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Quest Codex Waypoint

Quest Codex Waypoint

Fields

FieldTypeDefaultDescription
targetWaypointTarget—Target resolved from a position, active objective or entity.Variants:entity_waypoint_targetfixed_waypoint_targetobjective_waypoint_targettracked_objective_waypoint_target
entity_waypoint_target (1)
FieldTypeDefaultDescription
entityRef<out EntityInstanceEntry>—Entity instance whose current per-player position is used as the target.
fixed_waypoint_target (1)
FieldTypeDefaultDescription
positionVar<Position>ORIGINFixed target position.
objective_waypoint_target (1)
FieldTypeDefaultDescription
objectiveRef<out LocatableObjective>—Locatable objective used as the target. It is shown only while the objective is active and tracked.
tracked_objective_waypoint_target (1)
FieldTypeDefaultDescription
selectionTrackedObjectiveSelectionHIGHEST_PRIORITYHow the active locatable objective is selected from the tracked quest.Values:HIGHEST_PRIORITYFIRSTCLOSEST
iconVar<String>—Optional text or resource-pack glyph inserted by the {icon} placeholder in text layers.PlaceholdersColors
layersList<WaypointLayer>—Display layers rendered for the target.Variants:waypoint_beacon_layerwaypoint_block_layerwaypoint_text_layer
waypoint_beacon_layer (10)
FieldTypeDefaultDescription
enabledVar<Boolean>trueWhether this layer is rendered for the current player.
modeBeaconModeTARGETControls where the beacon appears: HUD, at the target, or both.Values:HUDTARGETBOTH
materialVar<Material>BEACONBlock used for the vertical beacon beam.
heightVar<Int>64Beam height in blocks. Set to zero to reach the world's maximum height.
thicknessVar<Float>0.35Beam thickness.
rotationSpeedVar<Float>0.0Rotation speed in degrees per refresh.
offsetYVar<Double>1.0Vertical offset from the target position.
viewDistanceVar<Double>200.0Maximum distance at which the beacon is sent to the player.
blockLightVar<Int>15Block light level used by the client.
skyLightVar<Int>15Sky light level used by the client.
waypoint_block_layer (6)
FieldTypeDefaultDescription
enabledVar<Boolean>trueWhether this layer is rendered for the current player.
materialVar<Material>BEACONBlock displayed by the block display.
offsetVector—Position relative to the selected anchor.
placementWaypointLayerPlacementTARGETHUD or target placement. Only used when the resolved display mode is HUD_LOCKED.Values:HUDTARGET
modeWaypointLayerModeINHERITOverrides the entry's display mode for this layer.Values:INHERITHUD_LOCKEDWORLD_DIRECTIONALTARGET_ANCHOREDADAPTIVE
scaleFloat1.0Display scale.
waypoint_text_layer (13)
FieldTypeDefaultDescription
enabledVar<Boolean>trueWhether this layer is rendered for the current player.
textVar<String><white>{distance}</white>Multi-line text displayed. Use \ for newlines. Placeholders: {icon}, {distance}, {distance_m}, {distance_km}, {elevation}, {direction}, {vertical_direction}, {target}, {world_name}, {height_diff}, {eta}.PlaceholdersColors
offsetVector—Position relative to the selected anchor.
placementWaypointLayerPlacementHUDHUD or target placement. Only used when the resolved display mode is HUD_LOCKED.Values:HUDTARGET
modeWaypointLayerModeINHERITOverrides the entry's display mode for this layer.Values:INHERITHUD_LOCKEDWORLD_DIRECTIONALTARGET_ANCHOREDADAPTIVE
scaleFloat1.0Display scale.
lineWidthInt200Maximum text line width.
shadowBooleantrueShow a text shadow.
seeThroughBooleantrueRender the text through blocks.
breathingBooleanfalseEnable gentle vertical oscillation (breathing animation).
breathingAmplitudeDouble0.3Breathing amplitude in blocks.
breathingPeriodDouble2.0Breathing period in seconds.
backgroundOpacityByte0Opacity (0.0-1.0). Requires a shadow for the text background.
displayModeWaypointDisplayModeHUD_LOCKEDHow waypoints are placed in the world. Layers may override this individually.
maxTargetsInt5Maximum number of simultaneous targets rendered. Only selections that yield several targets are affected.
projectionRadiusDouble12.0Sphere radius, in blocks, used by WORLD_DIRECTIONAL and ADAPTIVE placement.
constantApparentSizeBooleantrueKeep a constant apparent size when a projected marker sits closer than the projection radius.
adaptiveTransitionBandDouble4.0Blend distance above nearTargetDistance over which ADAPTIVE moves from the target to the projection sphere.
declutterAngleDouble4.0Minimum angular gap, in degrees, kept between two projected markers. Set to zero to disable decluttering.
declutterSpacingDouble0.6Vertical spacing, in blocks, applied to projected markers that would otherwise overlap.
refreshTicksInt1Refresh interval in ticks. One tick gives the smoothest HUD tracking.
interpolationTicksInt2Client-side interpolation of marker movement, in ticks. Raise it if markers stutter while running or flying; lower it for a more immediate response.
hideWithinDistanceDouble0.0Optional hard-hide distance. Set to zero to keep the text visible above the target when close.
nearTargetDistanceDouble10.0Distance within which text layers move above the target instead of staying in front of the player.
nearTargetVerticalOffsetDouble2.25Vertical offset of near-target text above the target position.
targetViewDistanceDouble200.0Distance at which target-anchored layers are hidden.
hudVisibilityAngleDouble180.0Horizontal visibility angle for the waypoint. 180 degrees means the front hemisphere; near-target text ignores this filter.
hudForwardDistanceDouble5.5Distance in front of the player's eyes for HUD layers.
hudVerticalOffsetDouble1.0Vertical offset for HUD layers.

How to use it​

This is an audience entry: connect it to an audience filter, such as a quest or fact audience, so that only the right players see the marker.

  1. Choose a target: a fixed position, a locatable objective, the tracked objective (selection HIGHEST_PRIORITY, FIRST, CLOSEST, ALL for every tracked objective or ONE_PER_QUEST) or an entity.
  2. Add layers. A text layer shows {icon}, {distance}, {distance_m}, {distance_km}, {elevation}, {direction}, {vertical_direction}, {target}, {world_name}, {height_diff} and {eta}. A block layer shows a block, and a beacon layer a vertical beam. Set icon to text or a resource-pack glyph such as <font:my_pack:waypoint>◆</font> and insert it with {icon}.
  3. Pick displayMode: HUD_LOCKED pins the marker in front of the camera within hudVisibilityAngle; WORLD_DIRECTIONAL projects it on a sphere of projectionRadius blocks in the true direction of the target; TARGET_ANCHORED places it on the target within targetViewDistance; ADAPTIVE blends the two. A layer's mode overrides it.
  4. With several targets, maxTargets caps them and declutterAngle and declutterSpacing stack overlapping markers.

refreshTicks 1 gives the smoothest tracking; raise interpolationTicks if markers stutter. Within nearTargetDistance text layers move above the target. A layer can be switched per player with its enabled variable.