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Using adjustDisplays
Jay edited this page Aug 9, 2025
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Warning
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DO NOT perform
adjustDisplaystesting on players. Use mobs (preferably a Zombie) ONLY - The groups/controllers can be used on players outside of testing
Note
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Using
/mdis group ride -target <controller-id>we can view how the group will look without any adjustments -
Zombie at 0 pitch
- Zombie at 45 pitch
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Both adjustment percentages determine how strong the adjustment should deviate from the default behavior
- The
yDisplayAdjustPercentagedetermines the local vertical offset percentage (How far the cap from the top of the zombie's head) - The
zDisplayAdjustPercentagedetermines the local horizontal offset percentage (How far forward/backward the cap is) - This system is in place due to the varying shapes and sizes of models and there isn't a way to always know what values should be input.
- It takes trial and error to find the best fitting values
- The
Caution
- The group must be dismounted with
/mdis group safedismountbefore reloading your controller - Place the group back on the entity with
/mdis group ride -target <controller-id>
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The
yDisplayAdjustPercentageappears fine so it can stay at100. -
Only the
zDisplayAdjustPercentage's value will be changed -
A value of
50increases the problem atpitch 45so instead a number above100should be used
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A value of
150lessens the issue atpitch 45and seems perfect atpitch 90
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A value of
162.5isn't too bad for bothpitch 45andpitch 90
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A value of
175is almost perfect atpitch 45but doesn't look too good atpitch 90.
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groupProperties:
flip: false
verticalOffset: -0.5
visibleByDefault: true
defaultFollowProperties:
followType: PITCH_AND_YAW
deathDespawnDelay: 0
teleportationDuration: 2
pivotInteractions: false
adjustDisplays:
enabled: true
yDisplayAdjustPercentage: 100
zDisplayAdjustPercentage: 162.5
stateFilter:
states: []
blacklist: true