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Hitbox and crash detection

1.9K views
Dec 10, 2025
1:29

The collision box issue was caused by the collision_box__sequence_trigger that detects if theres any collision boxes nearby and triggers the 1st step if theres none. since the 1st step removes all residue boxes before doing anything else, it will remove all the boxes regardless or not they were intended to stay. And the 2nd step summons them 1 by 1. The problem was that the collision_box__sequence_trigger was checking the boxes BEFORE the 2nd step could summon the first box, every time before the 2nd step starts, it deletes all collision boxes. It was always stuck on trying to summon the second box. I fixed it by remove the collision_box__sequence_trigger's tag at the end of the 2nd step. I also added a toggle to make the collision box visible for debugging. It also gives u an idea of how my elevation wrap works, or smn. Now that I've scared off everyone with a huge wall of text, I just wanted to say that Dokibird is hot asf. The toggle uses the tag=dev.visualize and it automatically turns off when theres no dev within 30 blocks. the dismount system now teleports the player to where the saddle is supposed to be 2 ticks after dismounting. system.runTimeout() is so poggers. I also made the player launch out when the dragon is flying so the player wont just fall straight down, it had the added benifit of making it easier to launch from with an elytra. And the crash system doesnt read the dragon's momentum, it just sees if the position where the saddle is supposed to be is in a solid block, cus if it is then its most likely a crash. And the landing sequence just lands instantly just like how you would with an elytra; it snaps the dragon's pose and checks from the top to the bottom for the slope of the landed it landed on so it can fetch the optimal angle immediately. I tried another landing system where the dragon slows down and flaps a few times before landing, it was too unreliable and unstable cus theres no way to decern between scraping the floor and intent to land, plus i kinda like how the elytra snaps the player's rotation immediately when landing; it has its game-ey charm in to it. And, and. As you can clearly tell at 0:20, the massive triangle isnt a visual bug, thats negligence. I didnt get rid of it yet cus i didnt do the hover animation.

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Hitbox and crash detection | NatokHD