # z坐标

  scoreboard players operation @p[tag=hacker] zMarker = @p[tag=hacker] zTarget

  scoreboard players operation @p[tag=hacker] zMarker += @p[tag=hacker] zDelta

  现在,已经是一个完美的辅助瞄准了……吗?并不是,minecraft vanilla里的弓箭有扩散,距离远了以后并不能保证命中率。同时距离过远,target的运动不可预测,这该怎么办呢?

  古人曾经说过,打得准不如接得准

  因此,我们可以使用以下一句终极命令,我就用它来结束今天的教程:

  #spgoding_hacker:final_tick

  execute at @p[tag=hacker] run teleport @e[tag=target,limit=1,sort=nearest] ^ ^ ^1

  Thx for your watching!

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