Pad types
The two shipped types, every key of a type, how far a speed carries, and a type for some players only.
A pad type is one block under pads in config.conf. The key on the left is its
name, which set uses. Every block of the server that is the type's block on its under is a pad of that type.
The shipped types
| Type | Block | Under | Forward | Upward | Effects |
|---|---|---|---|---|---|
classic | LIGHT_WEIGHTED_PRESSURE_PLATE | REDSTONE_BLOCK | 1.6 | 0.9 | Wind burst sound, 20 cloud particles |
bounce | SLIME_BLOCK | EMERALD_BLOCK | 0 | 1.4 | Slime fall sound, 15 slime particles |
The keys
| Key | Left out | What it is |
|---|---|---|
| the block name | The type's name: lower-case letters, digits, - and _ | |
block | required | The block that is the pad. A plate, carpet or button is walked into; a full block is stood on |
under | "", any | The block that must sit under the pad. Keep it, or every block of the kind on the server throws |
forward | 1.5 | Speed along the throw, in blocks per tick, 0 to 4. 0 throws straight up |
upward | 1.0 | Speed upward, in blocks per tick, 0 to 4 |
permission | "", everybody | The node a player needs to be thrown |
effects | [] | Action lines run as the pad throws. See Effects |
A block name is a material, with or without minecraft:, in any case. A type whose block or under is not a
block, whose speeds are outside 0 to 4, or whose speeds are both 0, is left out: the console and
/uxmjumppads doctor name it and why, and the other types keep working.
When two types match the same blocks, the first in the file wins.
How far a speed carries
upward is the launch speed, not a height. As a rough guide, from the game's own gravity and drag:
upward | About this high |
|---|---|
| 0.5 | 2 blocks |
| 0.9 | 5 blocks |
| 1.4 | 10 blocks |
| 2.0 | 20 blocks |
forward carries further the longer the player is in the air, so a higher upward also lands further away. Try a
value, walk onto the pad, and adjust: /uxmjumppads reload applies it at once.
A type for some players
vip {
block = "HEAVY_WEIGHTED_PRESSURE_PLATE"
under = "DIAMOND_BLOCK"
forward = 2.0
upward = 1.0
permission = "lobby.pads.vip"
effects = ["[sound] entity.firework_rocket.launch 1 1"]
}
A player without the node walks over the pad as over any plate, and is told nothing. The node is yours to name and to grant; uxmJumpPads does not declare it.
The map is yours
The pads map is never merged: a type you delete stays deleted, and the next start does not put classic or
bounce back.
Related: Set pads, Throws and landings, config.conf
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