Minecraft should be more map maker friendly. I've been playing around with command blocks for weeks, and IMO players should have a bit more freedom with their commands.
This one might be redundant but many mapmakers itch for the rotating command.
x1, y1 and z1 selects one corner, x2, y2 and z2 another corner. Then they select a region.
xc, yc and zc select coordinates of the center to rotate around if mode is Rotate.
modes are Flip and Rotate.
Directions are L(eft), R(ight), T(urn around); or 90 360 270 in degrees for Rotate mode. Or you can just select an axis to be revered(X, Y, Z) for a Flip mode.
Rotation example:
Yellow Fighter pointing South
/rotate 410 5 615 421 11 626 Rotate T
Now the same fighter is pointing North. (Demolition airship visible in the background)
2. Comparing selectors
Kind of hard to explain, but here's an example:
/testfor @p[x>10,y>50,z<-100] for a single coordinate comparison, and
/testfor @p[-400>x>10,0>y>50,-367<z<-100] for testing for entities in exact region.
Basically, I want target selectors to be comparable. Currently they can only be equal to something. I want my command script to be able to know if I am east, north, or west from that skeleton.
We need a way to detect exact player or entity coordinates(and then be able to compare them with comparing selectors. Comparing selectors can already be equal not only to integer you input, but also to some scoreboard objective value.
4. TestRegion
used like /testregion <x1> <y1> <z1> <x2> <y2> <z2> <mode> <tilename>
coords are used for selecting a region. there are several modes: P, S, N, R. P is for Percentage, and command blocks will output % value with comparator. S means Strict - if at least one block in the region is NOT that of <tilename>, command will fail. Strict mode command comparator can only output no signal or 100% strength. N is strict No. If at least one block of <tilename> is present, the command will fail. If no listed blocks are present, comparator signal is 100%. R is Reverse mode. It is calculated by (100% - percentage by P). If the region in P mode outputs 75%, it will output 25% in R mode.
That's all for now. With those additions, map makers would be able to make more great projects.
Updates:
1. Apparently I posted the same image twice. Edited with another image.
Minecraft should be more map maker friendly. I've been playing around with command blocks for weeks, and IMO players should have a bit more freedom with their commands.
1. Rotating a region
/rotate <x1> <y1> <z1> <x2> <y2> <z2> <mode> [xc] [yc] [zc] [direction]
This one might be redundant but many mapmakers itch for the rotating command.
x1, y1 and z1 selects one corner, x2, y2 and z2 another corner. Then they select a region.
xc, yc and zc select coordinates of the center to rotate around if mode is Rotate.
modes are Flip and Rotate.
Directions are L(eft), R(ight), T(urn around); or 90 360 270 in degrees for Rotate mode. Or you can just select an axis to be revered(X, Y, Z) for a Flip mode.
Rotation example:
Yellow Fighter pointing South
/rotate 410 5 615 421 11 626 Rotate T
Now the same fighter is pointing North. (Demolition airship visible in the background)
2. Comparing selectors
Kind of hard to explain, but here's an example:
/testfor @p[x>10,y>50,z<-100] for a single coordinate comparison, and
/testfor @p[-400>x>10,0>y>50,-367<z<-100] for testing for entities in exact region.
Basically, I want target selectors to be comparable. Currently they can only be equal to something. I want my command script to be able to know if I am east, north, or west from that skeleton.
3. scoreboard stat.CurrentX, stat.CurrentY, stat.CurrentZ
We need a way to detect exact player or entity coordinates(and then be able to compare them with comparing selectors. Comparing selectors can already be equal not only to integer you input, but also to some scoreboard objective value.
4. TestRegion
used like /testregion <x1> <y1> <z1> <x2> <y2> <z2> <mode> <tilename>
coords are used for selecting a region. there are several modes: P, S, N, R. P is for Percentage, and command blocks will output % value with comparator. S means Strict - if at least one block in the region is NOT that of <tilename>, command will fail. Strict mode command comparator can only output no signal or 100% strength. N is strict No. If at least one block of <tilename> is present, the command will fail. If no listed blocks are present, comparator signal is 100%. R is Reverse mode. It is calculated by (100% - percentage by P). If the region in P mode outputs 75%, it will output 25% in R mode.
That's all for now. With those additions, map makers would be able to make more great projects.
Updates:
1. Apparently I posted the same image twice. Edited with another image.
Full Support. I heard somewhere that at least the rotate command was in the works, but that was before the release of 1.9.
My Suggestions:
The Item Stand (Waiting for feedback)
The Elusive Slime Chunk Problem (Edited, Waiting for feedback)
The Useless Tipped Arrows Problem (Most popular!)
The Monotonous End Problem (Needs to be edited)
The Unsatisfying End Problem (Needs to be edited)
The Temporary Pet Problem (Needs to be edited)
I support
I'm a programmer. I use C/C++, BASIC, Assembly, and Python. If i sound too technicial, that's because it's the way i think.
My Suggestions