'/data get' does not properly return player motion
The bug
Storing a player's movement in any format does not work as intended, with Y values negative when on the ground and positive when jumping, but not changing when flying. X and Z values only change when sprint jumping around.
Recreate first running:
scoreboard objectives add move dummy
scoreboard objectives setdisplay sidebar move
then setting up:
execute store result score x move run data get entity @p Motion[0] 1000
execute store result score y move run data get entity @p Motion[1] 1000
execute store result score z move run data get entity @p Motion[2] 1000
Linked Issues
is duplicated by6
Created Issue:
Execute store does not properly store player motion
The bug
Storing a player's movement in any format does not work as intended, with Y values negative when on the ground and positive when jumping, but not changing when flying. X and Z values only change when sprint jumping around.
Recreate first running:
Impulsescoreboard objectives add move dummy
scoreboard objectives setdisplay sidebar movethen setting up:
Repeatingexecute store result score x move run data get entity @p Motion[0] 1000
execute store result score y move run data get entity @p Motion[1] 1000
execute store result score z move run data get entity @p Motion[2] 1000
Execute storedoes not properlystoreplayer motion"/data get" does not properly return player motion
"/data get"does not properly return player motion'/data get' does not properly return player motion
is duplicated by
is duplicated by
is duplicated by
is duplicated by
is duplicated by
is duplicated by
Duplicate of MC-122814.
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We're tracking this issue as MC-122814, so this ticket is being resolved and linked as a duplicate.
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Thank you for your report!
We're tracking this issue as MC-122814, so this ticket is being resolved and linked as a duplicate.
That ticket has already been resolved as Won't Fix, which means this is considered a bug but won't be fixed. The description of that ticket or the comments might explain the rationale. Please do not leave a comment on the linked ticket.
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It had been reported as MC-122814, and they said that they won't fix it.
Thank you for your report!
We're tracking this issue as MC-122814, so this ticket is being resolved and linked as a duplicate.
That ticket has already been resolved as Won't Fix, which means this is considered a bug but won't be fixed. The description of that ticket or the comments might explain the rationale. Please do not leave a comment on the linked ticket.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
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Actually a duplicate of MC-122814, the client has full control over the player motion (and by extension vehicles they control; see also [Mojang] Grum (Erik Broes)'s comment there.
Additionally, modded versions are not supported.
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We're tracking this issue in MC-122814, so this ticket is being resolved and linked as a duplicate.
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The server actually doesn't have this information if you dare to believe that :/
Motion for player is force that player is moved with. Force of gravity (- value on ground), of blast, of jump, waterstream, slide etc. Motion of player movement caused by controlling character is not stored in game.
@Grum isn't that a problem in itself? I mean it's probably easier to write something like an anticheat if you have that info. Also it's just very helpful for mapmaking etc. o.O
Just calculate the motion using scoreboards as the difference of the position now and the position a short time ago.
I tried that a while back, it's not reliable: https://gaming.stackexchange.com/questions/327830/what-is-the-player-acceleration-in-minecraft-when-flying/342263#342263