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Posted

I came across this little plugin that does what has been discussed here in the past about how we die from using the Jetpack because of the actual way Minecraft handles fall damage but this small plugin should fix that.

Download

SofterLanding Bukkit Plugin

How does this fix the issue your asking ?

Just takes the previous location minus the current location, devides by 1 tick, and gets speed. Then, it uses the SPEED OF IMPACT to calculate fall damage. Enjoy.


    @EventHandler(priority = EventPriority.NORMAL)

    public void onPlayerFallDamageEvent(EntityDamageEvent e) {

        EntityDamageEvent.DamageCause type = e.getCause();

        if (type == EntityDamageEvent.DamageCause.FALL && (e.getEntity() instanceof Player)) {

            Player p = (Player) e.getEntity();

            int ticks = 1;

            double Ly = (

                SofterLandings.cosmonauts.get(p.getName()).getL(2-ticks).getY()

                - p.getLocation().getY()

                );

            double pitch = Math.toRadians(-p.getLocation().getPitch());

            double y = Math.sin(-pitch);

            if (y < 0){

                y=0;

            }

            int damage = (int) ((Ly-3)-y*2);

            p.damage(damage);

            e.setCancelled(true);

         

        }

        return;

    }

I did not make this plugin so use it at your own risk.

Posted

If only there was a way to fix the recharging issue... I just tried this plugin and it works amazingly, but I feel that both jetpack glitches complement each other so I've decided not to install it on my production server. You want an infinite jetpack? Okay, but it's gonna be a bitch to maneuver.

Posted

It also fixes a slew of vanilla Minecraft fall issues like liquid fall, webs, and hover objects :D. Though it might cause issue with plugins that implement fixes for these on their own when doing things that plugin allows you to do. Overall it should fix more than it breaks that's for sure.

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