Say you're building an adventure map, and you want players to be able to have and teleport to checkpoints, but you don't want to use command blocks.
Why not use one of these?
What is it? A checkpoint! This is a block that can only be given with /give, as not to ruin the survival aspect of... well, survival mode.
Say you find one of these in a map:
What do you do? You right click it (like a chest, or a furnace) and it becomes a used checkpoint!
Now what? Do you just have to follow the ray of light?
Nope! Chuck Testa! You can also get one of these items:
It looks like an emerald (for now) but it is actually a Checkpoint Selector!
This is also only obtainable through /give. To use it, right click with it in your hand. Then this GUI interface opens up:
You can have multiple checkpoints, and any of the ones a player has already reached turn into the normal checkpoint instead of that little red bugger. When you click on it, it teleports you to the spot where the player who activated was when they clicked it.
That's all I have for now, any suggestions or other things can be posted in the comments.
Can someone make me a banner for it? That would be really helpful!
for how interesting this suggestion is i have to say that if you make an adventure map you are inbound to use command blocks at some point, so why not directly use command blocks? if someone makesadventure maps it's because they have an advanced knowledge of command blocks/redstone.
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While alive, you have a 100% chance of dying, so don't sweat it.
Roleplay characters:
Death (me)
War
Pestilence
Famine
"Yet another stands before me... Then so be it. For the curse of life, is the curse of want. And so, you peer... Into the fog, in hope of answers."
Say you're building an adventure map, and you want players to be able to have and teleport to checkpoints, but you don't want to use command blocks.
Why not use one of these?
The point of command blocks is to do these types of things. Adding your idea would be a duplicate feature. If you dont want to input a simple command in a command block, then you are just lazy.
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Cast aside your festive doylaks: dragon stuff is about to happen.
Multiplayer is lonely once you understand how it actually works.
The idea was for a checkpoint to set a new spawnpoint, while still keeping your spawnpoint somewhere else.
So like a one-time-use spawnpoint? That could be nice, maybe... But even so, a command block could still fill that niche with some redstone work (I think).
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Watch me watch your dragon watching me watching it die. Just watch.
So like a one-time-use spawnpoint? That could be nice, maybe... But even so, a command block could still fill that niche with some redstone work (I think).
Wait... Two spawnpoints? How does that work? In which one do you spawn?
But about the suggestion: No support
/tp and /spawnpoint already do that.
You have an original spawnpoint/bed spawnpoint like normal, but this is a thing you could place down incase you built something far away. You can teleport to it using the GUI. In a teamwork parkour map, thoughout the parkour, you could activate one so players still start at the begginging, but can teleport to checkpoints once they reach them.
You have an original spawnpoint/bed spawnpoint like normal, but this is a thing you could place down incase you built something far away. You can teleport to it using the GUI. In a teamwork parkour map, thoughout the parkour, you could activate one so players still start at the begginging, but can teleport to checkpoints once they reach them.
I still don't understand. How does the game know whether to spawn you at the checkpoint or at your spawn?
I still don't understand. How does the game know whether to spawn you at the checkpoint or at your spawn?
The game would spawn you at your spawnpoint. The checkpoint is a thing you can teleport to using the GUI. Your spawnpoint doesn't change unless you use commands or a bed
The game would spawn you at your spawnpoint. The checkpoint is a thing you can teleport to using the GUI. Your spawnpoint doesn't change unless you use commands or a bed
So they are waypoints, not checkpoints...
Still though, command blocks can do all this.
Rollback Post to RevisionRollBack
Cast aside your festive doylaks: dragon stuff is about to happen.
Multiplayer is lonely once you understand how it actually works.
PS: My gamemode switches inbetween shots because
I was drunkI needed to get the items--------------------------------------------------------------------------------------------------------------------------------------------
Say you're building an adventure map, and you want players to be able to have and teleport to checkpoints, but you don't want to use command blocks.
Why not use one of these?
What is it? A checkpoint! This is a block that can only be given with /give, as not to ruin the survival aspect of... well, survival mode.
Say you find one of these in a map:
What do you do? You right click it (like a chest, or a furnace) and it becomes a used checkpoint!
Now what? Do you just have to follow the ray of light?
Nope! Chuck Testa! You can also get one of these items:
It looks like an emerald (for now) but it is actually a Checkpoint Selector!
This is also only obtainable through /give. To use it, right click with it in your hand. Then this GUI interface opens up:
You can have multiple checkpoints, and any of the ones a player has already reached turn into the normal checkpoint instead of that little red bugger. When you click on it, it teleports you to the spot where the player who activated was when they clicked it.
That's all I have for now, any suggestions or other things can be posted in the comments.
Can someone make me a banner for it? That would be really helpful!
Roleplay characters:
Death (me)
War
Pestilence
Famine
The point of command blocks is to do these types of things. Adding your idea would be a duplicate feature. If you dont want to input a simple command in a command block, then you are just lazy.
Cast aside your festive doylaks: dragon stuff is about to happen.
Multiplayer is lonely once you understand how it actually works.
Alpha 1.0.4
its so easy to just put a command block write in /spawnpoint @a put a button on it and you got a check point !
The idea was for a checkpoint to set a new spawnpoint, while still keeping your spawnpoint somewhere else.
So like a one-time-use spawnpoint? That could be nice, maybe... But even so, a command block could still fill that niche with some redstone work (I think).
You have an original spawnpoint/bed spawnpoint like normal, but this is a thing you could place down incase you built something far away. You can teleport to it using the GUI. In a teamwork parkour map, thoughout the parkour, you could activate one so players still start at the begginging, but can teleport to checkpoints once they reach them.
I still don't understand. How does the game know whether to spawn you at the checkpoint or at your spawn?
The game would spawn you at your spawnpoint. The checkpoint is a thing you can teleport to using the GUI. Your spawnpoint doesn't change unless you use commands or a bed
No Support
So they are waypoints, not checkpoints...
Still though, command blocks can do all this.
Cast aside your festive doylaks: dragon stuff is about to happen.
Multiplayer is lonely once you understand how it actually works.
Alpha 1.0.4