Help Script

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By LaVacheMilka 12 March 2019 15:39

Member · 93 comments

You can give me an example of fly in his script for me to know the basics

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By Survi_G 12 March 2019 16:11

Member · 186 comments

simple script:

var scriptName = "Fly";
var scriptAuthor = "By Survi_G";
var scriptVersion = 1.0;


function FlyModule() {

    this.getName = function() {
        return "Glide";
    }

    this.getDescription = function() {
        return "glide :v"
    }

    this.getCategory = function() {
        return "Fun";

    }
    this.onEnable = function() {



    }
    
    this.onUpdate = function() {
            mc.thePlayer.motionY = - 0.04;
     

    	
    }
    
    this.onDisable = function() {


    }


}

var flyModule = new FlyModule();
var flyModuleClient;

function onEnable() {
    flyModuleClient = moduleManager.registerModule(flyModule);
}

function onDisable() {
    moduleManager.unregisterModule(flyModuleClient);
}

Last edited by Survi_G (12 March 2019 16:37)

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By Survi_G 12 March 2019 16:37

Member · 186 comments

for script:

mc.timer.timerSpeed = 5;

mc.thePlayer.motionX = 0;

mc.thePlayer.motionZ = 0;
  
mc.thePlayer.motionY = 0;

mc.thePlayer.setPosition = 0;

Mc.thePlayerIsFlagging = true ();

if ((!mc.thePlayer.moveForward == 0 || !mc.thePlayer.moveStrafing == 0) && mc.thePlayer.onGround) {

if(!mc.thePlayer.movementInput.moveForward)

mc.thePlayer.sendChatMessage

mc.thePlayer.noClip = 4;

mc.thePlayer.lastTickPosY = 4;

mc.thePlayer.lastTickPosZ = 4;

mc.thePlayer.lastTickPosX = 4;

mc.thePlayer.PosX = 0;

mc.thePlayer.PosY = 0;

mc.thePlayer.posZ = 0;

mc.thePlayer.onGround = true;

mc.thePlayer.moveFlying(0, 0.3, 0.3);

if(mc.gameSettings.keyBindJump.isKeyDown())

mc.thePlayer.moveEntityWithHeading(0.0, 0.5);

commandManager.executeCommand(".damage");

mc.rightClickDelayTimer = 0.05;

mc.thePlayer.distanceWalkedModified = 4;

mc.thePlayer.prevDistanceWalkedModified = 0.5;

mc.thePlayer.prevPosZ = true;

mc.thePlayer.moveEntity(0.0, 1, 0.0);

mc.thePlayer.isDead = 0.05;

mc.gameSettings.keyBindJump.pressed = false;

mc.gameSettings.keyBindSprint.pressed = false;

mc.thePlayer.respawnPlayer();

mc.thePlayer.setInWeb();

if(mc.thePlayer.isInWater())

if(mc.thePlayer.isEating())

mc.thePlayer.prevPosY = true;

mc.thePlayer = null; 

mc.thePlayer.prevPosX = true;

mc.thePlayer.setPosition(mc.thePlayer.posX, mc.thePlayer.posY + 4, mc.thePlayer.posZ)

mc.thePlayer.rotationPitch = + 50;

mc.thePlayer.swingItem();

mc.thePlayer.rotationYaw = + 180;

mc.thePlayer.capabilities.setPlayerWalkSpeed(0.08);

mc.thePlayer.jumpMovementFactor = 0;

mc.thePlayer.jump(); 

mc.thePlayer.capabilities.isFlying = false;

mc.thePlayer.capabilities.setFlySpeed(0.005);

mc.thePlayer.speedInAir = 0.02;

mc.thePlayer.hurtTime = 4;

mc.thePlayer.isUsingItem

mc.thePlayer.swingItem

mc.thePlayer.onGround = true;

mc.thePlayer.stepHeight = 4;

mc.thePlayer.deathTime = 1;

mc.thePlayer.setSprinting(false);

mc.thePlayer.fallDistance = 0.1;

this.onUpdate = function() {
        mc.thePlayer.motionY = 0.0;
        mc.thePlayer.setPosition(mc.thePlayer.posX, mc.thePlayer.posY + 0.00000000115, mc.thePlayer.posZ)
        mc.thePlayer.setSprinting(true);
        mc.thePlayer.onGround = true;
    }
    this.onEnable = function() {
    	mc.thePlayer.jump();
    	 mc.thePlayer.setPosition(mc.thePlayer.posX, mc.thePlayer.posY + 0.001, mc.thePlayer.posZ)
    }



chat.print("§4Timer speed:" + mc.timer.timerSpeed)
§5Timer speed 1.1 etc.
§4Timer speed 1.2 etc.

if (mc.timer.timerSpeed > 1.1 && mc.timertimerSpeed < 1.2)
{

noFallModule.setState(true)

var scriptName = "CleanFall";
var scriptVersion = 1.0;
var scriptAuthor = "yorik100";
var noFallModule = moduleManager.getModule("NoFall");

for delay function you can use

amount = ticks
1tick = 1/20s

if(mc.thePlayer.ticksExisted % 32 == 0)
{
}

chat.print("Disabled module.");


this.onMotion = function() {
        if (mc.gameSettings.keyBindForward.isKeyDown() || mc.gameSettings.keyBindLeft.isKeyDown() || mc.gameSettings.keyBindRight.isKeyDown() || mc.gameSettings.keyBindBack.isKeyDown()) {
        	mc.thePlayer.moveEntityWithHeading(0.0, 1.0); // Edit the second value for the speed. (sorry, experimental XD)
    } 
   }



if(!mc.thePlayer.onGround) {
    		mc.gameSettings.keyBindJump.pressed = false;
    	} else {
    		mc.gameSettings.keyBindJump.pressed = true;

more here: https://scriptapi.liquidbounce.net/net/ … yerSP.html

Last edited by Survi_G (12 March 2019 16:40)