Solved Disable dust and bounce

Question that is answered or resolved.

dantedevil

Well-known member
It's possible disable the the dust and bounce in a specific fall??

I know the trick of change the velocity parameters to 0. But not the same.
 
Solution
For Bounce
Code:
bouncefactor {r}

    ~This command determines bounce effect after touching ground while falling to ground. It works even if entity is falling while playing non-FALL animation.
    ~{r} is bounce ratio which controls bounce effect. If it's set to 1, entity will bounce forever. If it's set to 2, it will bounce longer than normal. Any bigger value has slight difference.
    ~Normally this is used in FALL animation however it also works with other animations.
    ~This command won't have any effect if 'bounce' (see above) is set to 0.

For dust
Code:
landframe {frame} {dust}

    ~If this is set, entity will be forced to frame {frame} when entity lands after jumping with 'jumpframe' or while falling no matter which frame...
For Bounce
Code:
bouncefactor {r}

    ~This command determines bounce effect after touching ground while falling to ground. It works even if entity is falling while playing non-FALL animation.
    ~{r} is bounce ratio which controls bounce effect. If it's set to 1, entity will bounce forever. If it's set to 2, it will bounce longer than normal. Any bigger value has slight difference.
    ~Normally this is used in FALL animation however it also works with other animations.
    ~This command won't have any effect if 'bounce' (see above) is set to 0.

For dust
Code:
landframe {frame} {dust}

    ~If this is set, entity will be forced to frame {frame} when entity lands after jumping with 'jumpframe' or while falling no matter which frame entity currently is.
    ~{dust} defines which dust entity this entity will drop when entity lands. See 'dust' command above for more info about dust entity.
    ~In order to get this to work properly, give long delay to frame right before landing frame. The former frame will be played while 'waiting' to land.
    ~Make sure the landing frame exists otherwise the entity will disappear right after landing!

HTH
 
Solution
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