Video:
Both structures are using the same mechanism, just a different radius for the arrow, and different types of blocks. Both have 3 different types of blocks, but it can be expanded easily for more types.
The download link is now a newer version. A dummy scoreboard objective named 'block_ex' is used, and the gamerule doTileDrops must be true.
With the most recent version, it's now easier to setup for any structure. You just have to know what types of blocks are going to explode within the structure. It now targets the arrow to destroy a rectangular radius, then uses the dropped items to summon in the type of block as falling sand. Then the Creeper is summoned and explodes the FallingSand blocks.
To start the clock, place a redstone block under the emerald block.
The command block above the orange clay block has the arrow destroy radius.
And the command block above the gold block has the target arrow radius.
The target arrow radius is executed from the item frame in the middle of the mechanism, so that the structure can be rotated in a program such as MCEdit. Any method can be used to stop the clock. I left that part out for the ability to be able to rotate the mechanism without any relative coordinate issues.
The Meaning of Life, the Universe, and Everything.
Location:
Limbo
Join Date:
5/10/2013
Posts:
401
Location:
College of Winterhold
Minecraft:
Death_Dealer
Xbox:
Suicida1 Cheese
PSN:
Shadow_demon33
Member Details
this is really cool mind providing a downloadable example please? im more of a hands on learner and the info you give on how your doing this seems vauge to me.
this is really cool mind providing a downloadable example please? im more of a hands on learner and the info you give on how your doing this seems vauge to me.
This is very cool, Can you also put it in a castle for PvP raids?
You can put it anywhere you want. It just takes some customizing for the particular structure you are wanting to manipulate. If you want it to be useable anywhere in a map, place the clock, that checks for arrows in the area of the structure, at the world spawn point.
The Meaning of Life, the Universe, and Everything.
Location:
Limbo
Join Date:
5/10/2013
Posts:
401
Location:
College of Winterhold
Minecraft:
Death_Dealer
Xbox:
Suicida1 Cheese
PSN:
Shadow_demon33
Member Details
i think you should have connected the "test for arrow command" to the structure spawning, just saying would have been a bit easier to get it working. i like the way this is done, the only problem is it is always testing for the arrow in the area even after destruction, a simple toggle gate fixed that. again attached to the reset button to start checking again after the reset button has been pressed. and toggle off when the "destruction" has been activated. all in all this is very creative, and definitely could make some really cool maps with this, im thinking.. adventure maps with triggered explosions:3
This is really cool i just want to point out though that sethbling has made something similar to this in 1.6/7 (i dont remember) :/ However the arrow part is awesome though
Hey, this is pretty awesome, but I have a question.
So I thought something like this would be really cool to incorporate at the end of a map I'm working on, and, going back through all your commands and figuring out how they work, I've pretty much got everything figured out, but I'm slightly confused on setting the area within which the explosions will occur.
Now, I'm assuming the area is set with this command:
execute @e[r=5,type=ItemFrame] ~-3 ~2 ~-3 scoreboard players set @e[dx=6,dy=4,dz=6,type=Arrow] block_ex 1 {inGround:1b}
Could you show me the command with an alternate area to show how someone might set this up for a building the size of...oh, say a large Mansion. Just some arbitrary large numbers is fine, I just need to see how exactly I'd alter this.
Now, I'm assuming the area is set with this command:
execute @e[r=5,type=ItemFrame] ~-3 ~2 ~-3 scoreboard players set @e[dx=6,dy=4,dz=6,type=Arrow] block_ex 1 {inGround:1b}
Could you show me the command with an alternate area to show how someone might set this up for a building the size of...oh, say a large Mansion. Just some arbitrary large numbers is fine, I just need to see how exactly I'd alter this.
It doesn't have to be executed to the item frame, especially if you have a very large area to cover. You could even put in coordinates. It basically starts at the lowest point, lets say /scoreboard players set @e[x=100,y=30,z=100,type=Arrow] block_ex 1 {inGround:1b}
and then add the dx=50,dy=20,dz=50 and that would cover 50 blocks into the x and z, and 20 blocks up into the y axis, creating a very large rectangular area.
/scoreboard players set @e[x=100,y=30,z=100,dx=50,dy=20,dz=50,type=Arrow] block_ex 1 {inGround:1b}
I only used the Item frame for the ability to rotate the mechanism and still use the same relative coordinates.
Download:
http://www.mediafire.com/download/m82h7yhms894dqh/ExStructures.zip
Video:
Both structures are using the same mechanism, just a different radius for the arrow, and different types of blocks. Both have 3 different types of blocks, but it can be expanded easily for more types.
The download link is now a newer version. A dummy scoreboard objective named 'block_ex' is used, and the gamerule doTileDrops must be true.
With the most recent version, it's now easier to setup for any structure. You just have to know what types of blocks are going to explode within the structure. It now targets the arrow to destroy a rectangular radius, then uses the dropped items to summon in the type of block as falling sand. Then the Creeper is summoned and explodes the FallingSand blocks.
To start the clock, place a redstone block under the emerald block.
The command block above the orange clay block has the arrow destroy radius.
And the command block above the gold block has the target arrow radius.
The target arrow radius is executed from the item frame in the middle of the mechanism, so that the structure can be rotated in a program such as MCEdit. Any method can be used to stop the clock. I left that part out for the ability to be able to rotate the mechanism without any relative coordinate issues.
There is now a download link in the description.
You can put it anywhere you want. It just takes some customizing for the particular structure you are wanting to manipulate. If you want it to be useable anywhere in a map, place the clock, that checks for arrows in the area of the structure, at the world spawn point.
So I thought something like this would be really cool to incorporate at the end of a map I'm working on, and, going back through all your commands and figuring out how they work, I've pretty much got everything figured out, but I'm slightly confused on setting the area within which the explosions will occur.
Now, I'm assuming the area is set with this command:
execute @e[r=5,type=ItemFrame] ~-3 ~2 ~-3 scoreboard players set @e[dx=6,dy=4,dz=6,type=Arrow] block_ex 1 {inGround:1b}
Could you show me the command with an alternate area to show how someone might set this up for a building the size of...oh, say a large Mansion. Just some arbitrary large numbers is fine, I just need to see how exactly I'd alter this.
It doesn't have to be executed to the item frame, especially if you have a very large area to cover. You could even put in coordinates. It basically starts at the lowest point, lets say /scoreboard players set @e[x=100,y=30,z=100,type=Arrow] block_ex 1 {inGround:1b}
and then add the dx=50,dy=20,dz=50 and that would cover 50 blocks into the x and z, and 20 blocks up into the y axis, creating a very large rectangular area.
/scoreboard players set @e[x=100,y=30,z=100,dx=50,dy=20,dz=50,type=Arrow] block_ex 1 {inGround:1b}
I only used the Item frame for the ability to rotate the mechanism and still use the same relative coordinates.