Thanks, and another thing to note relating to this is when you use:
/say @e
A list of entities and their IDs/names will be provided, using the 'show_entity' action. And shift-clicking these names will insert the ID into the chat input. You can then copy that and paste it in the following testfor:
More power for /tellraw clickEvent? "/scoreboard objectives add reaction1 trigger" and a non-op "/trigger reaction1" command? #MaybeSoon
So essentially the /trigger command would be a non-op and restricted version of the /achievement command. The /trigger command would be used in the /tellraw 'clickEvent' option in place of a /scoreboard command. I assume it would increment the defined score by 1 and nothing more.
The /achievement command can already accomplish this, but can also accomplish more. Though what I've said is merely speculation, so all of the above is subject to change. If it's a non-OP command, I'm assuming it will be limited to the above function.
I've also updated all the bug report links on the topic to point to the new site for the bug tracker.
So essentially the /trigger command would be a non-op and restricted version of the /achievement command. The /trigger command would be used in the /tellraw 'clickEvent' option in place of a /scoreboard command. I assume it would increment the defined score by 1 and nothing more.
The /achievement command can already accomplish this, but can also accomplish more. What I've said is merely speculation, so all of the above is subject to change. If it's a non-OP command, I'm assuming it will be limited to the above function though.
I've also updated all the bug report links on the topic to point to the new site for the bug tracker.
Actually, I don't think Searge's addition will be anything new to tellraw and I don't think it will be a change to tellraw, simply a method for triggering events without OP, with tellraw being the already implemented GUI (aka this is the wiring, tellraw is the button).
Actually, I don't think Searge's addition will be anything new to tellraw and I don't think it will be a change to tellraw, simply a method for triggering events without OP, with tellraw being the already implemented GUI (aka this is the wiring, tellraw is the button).
I realize this, I'm simply referring to the issue of being a non-OP while trying to use the 'clickEvent'. This would be a work-around to a problem most people have with the /tellraw command, so should be stated.
I realize this, I'm simply referring to the issue of being a non-OP while trying to use the 'clickEvent'. This would be a work-around to a problem most people have with the /tellraw command, so should be stated.
Ah yes, uh and its bothering me that you used "workaround" when in reality its a "fix"
Ah yes, uh and its bothering me that you used "workaround" when in reality its a "fix"
Well most commands still can't be used in the 'clickEvent' if you're not an OP. One of the nice features of the 'clickEvent' is to use relative coordinates to manipulate the area around the player clicking. This still cannot be done if the player isn't an OP, and handing off functionality to a scoreboard will then skip out on the ability to use coordinates relative to the player. So it's not fixing the overall issue that requires the player to be OP for all other commands that call for it.
Well most commands still can't be used in the 'clickEvent' if you're not an OP. One of the nice features of the 'clickEvent' is to use relative coordinates to manipulate the area around the player clicking. This still cannot be done if the player is an OP, and handing off functionality to a scoreboard will then skip out on the ability to use coordinates relative to the player. So it's not fixing the overall issue that requires the player to be OP for all other commands that call for it.
Simply sounds like they've added a way for non-op's to use clickEvent. Yes, it may not support relative commands, but that would leave too much power to the client if they simply could do OP commands.
Simply sounds like they've added a way for non-op's to use clickEvent. Yes, it may not support relative commands, but that would leave too much power to the client if they simply could do OP commands.
Mmm, I would prefer there to be some special permissions or somesuch for the 'clickEvent' that will ignore if the player clicking is an OP or not, instead of adding a new command or changing the permission level of pre-existing commands.
Though with the new 1.8 @e functionality, you could create a mechanism that will provide some capability for relative coordinates. You could track when a player has a specific score (likely given through the /trigger command) and teleport a specific entity to their location, and then teleport that particular entity relative to where it has been teleported to. It would be slow and may present some unreliability in a multiplayer environment, but is certainly do-able.
2. This will then teleport the anchor mob relative to its desired location, relative of its new coordinates (being the coordinates of the player).
/tp 00000000-0000-0001-0000-000000000001 ~ ~ ~5
3. Whatever entity you want to be summoned near that player, nothing special has to be done to it.
/summon Cow ~ ~1 ~
4. And then teleport that new mob to the anchor. This will give the illusion of summoning a mob relative to the players location after clicking the /tellraw text, even though /summon command isn't being used in the 'clickEvent' (not that it would matter for non-OPs). The radius ensures that only the summoned cow is teleported.
6. Finally, teleport the anchor back to its starting position so it can stay out of the way.
/tp 00000000-0000-0001-0000-000000000001 X Y Z
It's a bit messy and potentially slow, but it should definitely work. You could make it more reliable by assigning a single, found player a new score and only affect the player with that score, instead of relying on @p the entire time. An anchor mob will have to be used in order to avoid teleporting the wrong, finalized entities (such as the cow). This should work with mutliplayer as well.
This type of mechanism is nothing new, of course. Just that it wouldn't require the player to be an OP. This won't work nicely with the /setblock command; you'd need to summon several FallingSand and minecart command blocks relative to the player. You'd also need to be sure that there's enough room for such, and that they won't be destroyed upon landing. So relative /setblock still isn't feasible.
The "score" function will display the current score of a specified objective and player. If the "name" bit is where the player name goes, then this can't be automated unless player selectors are parsed in the /tellraw command. Unless the players selected will see their own score no matter what, and the "name" is something different. But again, speculation until it's implemented for testing.
EDIT:
It is the name of the player and can be replaced with "*" to display the score of the player viewing the text. The OP has been updated to reflect this new addition. There's still some bugs with it, namely that it cannot currently/correctly be used in multiplayer. It will use the last-loaded singleplayer objectives and scores, even if they don't exist on the multiplayer world.
Once 1.8 is released, I'll fix up the rest of the topic (mainly the FAQ) to reflect all of the changes.
I think what we really need is a way of making these buttons one click only. I can live with all players having to be ops for what i'm doing, but at the moment you can just spam click the button and it makes it border on useless.
Got an answer to this one, you could have the command blocks separately and the command places a redstone block, but with the 'keep' oldBlockHandling tag in the command. Hope this helped
Oh, another thing: All the language files except en_US.lang are located in '.minecraft\assets\virtual\legacy\lang'. en_US.lang is located inside the [version].jar file, which can be opened with a file archiver program such as 7-Zip.
The language files themselves can be opened with Notepad++. Notepad can open them, but all the hard returns are missing and you can't save the file as a .lang (.txt only). With Notepad++, however, the hard returns are preserved and you can save it as a .lang.
Oh, another thing: All the language files except en_US.lang are located in '.minecraft\assets\virtual\legacy\lang'. en_US.lang is located inside the [version].jar file, which can be opened with a file archiver program such as 7-Zip.
The language files themselves can be opened with Notepad++. Notepad can open them, but all the hard returns are missing and you can't save the file as a .lang (.txt only). With Notepad++, however, the hard returns are preserved and you can save it as a .lang.
The English is called "en_CA.lang" in the assets folder.
Hold up wrong one, that's Canadian; I swear I saw US at one point, even though it wasn't labeled as "US".
EDIT:
Yea, that's very strange. Well, the translate function is dependent on the users settings, so it won't matter anyway apart from locating it to see all the choices. The main thing you'd want to look for are the arguments to put into the translate text, so you can use similar languages to determine where the arguments go, such as Canadian english, as the output will always depend on user settings.
Morning! I've been trying to make a custom achievement. Anyway, I was wondering if there was a way to say a player's name in a tellraw command. for example:
tellraw @a {"text":"","extra":[{"text":"@p has just earned the Achievement ","color":"white"},{"text":"[Keep the Doctor Away]","color":"green","hoverEvent":{"action":"show_text","value":"Keep the Doctor Away\nAchievement\nCraft a Golden Apple"}}]}
Morning! I've been trying to make a custom achievement. Anyway, I was wondering if there was a way to say a player's name in a tellraw command. for example:
tellraw @a {"text":"","extra":[{"text":"@p has just earned the Achievement ","color":"white"},{"text":"[Keep the Doctor Away]","color":"green","hoverEvent":{"action":"show_text","value":"Keep the Doctor Away\nAchievement\nCraft a Golden Apple"}}]}
Yes, that's insertion being used
Generate Minecraft Tellraw Commands, Books, and Signs!
So essentially the /trigger command would be a non-op and restricted version of the /achievement command. The /trigger command would be used in the /tellraw 'clickEvent' option in place of a /scoreboard command. I assume it would increment the defined score by 1 and nothing more.
This would be the work-around to the requirement of being OP to active most clickEvents: https://bugs.mojang.com/browse/MC-30907
The /achievement command can already accomplish this, but can also accomplish more. Though what I've said is merely speculation, so all of the above is subject to change. If it's a non-OP command, I'm assuming it will be limited to the above function.
I've also updated all the bug report links on the topic to point to the new site for the bug tracker.
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/
Actually, I don't think Searge's addition will be anything new to tellraw and I don't think it will be a change to tellraw, simply a method for triggering events without OP, with tellraw being the already implemented GUI (aka this is the wiring, tellraw is the button).
Generate Minecraft Tellraw Commands, Books, and Signs!
I realize this, I'm simply referring to the issue of being a non-OP while trying to use the 'clickEvent'. This would be a work-around to a problem most people have with the /tellraw command, so should be stated.
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/
Ah yes, uh and its bothering me that you used "workaround" when in reality its a "fix"
Generate Minecraft Tellraw Commands, Books, and Signs!
Well most commands still can't be used in the 'clickEvent' if you're not an OP. One of the nice features of the 'clickEvent' is to use relative coordinates to manipulate the area around the player clicking. This still cannot be done if the player isn't an OP, and handing off functionality to a scoreboard will then skip out on the ability to use coordinates relative to the player. So it's not fixing the overall issue that requires the player to be OP for all other commands that call for it.
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/
Generate Minecraft Tellraw Commands, Books, and Signs!
Mmm, I would prefer there to be some special permissions or somesuch for the 'clickEvent' that will ignore if the player clicking is an OP or not, instead of adding a new command or changing the permission level of pre-existing commands.
Though with the new 1.8 @e functionality, you could create a mechanism that will provide some capability for relative coordinates. You could track when a player has a specific score (likely given through the /trigger command) and teleport a specific entity to their location, and then teleport that particular entity relative to where it has been teleported to. It would be slow and may present some unreliability in a multiplayer environment, but is certainly do-able.
For example:
Prerequisites:
The score to track:
An anchor mob for reliability:
Speculated /tellraw and /trigger combo for non-OPs to modify a score when clicking:
Mechanism:
(The flame particle indicates where the anchor mob is resting)
1. This teleports the anchor mob to a player that has a 'TESTSCORE' score of 1 or greater.
2. This will then teleport the anchor mob relative to its desired location, relative of its new coordinates (being the coordinates of the player).
3. Whatever entity you want to be summoned near that player, nothing special has to be done to it.
4. And then teleport that new mob to the anchor. This will give the illusion of summoning a mob relative to the players location after clicking the /tellraw text, even though /summon command isn't being used in the 'clickEvent' (not that it would matter for non-OPs). The radius ensures that only the summoned cow is teleported.
5. Then reduce the players score so they aren't constantly activating the mechanism.
6. Finally, teleport the anchor back to its starting position so it can stay out of the way.
It's a bit messy and potentially slow, but it should definitely work. You could make it more reliable by assigning a single, found player a new score and only affect the player with that score, instead of relying on @p the entire time. An anchor mob will have to be used in order to avoid teleporting the wrong, finalized entities (such as the cow). This should work with mutliplayer as well.
This type of mechanism is nothing new, of course. Just that it wouldn't require the player to be an OP. This won't work nicely with the /setblock command; you'd need to summon several FallingSand and minecart command blocks relative to the player. You'd also need to be sure that there's enough room for such, and that they won't be destroyed upon landing. So relative /setblock still isn't feasible.
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/
Command indented:
Speculation:
The "score" function will display the current score of a specified objective and player. If the "name" bit is where the player name goes, then this can't be automated unless player selectors are parsed in the /tellraw command. Unless the players selected will see their own score no matter what, and the "name" is something different. But again, speculation until it's implemented for testing.
EDIT:
It is the name of the player and can be replaced with "*" to display the score of the player viewing the text. The OP has been updated to reflect this new addition. There's still some bugs with it, namely that it cannot currently/correctly be used in multiplayer. It will use the last-loaded singleplayer objectives and scores, even if they don't exist on the multiplayer world.
Once 1.8 is released, I'll fix up the rest of the topic (mainly the FAQ) to reflect all of the changes.
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/
Got an answer to this one, you could have the command blocks separately and the command places a redstone block, but with the 'keep' oldBlockHandling tag in the command. Hope this helped
Generate Minecraft Tellraw Commands, Books, and Signs!
It doesn't crash in the 1.8 snapshots.
I did this in 14w07a:
It gave me this without crashing:
Thanks, I removed the bug report some time ago but missed the text.
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 language files themselves can be opened with Notepad++. Notepad can open them, but all the hard returns are missing and you can't save the file as a .lang (.txt only). With Notepad++, however, the hard returns are preserved and you can save it as a .lang.
The English is called "en_CA.lang" in the assets folder.Hold up wrong one, that's Canadian; I swear I saw US at one point, even though it wasn't labeled as "US".
EDIT:
Yea, that's very strange. Well, the translate function is dependent on the users settings, so it won't matter anyway apart from locating it to see all the choices. The main thing you'd want to look for are the arguments to put into the translate text, so you can use similar languages to determine where the arguments go, such as Canadian english, as the output will always depend on user settings.
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/
replacing @p with the player name.
Any Ideas?
Generate Minecraft Tellraw Commands, Books, and Signs!
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