Jump to content

Hitbox Overlay Skript


steveshatt

Recommended Posts

Hey everyone, this script is actually not made by me, but by TuSKe Enjoyer. Same thing as block overlay skript, but it will outline the hitbox of entities with particles.

 

Requirements:

- SkBee

-Skript-Reflect

 

import:
	org.bukkit.World

function displayEntityHitBox(player: player, entity: entity, color: color = white):
	set {_boundingBox} to {_entity}.getBoundingBox()
	set {_minX} to {_boundingBox}.getMinX()
	set {_minY} to {_boundingBox}.getMinY()
	set {_minZ} to {_boundingBox}.getMinZ()
	set {_maxX} to {_boundingBox}.getMaxX()
	set {_maxZ} to {_boundingBox}.getMaxZ()
	set {_height} to {_boundingBox}.getHeight()
	set {_point::1} to location({_minX}, {_minY}, {_minZ}, ({_player}'s world))
	set {_point::2} to location({_maxX}, {_minY}, {_minZ}, ({_player}'s world))
	set {_point::3} to location({_maxX}, {_minY}, {_maxZ}, ({_player}'s world))
	set {_point::4} to location({_minX}, {_minY}, {_maxZ}, ({_player}'s world))
	loop 2 times:
		loop 4 times:
			draw 1 of dust using dustOption({_color}, 0.5) at getLineLocation(({_point::%loop-integer-2%} ~ {_offset}), (({_point::%loop-integer-2 + 1%} ? {_point::1}) ~ {_offset})) to {_player}
			if loop-integer-1 is 1:
				draw 1 of dust using dustOption({_color}, 0.5) at getLineLocation(({_point::%loop-integer-2%}), ({_point::%loop-integer-2%} ~ vector(0,{_height},0))) to {_player}
				draw 1 of dust using dustOption(red, 0.5) at getLineLocation(({_point::%loop-integer-2%} ~ vector(0,((y-coord of location of {_entity}'s eyes) - {_minY}),0)), (({_point::%loop-integer-2 + 1%} ? {_point::1}) ~ vector(0,((y-coord of location of {_entity}'s eyes) - {_minY}),0))) to {_player}
		set {_offset} to vector(0,{_height},0)
	draw 1 of dust using dustOption(blue, 0.5) at getLineLocation((location of {_entity}'s eyes), (location 2 meters infront of {_entity}'s eyes), 20) to {_player}

function getLineLocation(location1: location, location2: location, density: integer=10) :: locations:
	set {_vector} to vector between {_location1} and {_location2}
	add {_location1} to {_return::*}
	loop {_density} times:
		set vector length of {_vector} to loop-integer/{_density} * (distance between {_location1} and {_location2})
		add ({_location1} ~ {_vector}) to {_return::*}
	return {_return::*}

every tick:
	loop all players:
		loop all entities in radius 20 of loop-player:
			loop-player-1 is not loop-entity-2
			displayEntityHitBox(loop-player-1, loop-entity-2)

 

Edited by steveshatt
typo
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...