Set vibration cooldown
origins-powerful-powers:set_vibration_cooldownentity action
Sets the entity's vibration cooldown, in ticks. This OPP timer is checked with vibration_on_cooldown and the vibration_cooldown attribute. It counts down by 1 every tick.
| Field | Type | Default | Description |
|---|---|---|---|
ticks | Integer | required | The new cooldown. Negative values count as 0, which ends the cooldown. |
- It's separate from vanilla sculk. Sculk sensors and wardens ignore it. It's a value for your own powers to read, for a "vibration" or "noise" mechanic.
- Players set it themselves. At the end of every server tick, a player who moves loudly while the cooldown is
0gets a cooldown of 40 ticks, a vanilla sculk sensor's re-trigger delay.vibration_on_cooldownturning true means "a vibration just happened". - Setting a long cooldown hides a player's noise for that long, because the automatic 40 only applies at
0. - It isn't saved and resets when the server restarts.
Example: "Hush". Press your primary key to stay silent for 10 seconds.
{
"type": "origins:active_self",
"key": {
"key": "key.origins.primary_active"
},
"cooldown": 600,
"hud_render": {
"should_render": true
},
"entity_action": {
"type": "origins-powerful-powers:set_vibration_cooldown",
"ticks": 200
}
}For 200 ticks the cooldown stays above 0, so powers that react to vibration_on_cooldown turning true stay quiet.