Yeah I read wrong. I tried my best giving you an upgrade though... It works, apparently. I'm using a 1-tick clock, but it should work fine with slower ones. Remember that commandblocks will trigger from the lowest x,z coordinate to the highest.
This way, you will execute it at all arrows in those blocks. You are testing for an arrow in that block, then blowing up the closest arrow. Which means that a lot of times you will get shot by a skeleton with an exploding arrow or something ridiculous.
I did test for this, and if there are multiple arrows in the vicinity, they all get teleported to the void and the TNT doesn't teleport to any of them. I also added an inGround tag to the bit that teleports the TNT, so skellie arrows shouldn't get in the way.
The area I'm designing this mechanic around is going to be laid out in such a way that players won't be using it while mobs are attacking them, rather at times when the are around them is secure and they can be precise when they fire.
Thanks for your help, though. As mysterious as command blocks are to me, I'm even more clueless about how scoreboards work. Any pages that help, advice you can give, or is the MCwiki my best option if I want to try and work something out with that?
I did test for this, and if there are multiple arrows in the vicinity, they all get teleported to the void and the TNT doesn't teleport to any of them. I also added an inGround tag to the bit that teleports the TNT, so skellie arrows shouldn't get in the way.
The area I'm designing this mechanic around is going to be laid out in such a way that players won't be using it while mobs are attacking them, rather at times when the are around them is secure and they can be precise when they fire.
Thanks for your help, though. As mysterious as command blocks are to me, I'm even more clueless about how scoreboards work. Any pages that help, advice you can give, or is the MCwiki my best option if I want to try and work something out with that?
Wiki is pretty bad... I'll try my best...
Scoreboards are basically "variables" for players or entities. These allow you to keep track of scores (variables) for entities. I'm skipping teams for now. Basically you got objectives, which is a variable name. If you create an objective, you create a new variable, that is unset for all entities (unset =/= 0). Then you can edit this variable for every entity.
So, how to create a new variable (objective). You need to make something like this:
Ok, that's overwhelming. What are we doing? First, we tell minecraft we're working with scoreboard. Then we're creating/removing objectives, not setting variables, so we type objective. We want to add one, so we type add. Then we need to choose a name, and set a type. Type is usually dummy, just a variable you can only edit by commandblocks. Other types include stuff like killCount, deathCount, Health and stuff like dead. You can find those on the wiki, it's pretty self-explanatory.
So, we got an objective. Great. Now what. We can now set this objective for certain entities or players. For that, we need to do something like this:
So, again, we're selecting the scoreboard, and going to players this time, to tell MC that we're working with individual players (entities) this time. Then we can do 3 things. We can set a variable, add a certain amount, or remove a certain amount. Then we need to select our entity, using @e, @p, or a name/UUID. Then we give the name of the objective to edit, and then the amount.
So, we can link variables to entities, and keep track of scores, but now what? What can you do with that? Well, we can actually check for these scores too, after we've set them. In the [] brackets after @e/@p, we can add two things:
@e[score_Variable=1], @e[score_Variable_min=0]
The first one checks for entities with the maximum score of 1 (not a score of 1 (!!!!!). The 2nd one for a minimum score of 0.
So, we can create objectives, set them for entities, and then track those entities. Pretty usefull, but where does the dataTag come in?
Well, we can use datatags if we set variables for entities. Like this:
you can keep track of all scores for players/entities for that objective, for if you have trouble finding out why stuff doesn't work.
If you don't set a score for an entity to a value, trying to find it with @e[score_Variablename=x] won't work. It's not considered 0, it's considered NULL (No value). That's a bit of a coders thingy.
Hope this helps. I might do a vid tutorial, since this got pretty long...
This is a very cool idea, although I don't think that effects (excluding effects like added health) should be permanent. For example, if there was a way to test if the player was on fire, for example, one perk could be temporary fire resistance.
I remember that Squirtdude on Youtube had an Adrenaline video, that tests if a player's health is under a certain amount, and gives them effects such was strength and speed.
I'd suggest that have about 8-10 different buildings.
In the map Insomnia in the ragecraft series, this was done and it worked fine, and I think it was a great addition to the map. Though instead of what he described to get the benefits, you collect emeralds throughout the map, make emerald blocks and put them on a second emerald monument. This monument ocaisonaily gives upgrade blocks, which are unobtainable, that you place on an upgrade monument, which has them.
An interesting future of it is that for multiplayer he had upgrades that gave you armor materials for killing a mob, to combat the lack of armor in multiplayer- one of the few times I've seen multiplayer compensation. (Though the map was still mainly designed around singleplayer).
edit: just going to sneak into this thread, no one notice I wasn't ever here before...
Hi and welcome. But wait... what are you willing to do?
I don't think multiplayer should be compensated. In multiplayer, you can have 1 guy with the normal set you get, and 1 with the basic, craftable atm farmable set. You can send the tanky guy in first, let him block himself in, and the 2nd guy can walk in, with the first mobs never turning on him, making the map a ton easier. And you want a compensation for that?
Hey all. So I heard all about this Jam, and I've got my own maps to play, but there's some new short maps that people have made. So I got to thinking: Why not do a little testing for everybody in a big stream of them? Same block time, same block channel.
Rollback Post to RevisionRollBack
Hey there all. I stream CTMs as well as other indiegames, RPGs and more. Check me out: www.twitch.tv/aurabolt
Hi and welcome. But wait... what are you willing to do?I don't think multiplayer should be compensated. In multiplayer, you can have 1 guy with the normal set you get, and 1 with the basic, craftable atm farmable set. You can send the tanky guy in first, let him block himself in, and the 2nd guy can walk in, with the first mobs never turning on him, making the map a ton easier. And you want a compensation for that?
No, in many singleplayer maps, some multiplayer people don't have enough armor. They run out twice as quick. And it isn't very fair if they don't have any armor to play the map with, now is it?
EDIT: Technically, this IS the "craftable ATM farmable set". Just one thats a little more balanced, and intended.
EDIT 2: Let me explain it a little more, the maps version. Every four emerald blocks or so, which is about every intersection, you get an upgrade block (though I haven't come near to finishing the map so I can't be sure). For multiplayer, you can use those upgrade blocks to gain armor materials every time you kill a mob, using the hunstman upgrades. For the first command block used on hunstman, you get flames (somehow its used as a raw material for chain armor, haven't seen how it works). For the second, you get iron ingots. And for the third, you get exp bottles. You can only get them in that order, however.
What this essentially means, is that for multiplayers, yoyu are garunteed to have unending chain armor around intersection one, unending iron armor around intersection two (though it may be more towards three now that I think about it), and unending enchanted iron armor around intersection three.
Also keep in mind, this map is VERY long. So it would be a while before they got to the next tier- around the same time the singleplayer would have chain, iron, and enchanted iron as the base armor, or, in your words, as the craftable ATM farmable set.
I don't WANT it. I just think it's a good addition. And so far, it's worked. It's a very popular map. And no one has seen any balance problems with it.
The area I'm designing this mechanic around is going to be laid out in such a way that players won't be using it while mobs are attacking them, rather at times when the are around them is secure and they can be precise when they fire.
Thanks for your help, though. As mysterious as command blocks are to me, I'm even more clueless about how scoreboards work. Any pages that help, advice you can give, or is the MCwiki my best option if I want to try and work something out with that?
Woah I didn't know there is inTile nbtTag.. that's interesting indeed.
Wiki is pretty bad... I'll try my best...
So, how to create a new variable (objective). You need to make something like this:
Ok, that's overwhelming. What are we doing? First, we tell minecraft we're working with scoreboard. Then we're creating/removing objectives, not setting variables, so we type objective. We want to add one, so we type add. Then we need to choose a name, and set a type. Type is usually dummy, just a variable you can only edit by commandblocks. Other types include stuff like killCount, deathCount, Health and stuff like dead. You can find those on the wiki, it's pretty self-explanatory.
So, we got an objective. Great. Now what. We can now set this objective for certain entities or players. For that, we need to do something like this:
So, again, we're selecting the scoreboard, and going to players this time, to tell MC that we're working with individual players (entities) this time. Then we can do 3 things. We can set a variable, add a certain amount, or remove a certain amount. Then we need to select our entity, using @e, @p, or a name/UUID. Then we give the name of the objective to edit, and then the amount.
So, we can link variables to entities, and keep track of scores, but now what? What can you do with that? Well, we can actually check for these scores too, after we've set them. In the [] brackets after @e/@p, we can add two things:
The first one checks for entities with the maximum score of 1 (not a score of 1 (!!!!!). The 2nd one for a minimum score of 0.
So, we can create objectives, set them for entities, and then track those entities. Pretty usefull, but where does the dataTag come in?
Well, we can use datatags if we set variables for entities. Like this:
Some notes:
using you can keep track of all scores for players/entities for that objective, for if you have trouble finding out why stuff doesn't work.
If you don't set a score for an entity to a value, trying to find it with @e[score_Variablename=x] won't work. It's not considered 0, it's considered NULL (No value). That's a bit of a coders thingy.
@Kacper, I'd suggest checking this out http://minecraft.gam...m/Chunk_format It tells you all NBT-tags in the game for entities and chunks...
In the map Insomnia in the ragecraft series, this was done and it worked fine, and I think it was a great addition to the map. Though instead of what he described to get the benefits, you collect emeralds throughout the map, make emerald blocks and put them on a second emerald monument. This monument ocaisonaily gives upgrade blocks, which are unobtainable, that you place on an upgrade monument, which has them.
An interesting future of it is that for multiplayer he had upgrades that gave you armor materials for killing a mob, to combat the lack of armor in multiplayer- one of the few times I've seen multiplayer compensation. (Though the map was still mainly designed around singleplayer).
edit: just going to sneak into this thread, no one notice I wasn't ever here before...
I don't think multiplayer should be compensated. In multiplayer, you can have 1 guy with the normal set you get, and 1 with the basic, craftable atm farmable set. You can send the tanky guy in first, let him block himself in, and the 2nd guy can walk in, with the first mobs never turning on him, making the map a ton easier. And you want a compensation for that?
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https://twitter.com/Aurabolt1
No, in many singleplayer maps, some multiplayer people don't have enough armor. They run out twice as quick. And it isn't very fair if they don't have any armor to play the map with, now is it?
EDIT: Technically, this IS the "craftable ATM farmable set". Just one thats a little more balanced, and intended.
EDIT 2: Let me explain it a little more, the maps version. Every four emerald blocks or so, which is about every intersection, you get an upgrade block (though I haven't come near to finishing the map so I can't be sure). For multiplayer, you can use those upgrade blocks to gain armor materials every time you kill a mob, using the hunstman upgrades. For the first command block used on hunstman, you get flames (somehow its used as a raw material for chain armor, haven't seen how it works). For the second, you get iron ingots. And for the third, you get exp bottles. You can only get them in that order, however.
What this essentially means, is that for multiplayers, yoyu are garunteed to have unending chain armor around intersection one, unending iron armor around intersection two (though it may be more towards three now that I think about it), and unending enchanted iron armor around intersection three.
Also keep in mind, this map is VERY long. So it would be a while before they got to the next tier- around the same time the singleplayer would have chain, iron, and enchanted iron as the base armor, or, in your words, as the craftable ATM farmable set.
I don't WANT it. I just think it's a good addition. And so far, it's worked. It's a very popular map. And no one has seen any balance problems with it.
Not sure if somebody else has already made this but if that's the case, I'm sorry, I didn't know.
Thanks . Feedback please.
@Whoevercommentedthatmymapwastoosmall is this big enough?
Wow that looks dark on the forms...
What's that area called?
We need that on a t-shirt.
We need CTM t-shirts
Someone get on that
The thing is i don't think enough of us would actually boy the T-shirts for it to be justifiable, sadly
you don't have to play CTMs to appreciate a nice "I hate you, go die in a fire" t-shirt.
My mini-CTM map! It's a fun map, so play it!