The Meaning of Life, the Universe, and Everything.
Join Date:
4/20/2013
Posts:
276
Location:
memetopia
Minecraft:
WobbegongWachong
Member Details
For every player in the world who has an ID score, a matching Slime is summoned and given the same ID score, so that the player and Slime are considered a "match." I need a series of commands to run a tellraw to a player who's Slime is killed and tell them, "Your matching Slime is dead!"
What I'm essentially asking for:
I'm asking for a way I can make a system that runs commands when a Slime which once had the same score as a player disappears. This isn't a set score either. It must be a completely flexible system because there is no way to know how many players on my world have an ID score at any given time. It could be 15, or it could be 2500...so doing "/testfor @a[score_ID_min=1,score_ID=1]" and "/testfor @e[type=Slime,score_ID_min=1,score_ID=1]" on an AND gate won't work.
System requirements:
It needs to be able to operate in a single tick on a /fill clock
Well I've already started to write out a method that may work exactly as you want, however, half way through writing it I realised that slimes in unloaded chunks would trigger being "dead" as well as dead slime. How do you want to work around that?
The Meaning of Life, the Universe, and Everything.
Join Date:
4/20/2013
Posts:
276
Location:
memetopia
Minecraft:
WobbegongWachong
Member Details
Right now what I have is an armor stand with the same ID as the slime and player at the slime's location which constantly has its deadSlime score set to 0 and then set back to 1 if there is a slime on the same block as it (my slimes are immobile). If the score is still 0 after the scoreboard command is run, that means the slime is dead. I think this fixes your problem since the armorstand and slime should load at the same time, but my new problem is that I don't know how to execute as the armorstand to the matching ID player to run the tellraw.
For every player in the world who has an ID score, a matching Slime is summoned and given the same ID score, so that the player and Slime are considered a "match." I need a series of commands to run a tellraw to a player who's Slime is killed and tell them, "Your matching Slime is dead!"
What I'm essentially asking for:
I'm asking for a way I can make a system that runs commands when a Slime which once had the same score as a player disappears. This isn't a set score either. It must be a completely flexible system because there is no way to know how many players on my world have an ID score at any given time. It could be 15, or it could be 2500...so doing "/testfor @a[score_ID_min=1,score_ID=1]" and "/testfor @e[type=Slime,score_ID_min=1,score_ID=1]" on an AND gate won't work.
System requirements:
It needs to be able to operate in a single tick on a /fill clock
www.youtube.com/user/dinodude162
Well I've already started to write out a method that may work exactly as you want, however, half way through writing it I realised that slimes in unloaded chunks would trigger being "dead" as well as dead slime. How do you want to work around that?
Right now what I have is an armor stand with the same ID as the slime and player at the slime's location which constantly has its deadSlime score set to 0 and then set back to 1 if there is a slime on the same block as it (my slimes are immobile). If the score is still 0 after the scoreboard command is run, that means the slime is dead. I think this fixes your problem since the armorstand and slime should load at the same time, but my new problem is that I don't know how to execute as the armorstand to the matching ID player to run the tellraw.
www.youtube.com/user/dinodude162