Leashes can be assigned to mobs through the /summon command. Attributes can also be modified, which includes the followRange (the distance in which a mob will pursue another). Using both of these, a custom path can be created that a mob will follow accurately:
Version 1:
A couple things to note:
When defining the UUIDLeast and UUIDMost tags, the UUIDLeast must come BEFORE the UUIDMost tag.
As well, UUID's fall under an unfortunate bug where their tag-types must be defined. UUID's are type "long", thus "l". An example of summoning leashed mobs:
The parent must be summoned first, otherwise the leash has nothing to connect to. In some cases you can summon both at the same time with no issues. The UUID doesn't really matter too much, but try to only have one entity per UUID.
Leashes also have their own constraints. In the video, leashed mobs were able to climb a 1-block high hill. If it goes 2 blocks high, the leash will break. If the mob is too fast and the speed isn't modified, the mob will instead be dragged along rather than keep up with the snow golem. In this case, they will NOT follow the path accurately and may become stuck.
That is so useful, the possibilities!
A mini-game such as "Protect the Villager" as you pass dangerous terrains of Zombies, so is there a way to detect when the Top-side mobs dies?
Rollback Post to RevisionRollBack
Here is my simpe Paint application in Minecraft.
Above is my old 2011 project that I liked, I don't play that much minecraft anymore but I occasionally help out on the Redstone forum. Hope my answers can be of help, let me know if I am unclear, and a +REP would be nice for me.
That is so useful, the possibilities!
A mini-game such as "Protect the Villager" as you pass dangerous terrains of Zombies, so is there a way to detect when the Top-side mobs dies?
Some time ago I made a help topic concerning the use of fake players and scoreboards. One of the goals was to increase a player score when a specific mob dies, but it was unsuccessful due to an old-time bug.
This caused me to stop development of this leash AI, but there might be something else to work with. I'll have to do extensive testing to figure something out though, but feel free to shoot ideas.
Some time ago I made a help topic concerning the use of fake players and scoreboards. One of the goals was to increase a player score when a specific mob dies, but it was unsuccessful due to an old-time bug.
This caused me to stop development of this leash AI, but there might be something else to work with. I'll have to do extensive testing to figure something out though, but feel free to shoot ideas.
Great application! A similar effect can be achieved with the riding tag (on flat ground, at least), but the leash definitely makes the visible mob's pathing look more organic.
The only concern would be that some UUID's are already set, and others are dynamically generated during gameplay. Therefore, there is a (small) chance that hardcoding a UUID like this could cause glitches elsewhere in the game, although I don't know of any way outside of mods to determine free UUIDs.
Great application! A similar effect can be achieved with the riding tag (on flat ground, at least), but the leash definitely makes the visible mob's pathing look more organic.
The only concern would be that some UUID's are already set, and others are dynamically generated during gameplay. Therefore, there is a (small) chance that hardcoding a UUID like this could cause glitches elsewhere in the game, although I don't know of any way outside of mods to determine free UUIDs.
When summoning multiple of the entities at a time in the pathing test, they actually were leashed properly. I'm guessing the leash is applied to the closest mob with that particular UUID, as a safety net of sorts. I'm unsure of any adverse affects with having multiple mobs with the same UUID, but just from having multiple of the same ID in the same location didn't seem to damage anything. I also couldn't find anything with a quick google search, as most of the results are talking about the name-changes coming through UUIDs.
Oh, and speaking of UUIDs. If you get a hold of your characters entity UUID, you CAN attach a leash to yourself via command blocks. Unfortunately this is not capable of being automated, and even if player selectors (@p) could be used in dataTags it still wouldn't be able to be automated.
"I'm an engineer. That means I solve problems. Not problems like,
'What is beauty?', because that would fall within the purview of your
conundrums of philosophy. I solve practical problems."
Here is an idea I will put out here, are we able to leash two mobs to another mob?
Maybe it will work, this is an idea that may be of help to people to some situations.
I am sure that a mob leashed will be dragged when leashed even if the leash owner is flying.
From your video, I assume that the leash is clipping through the floor so it can drag the Top mob around.
We have a Top mob, that is leashed to the "Path-Finder" mob, and to detect when this unique mob dies, we have a leash to a third mob that is under the ground but it is floating because it is leashed to the TOP mob.
The Top mob is the one that the player can see, when it dies, it releases the leash tied to the third mob that is under the ground and floating because it is tied to the leash of the Top mob.
So when the Top mob dies, it will release the third mob, not the Path-Finder and land on pressure plates.
You could also use this with Bosses, tie a leash to the boss, when it dies, the Third mob will Trigger whatever you want.
This should solve the detection of Unique mobs dying because the pressure plates will only trigger if the mob dies, then the this floating third mob will be released to fall onto those plates.
Here mobs are floating,
Seems the distance may be too short, so just leash it to the "Path-Finder" mob instead?
Here is my simpe Paint application in Minecraft.
Above is my old 2011 project that I liked, I don't play that much minecraft anymore but I occasionally help out on the Redstone forum. Hope my answers can be of help, let me know if I am unclear, and a +REP would be nice for me.
Here is an idea I will put out here, are we able to leash two mobs to another mob?
Maybe it will work, this is an idea that may be of help to people to some situations.
I am sure that a mob leashed will be dragged when leashed even if the leash owner is flying.
From your video, I assume that the leash is clipping through the floor so it can drag the Top mob around.
We have a Top mob, that is leashed to the "Path-Finder" mob, and to detect when this unique mob dies, we have a leash to a third mob that is under the ground but it is floating because it is leashed to the TOP mob.
The Top mob is the one that the player can see, when it dies, it releases the leash tied to the third mob that is under the ground and floating because it is tied to the leash of the Top mob.
So when the Top mob dies, it will release the third mob, not the Path-Finder and land on pressure plates.
You could also use this with Bosses, tie a leash to the boss, when it dies, the Third mob will Trigger whatever you want.
This should solve the detection of Unique mobs dying because the pressure plates will only trigger if the mob dies, then the this floating third mob will be released to fall onto those plates.
Yes, you can attach as many leashes as you want and have it criss-crossing just like you've posted. They can also be raised in the air, and flown around so long as they're not being moved too quickly. The leash DOES clip through the ground, so your idea MAY work. The issue I had with the pathfinder and the top mob is if the top mob goes too high (in fact, only 2 blocks higher than it was set at), the leash will break. I suspect it may work differently if the mob attached to the top mob is just hanging in the air, so it's most certainly worth testing.
Seems that the leash is pretty durable when moving fast if the mob is floating, and the distance is 6-8 blocks high.
Due to this, I believe Boss detection should work so long as the floor is only one block thick. To compensate if the Boss will be flung around with Knock back, or one block thick for best results.
However with your path-finder, it would need at least 4 blocks to pass through, 1 block for the floor, 2 high for the "Path-Finder" to navigate. And the floor of the "Path-Finder" path should take up the entire level so the Third mob will only have a flush ceiling, that way when the path-finder turns, it doesn't obstruct the "Third mob" from getting stuck to the corners that the "Path-Finder" will have to take.
So there should be an entire level for where the floor of your "Path-Navigator
Please post your results when you are able too, I still don't have time to play.
If this works out, then that mini-game should be possible where you protect a villager from the horde.
The villager will follow a path laid out by the map-maker and the path-finder will drag it around to follow that path, if this villager dies, then the third mob that is attached to the Villager will be released, so this third mob will now fall because the leash holding it in the air is no longer around.
This third mob will fall into the bottom of this put lined with pressure plates, all linking up to command blocks that will trigger the series of command.
Here is my simpe Paint application in Minecraft.
Above is my old 2011 project that I liked, I don't play that much minecraft anymore but I occasionally help out on the Redstone forum. Hope my answers can be of help, let me know if I am unclear, and a +REP would be nice for me.
I have been working on this for some time now and obtained some very positive results.
First, a key:
Guide - This is the mob the player sees following the path that they must protect. UUID of 2
Host - This is the mob the Guide is attached to, who follows the preset path. UUID of 1
Target - This is the mob the Host targets in order to traverse the path.
Slack - This mob is attached to the Guide, so if the Guide dies, the Slack falls onto a platform.
The Guide:
The Guide is the victim, which is a villager under attack by swarms of zombies. The command I've used:
The speed of the Guide needs to be slightly higher than the speed of the Host, to make up for getting left behind. It is very difficult, but it is possible for the player to keep the Guide stuck in a corner before the leash breaks. This is one major flaw, which is why the knockbackResistance is set to max; to prevent it from being hit outside of the leash range.
It needs a UUID set for the Slack to attach to it.
The Host
The mob I've used as the Host is a snow golem, simply because they're quiet. They are also capable of auto-attacking another NPC, which is a rare occurrence amongst mobs. The command:
You'll notice a ThrownPotion, a Witch, and a SnowMan all riding. This was to grant the ability to remove the snow golem. If the villager dies or successfully makes it to the end of the track, the game is set to peaceful. This will despawn the Witch riding the snow golem. Because there's no witch anymore, the potion (damage effect) falls onto the golem (which has 1 health) and kills it. There can be some damage dealt to the villager above-ground, though.
The followRange is set high so it may track the Target. I'm unsure why, but the golem will go after the Target even though there's a witch directly above it. Sometimes upon summoning, the golem attempts to attack the witch on its head, but will seemingly always switch its target to the Target.
I used a witch for riding because it is silent. The witch has a followRange of 0 to prevent it from attacking either the snowman or the player, but sometimes particle effects can be seen. It has an invisibility effect, otherwise the player can see its head poking out of the ground. Which is also why it is invulnerable. Normally you DO NOT want invulnerable mobs unless they can be DESPAWNED (not thrown into the void, this DOES NOT kill them nor despawn them!).
The speed of the golem is slow just to let the player keep up while they kill zombies. The speed can be modified of course, but making it too large will just snap the leash.
The Target
A witch, targeted by the Host:
/summon Witch 1600 17 860 {PersistenceRequired:1}
Absolutely nothing special about it. It's caged up at the end of the track so it cannot move. The PersistenceRequired tag ensures it does not despawn by natural means; setting the difficulty to peaceful WILL despawn it.
The ceiling above this witch MUST BE FLAT, or otherwise INCLINING. The leash is stretched about as far as it can go and the witch will snag on a single block in its path. The ceiling also makes up the floor that the Host walks upon.
When the Guide dies, this mob falls onto a giant plane of tripwires, which turns the game peaceful thus resetting the event.
Summary
The positives:
1. It works!
2. Very easy mob clean-up; all mobs (apart from the Guide) can be removed quite easily.
3. Resetting via failure is as easy as setting the difficulty to peaceful. Of course, that doesn't include any objectives outside of this mechanism.
4. No need for any scoreboard objectives; it's all physical, thus any amount of players can attend the event without an issue (other than zombie balancing).
5. It's quiet. Using witches and snowmen, the only quiet mobs apart from squid, match very well.
The negatives:
1. The ceiling for the Slack must be flat or inclining, greatly reducing the ability to very the elevation of the path. Any obstructions will ruin the path of the Slack and it will drop unnecessarily. Meaning it cannot have a defined path for itself, or it gets stuck.
2. If the Guide dies, a leash item ends up on the plane of tripwires. This prevents another round from working correctly until it despawns. Swapping out the tripwires for stone pressure plates will work, but this means a huge amount of redstone would need to be connected.
3. The Guide can be detached from the Host. The main issue with this is aesthetics and likely balance; the zombies will still target the Guide, and if the Guide dies the game is lost as intended. The Host will continue walking forward without the Guide.
I will be uploading a video shortly of this, which will also sneakily feature multi-summoning the zombie swarms.
1. It works!
2. Very easy mob clean-up; all mobs (apart from the Guide) can be removed quite easily.
3. Resetting via failure is as easy as setting the difficulty to peaceful. Of course, that doesn't include any objectives outside of this mechanism.
4. No need for any scoreboard objectives; it's all physical, thus any amount of players can attend the event without an issue (other than zombie balancing).
5. It's quiet. Using witches and snowmen, the only quiet mobs apart from squid, match very well.
The negatives:
1. The ceiling for the Slack must be flat or inclining, greatly reducing the ability to very the elevation of the path. Any obstructions will ruin the path of the Slack and it will drop unnecessarily. Meaning it cannot have a defined path for itself, or it gets stuck. 2. If the Guide dies, a leash item ends up on the plane of tripwires. This prevents another round from working correctly until it despawns. Swapping out the tripwires for stone pressure plates will work, but this means a huge amount of redstone would need to be connected.
3. The Guide can be detached from the Host. The main issue with this is aesthetics and likely balance; the zombies will still target the Guide, and if the Guide dies the game is lost as intended. The Host will continue walking forward without the Guide.
I will be uploading a video shortly of this, which will also sneakily feature multi-summoning the zombie swarms.
The trip wire could be one block higher than the floor it rests on, that means with a two block high pit.
Not my image, grabbed it off Google.
So if the leash does drop, it will land on the floor without setting off any redstone except for the pulse which should happen since the leash broke, if the Slack is released, then the tripwire should be-able to detect this since most mobs but the spider are two blocks high.
This should solve the problem for items keeping the redstone on for too long and the amount of redstone needed.
Thank you for that work, I was smiling the entire time watching the video, it worked!
Here is my simpe Paint application in Minecraft.
Above is my old 2011 project that I liked, I don't play that much minecraft anymore but I occasionally help out on the Redstone forum. Hope my answers can be of help, let me know if I am unclear, and a +REP would be nice for me.
why not make it so the trip wire is one block higher than the floor it rests on, that means with a two block high pit.
Not my image, grabbed it off Google.
So if the leash does drop, it will land on the floor without setting off any redstone except for the pulse which should happen since the leash broke, if the Slack is released, then the tripwire should be-able to detect this since most mobs but the spider are two blocks high.
This should solve the problem for items keeping the redstone on for too long.
Thank you for that work, I was smiling the entire time watching the video, it worked!
Oh that's a much simpler solution than mine. Not sure why I didn't think of that! And luckily any entity will work so long as they pass through the tripwire, so a flooring isn't necessary to begin with.
Try this. It's the 1.8 new version. You'll need 4 command blocks, some cobblestone stairs, and 4 redstone blocks. Place four command blocks all by each other with this command in them : /setblock ~0 ~1 ~0 minecraft:redstone_block 0 destroy (Turn Tile Drops Off) and put a redstone block on top of them all. Now place command blocks on top of all four of them with this command in the first one : execute @e ~ ~ ~ detect ~ ~-1 ~ stone_stairs 0 /tp @e[c=1] ~0.3 ~ ~ -90 10
This one in the second one: execute @e ~ ~ ~ detect ~ ~-1 ~ stone_stairs 3 /tp @e[c=1] ~ ~ ~-0.3 180 10
This one in the third one : execute @e ~ ~ ~ detect ~ ~-1 ~ stone_stairs 1 /tp @e[c=1] ~-0.3 ~ ~ 90 11
And this one in the last one : execute @e ~ ~ ~ detect ~ ~-1 ~ stone_stairs 2 /tp @e[c=1] ~ ~ ~0.3 0 10
Now place stairs in a path and spawn a entity on top of them and behold them running.
Rollback Post to RevisionRollBack
I build For FREE!!!!
You want these emeralds? Too bad! These are MY emeralds! I don't care if you have a egg or dragon in your signature. I'm not gonna click it.
Version 1:
A couple things to note:
When defining the UUIDLeast and UUIDMost tags, the UUIDLeast must come BEFORE the UUIDMost tag.
As well, UUID's fall under an unfortunate bug where their tag-types must be defined. UUID's are type "long", thus "l". An example of summoning leashed mobs:
The parent:
The leashed mob:
The parent must be summoned first, otherwise the leash has nothing to connect to. In some cases you can summon both at the same time with no issues. The UUID doesn't really matter too much, but try to only have one entity per UUID.
Leashes also have their own constraints. In the video, leashed mobs were able to climb a 1-block high hill. If it goes 2 blocks high, the leash will break. If the mob is too fast and the speed isn't modified, the mob will instead be dragged along rather than keep up with the snow golem. In this case, they will NOT follow the path accurately and may become stuck.
Here's a world download for the pathway seen in the video: http://www.mediafire.com/download/oc1hg48hhuc4d5s/Leash AI V2 - Skylinerw.zip
If there are any questions I'll go ahead and answer, or if any ideas need testing or sharing, just post!
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
A mini-game such as "Protect the Villager" as you pass dangerous terrains of Zombies, so is there a way to detect when the Top-side mobs dies?
Above is my old 2011 project that I liked, I don't play that much minecraft anymore but I occasionally help out on the Redstone forum. Hope my answers can be of help, let me know if I am unclear, and a +REP would be nice for me.
Some time ago I made a help topic concerning the use of fake players and scoreboards. One of the goals was to increase a player score when a specific mob dies, but it was unsuccessful due to an old-time bug.
The topic: http://www.minecraftforum.net/topic/2117448-help-fake-players-scoreboard-tracking-via-summon/#entry25973523
The bug: https://mojang.atlassian.net/browse/MC-11270
This caused me to stop development of this leash AI, but there might be something else to work with. I'll have to do extensive testing to figure something out though, but feel free to shoot ideas.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
Great application! A similar effect can be achieved with the riding tag (on flat ground, at least), but the leash definitely makes the visible mob's pathing look more organic.
The only concern would be that some UUID's are already set, and others are dynamically generated during gameplay. Therefore, there is a (small) chance that hardcoding a UUID like this could cause glitches elsewhere in the game, although I don't know of any way outside of mods to determine free UUIDs.
When summoning multiple of the entities at a time in the pathing test, they actually were leashed properly. I'm guessing the leash is applied to the closest mob with that particular UUID, as a safety net of sorts. I'm unsure of any adverse affects with having multiple mobs with the same UUID, but just from having multiple of the same ID in the same location didn't seem to damage anything. I also couldn't find anything with a quick google search, as most of the results are talking about the name-changes coming through UUIDs.
Oh, and speaking of UUIDs. If you get a hold of your characters entity UUID, you CAN attach a leash to yourself via command blocks. Unfortunately this is not capable of being automated, and even if player selectors (@p) could be used in dataTags it still wouldn't be able to be automated.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
"I'm an engineer. That means I solve problems. Not problems like,
'What is beauty?', because that would fall within the purview of your
conundrums of philosophy. I solve practical problems."
Maybe it will work, this is an idea that may be of help to people to some situations.
I am sure that a mob leashed will be dragged when leashed even if the leash owner is flying.
From your video, I assume that the leash is clipping through the floor so it can drag the Top mob around.
We have a Top mob, that is leashed to the "Path-Finder" mob, and to detect when this unique mob dies, we have a leash to a third mob that is under the ground but it is floating because it is leashed to the TOP mob.
The Top mob is the one that the player can see, when it dies, it releases the leash tied to the third mob that is under the ground and floating because it is tied to the leash of the Top mob.
So when the Top mob dies, it will release the third mob, not the Path-Finder and land on pressure plates.
You could also use this with Bosses, tie a leash to the boss, when it dies, the Third mob will Trigger whatever you want.
This should solve the detection of Unique mobs dying because the pressure plates will only trigger if the mob dies, then the this floating third mob will be released to fall onto those plates.
Here mobs are floating,
Seems the distance may be too short, so just leash it to the "Path-Finder" mob instead?
Above is my old 2011 project that I liked, I don't play that much minecraft anymore but I occasionally help out on the Redstone forum. Hope my answers can be of help, let me know if I am unclear, and a +REP would be nice for me.
Yes, you can attach as many leashes as you want and have it criss-crossing just like you've posted. They can also be raised in the air, and flown around so long as they're not being moved too quickly. The leash DOES clip through the ground, so your idea MAY work. The issue I had with the pathfinder and the top mob is if the top mob goes too high (in fact, only 2 blocks higher than it was set at), the leash will break. I suspect it may work differently if the mob attached to the top mob is just hanging in the air, so it's most certainly worth testing.
I'll start trying it out right now.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
Due to this, I believe Boss detection should work so long as the floor is only one block thick. To compensate if the Boss will be flung around with Knock back, or one block thick for best results.
However with your path-finder, it would need at least 4 blocks to pass through, 1 block for the floor, 2 high for the "Path-Finder" to navigate. And the floor of the "Path-Finder" path should take up the entire level so the Third mob will only have a flush ceiling, that way when the path-finder turns, it doesn't obstruct the "Third mob" from getting stuck to the corners that the "Path-Finder" will have to take.
So there should be an entire level for where the floor of your "Path-Navigator
Please post your results when you are able too, I still don't have time to play.
If this works out, then that mini-game should be possible where you protect a villager from the horde.
The villager will follow a path laid out by the map-maker and the path-finder will drag it around to follow that path, if this villager dies, then the third mob that is attached to the Villager will be released, so this third mob will now fall because the leash holding it in the air is no longer around.
This third mob will fall into the bottom of this put lined with pressure plates, all linking up to command blocks that will trigger the series of command.
Above is my old 2011 project that I liked, I don't play that much minecraft anymore but I occasionally help out on the Redstone forum. Hope my answers can be of help, let me know if I am unclear, and a +REP would be nice for me.
First, a key:
The Guide:
The Guide is the victim, which is a villager under attack by swarms of zombies. The command I've used:
Condensed:
The speed of the Guide needs to be slightly higher than the speed of the Host, to make up for getting left behind. It is very difficult, but it is possible for the player to keep the Guide stuck in a corner before the leash breaks. This is one major flaw, which is why the knockbackResistance is set to max; to prevent it from being hit outside of the leash range.
It needs a UUID set for the Slack to attach to it.
The Host
The mob I've used as the Host is a snow golem, simply because they're quiet. They are also capable of auto-attacking another NPC, which is a rare occurrence amongst mobs. The command:
Condensed:
You'll notice a ThrownPotion, a Witch, and a SnowMan all riding. This was to grant the ability to remove the snow golem. If the villager dies or successfully makes it to the end of the track, the game is set to peaceful. This will despawn the Witch riding the snow golem. Because there's no witch anymore, the potion (damage effect) falls onto the golem (which has 1 health) and kills it. There can be some damage dealt to the villager above-ground, though.
The followRange is set high so it may track the Target. I'm unsure why, but the golem will go after the Target even though there's a witch directly above it. Sometimes upon summoning, the golem attempts to attack the witch on its head, but will seemingly always switch its target to the Target.
I used a witch for riding because it is silent. The witch has a followRange of 0 to prevent it from attacking either the snowman or the player, but sometimes particle effects can be seen. It has an invisibility effect, otherwise the player can see its head poking out of the ground. Which is also why it is invulnerable. Normally you DO NOT want invulnerable mobs unless they can be DESPAWNED (not thrown into the void, this DOES NOT kill them nor despawn them!).
The speed of the golem is slow just to let the player keep up while they kill zombies. The speed can be modified of course, but making it too large will just snap the leash.
The Target
A witch, targeted by the Host:
Absolutely nothing special about it. It's caged up at the end of the track so it cannot move. The PersistenceRequired tag ensures it does not despawn by natural means; setting the difficulty to peaceful WILL despawn it.
The Slack
Another witch:
Condensed:
The ceiling above this witch MUST BE FLAT, or otherwise INCLINING. The leash is stretched about as far as it can go and the witch will snag on a single block in its path. The ceiling also makes up the floor that the Host walks upon.
When the Guide dies, this mob falls onto a giant plane of tripwires, which turns the game peaceful thus resetting the event.
Summary
The positives:
1. It works!
2. Very easy mob clean-up; all mobs (apart from the Guide) can be removed quite easily.
3. Resetting via failure is as easy as setting the difficulty to peaceful. Of course, that doesn't include any objectives outside of this mechanism.
4. No need for any scoreboard objectives; it's all physical, thus any amount of players can attend the event without an issue (other than zombie balancing).
5. It's quiet. Using witches and snowmen, the only quiet mobs apart from squid, match very well.
The negatives:
1. The ceiling for the Slack must be flat or inclining, greatly reducing the ability to very the elevation of the path. Any obstructions will ruin the path of the Slack and it will drop unnecessarily. Meaning it cannot have a defined path for itself, or it gets stuck.
2. If the Guide dies, a leash item ends up on the plane of tripwires. This prevents another round from working correctly until it despawns. Swapping out the tripwires for stone pressure plates will work, but this means a huge amount of redstone would need to be connected.
3. The Guide can be detached from the Host. The main issue with this is aesthetics and likely balance; the zombies will still target the Guide, and if the Guide dies the game is lost as intended. The Host will continue walking forward without the Guide.
I will be uploading a video shortly of this, which will also sneakily feature multi-summoning the zombie swarms.
EDIT
World download updated in OP.
(The multi-summon can be found here: )
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
The trip wire could be one block higher than the floor it rests on, that means with a two block high pit.
Not my image, grabbed it off Google.
So if the leash does drop, it will land on the floor without setting off any redstone except for the pulse which should happen since the leash broke, if the Slack is released, then the tripwire should be-able to detect this since most mobs but the spider are two blocks high.
This should solve the problem for items keeping the redstone on for too long and the amount of redstone needed.
Thank you for that work, I was smiling the entire time watching the video, it worked!
Above is my old 2011 project that I liked, I don't play that much minecraft anymore but I occasionally help out on the Redstone forum. Hope my answers can be of help, let me know if I am unclear, and a +REP would be nice for me.
Oh that's a much simpler solution than mine. Not sure why I didn't think of that! And luckily any entity will work so long as they pass through the tripwire, so a flooring isn't necessary to begin with.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
This one in the second one: execute @e ~ ~ ~ detect ~ ~-1 ~ stone_stairs 3 /tp @e[c=1] ~ ~ ~-0.3 180 10
This one in the third one : execute @e ~ ~ ~ detect ~ ~-1 ~ stone_stairs 1 /tp @e[c=1] ~-0.3 ~ ~ 90 11
And this one in the last one : execute @e ~ ~ ~ detect ~ ~-1 ~ stone_stairs 2 /tp @e[c=1] ~ ~ ~0.3 0 10
Now place stairs in a path and spawn a entity on top of them and behold them running.
You want these emeralds? Too bad! These are MY emeralds!
I don't care if you have a egg or dragon in your signature. I'm not gonna click it.
does this mean you can have mobs following other mobs? Not nesersearilly riding them though? Can you make the lead invisible?