Is there a way that whenever a player kills another player a dummy objective is raised by one.
But the kills will still be there and don't dissapear until I reset them.
Is there a way that whenever a player kills another player a dummy objective is raised by one.
But the kills will still be there and don't dissapear until I reset them.
Any help appriciated
You could have two of the same objective-types existing; one that will be manipulated, and one that will remain static:
The clock will cycle through each kill the player makes and give the appropriate points to "FAKEPLAYER". You can swap out "FAKEPLAYER" for a player selector if needed.
The clock will cycle through each kill the player makes and give the appropriate points to "FAKEPLAYER". You can swap out "FAKEPLAYER" for a player selector if needed.
ok so it is not possible to have the kills of the player still be there( that to say not removed)?
ok so it is not possible to have the kills of the player still be there( that to say not removed)?
That's the purpose of having two different objectives with the same objective-type; one would be used for manipulation while the other remains untouched.
That's the purpose of having two different objectives with the same objective-type; one would be used for manipulation while the other remains untouched.
But the kills will still be there and don't dissapear until I reset them.
Any help appriciated
You could have two of the same objective-types existing; one that will be manipulated, and one that will remain static:
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've already done that, my question is how to add a point to a DUMMY objective whenevera player gets a kill.
My apologies, misread the question. Assuming the score to increment will be that of a fake player, you'll need a mechanism such as:
1. First, the players "KILLS" score is decreased so long as it is 1 or higher.
2. And the successful signal is used to increment the fake player's score.
The clock will cycle through each kill the player makes and give the appropriate points to "FAKEPLAYER". You can swap out "FAKEPLAYER" for a player selector if needed.
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/
ok so it is not possible to have the kills of the player still be there( that to say not removed)?
That's the purpose of having two different objectives with the same objective-type; one would be used for manipulation while the other remains untouched.
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/
ok thanks for the help