As far as I ca tell there is no way to summon a Mob with special attributes in this edition. I keep getting syntax errors no matter what I do. Is this just not availiable in bedrock?
I ported over my old server map and really wanted to re-implement some of the dungeons but without having some stronger mobs it just feels pointless. Any tips here?
Yup bedrock doesn't even have the scoreboard command yet. It sucks really hard in terms of commands but otherwise its good... cause most of the other features have been implemented and it NEVER lags for me unless i try to make it lag.
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I hate how it doesnt have all the java commands either :/
Well you can make it so some types of mobs have armour, like zombies and skeletons, with the replaceitem command, and as for the other mobs you can also give them effects with the /effect command, if you use give them a absorption effect maybe they will have more health too? With that combination it should be a tad harder, just gotta work with what we have until they implement scoreboard and all the other useful commands I guess
I have noticed that you can target all entities or all player etc. but I havent figured out how to make a command block consistently spawn mobs and give them those items without affecting other players.
Hopefully they add advanced mob spawning eventually, I was hoping there would be a way to only target all zombies in the area etc. so that it wont interfere with the players inventory.
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I'm not positive, but I think you can use the !player in some of the commands, which makes it so it ignores all players. So like if you did the /replaceitem @e [type=!player] I think it will give items to every mob but the player. You can have the /summon commandblock set to a timer, so it gives the mob that freshly spawned the items and effects that you want, which has a comparator (so it tells if the mob is summoned) leading to the /replaceitem chained command block.
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So from what you're saying is that you want to have it so there can only be a certain amount of zombies in the world or a specific area. And if theres any more, it wont summon any more zombies until all the zombies are killed off?
Try to use this in a command block, set to repeating and always active:
/Testfor @e [Type=zombies, C=0, R=20]
(The C=# should be the syntax that counts how many entities you want to look for)
Pretty sure that will test if there's no zombies in a radius of 20 blocks, if there is zombies, it shouldn't emit a Redstone signal. Have a comparator connected to that, so it can tell if the command is true, then have the comparator lead to a command block saying this:
/summon zombie
That should only summon a zombie if there isn't one currently alive (well dead cause zombies aren't living) If there isn't a zombie in the 20 block radius, it should then summon one. If you're wanting to still have the zombies have armor and effects, just have those command blocks chained to the summon zombie command block.
Let me know if this works for you! I'm not able to test it so I just came up with it in my head from my knowledge of commands
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I think you can turn off the command block chat by using
/gamerule (I don't know the exact words but it has command block in it)
And as of the other commands, the custom loot in chests is very do able, making blocks invulnerable isn't though :/ well not yet, with nbt tags you can but we don't have those yet. The warps signs however, you can probably get something to work. I just finished making a /warps chest, that when you click on a list of items, you get teleported to what it says. Ex, /home will teleport you home and so on. Only thing is that you probably won't be able to make that multiplayer friendly if you choose to have custom/personal warps for every player.
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They would have a blast 😂 And the way I did it in my single player was I used the /clear command to check if I had a block in my inventory, like a random unused one like bedrock. Then connected it to a comparator which activates the tp command
According to minecraft wiki it states in the bedrock edition that you can custumize atributes but idk if its properly funtionsl as of yet but i saw ppl in bedrock who custumized a mob name
To have a mob with a potion effect place a impulse command block with the command /execute @e [type=MobName. Exp. skeleton] ~ ~ ~ effect potion effect duration level
As far as I ca tell there is no way to summon a Mob with special attributes in this edition. I keep getting syntax errors no matter what I do. Is this just not availiable in bedrock?
I ported over my old server map and really wanted to re-implement some of the dungeons but without having some stronger mobs it just feels pointless. Any tips here?
No. you can only use /summon to summon an entity in a specific position. Bedrock sucks :/
Yup bedrock doesn't even have the scoreboard command yet. It sucks really hard in terms of commands but otherwise its good... cause most of the other features have been implemented and it NEVER lags for me unless i try to make it lag.
I hate how it doesnt have all the java commands either :/
Well you can make it so some types of mobs have armour, like zombies and skeletons, with the replaceitem command, and as for the other mobs you can also give them effects with the /effect command, if you use give them a absorption effect maybe they will have more health too? With that combination it should be a tad harder, just gotta work with what we have until they implement scoreboard and all the other useful commands I guess
Thanks for the reply!
I have noticed that you can target all entities or all player etc. but I havent figured out how to make a command block consistently spawn mobs and give them those items without affecting other players.
Hopefully they add advanced mob spawning eventually, I was hoping there would be a way to only target all zombies in the area etc. so that it wont interfere with the players inventory.
Oh, well. Thanks for the help!
I'm not positive, but I think you can use the !player in some of the commands, which makes it so it ignores all players. So like if you did the /replaceitem @e [type=!player] I think it will give items to every mob but the player. You can have the /summon commandblock set to a timer, so it gives the mob that freshly spawned the items and effects that you want, which has a comparator (so it tells if the mob is summoned) leading to the /replaceitem chained command block.
Oh awesome, I'll give it a try and let you know if it works out!
Sweet
Okay so I'm still working on it and it seems that We'll get there eventually.
What I have so far is a simple redstone clock linked to a CB running "/testfor @e[type=Zombie]"
That runs into a comparator which runs into a n inverter.
Basically if there are less than 15 zombies I get an output.
I would like this fuel another command block that summons zombies, that way I can control the numbers that spawn.
Unfortunately I just cant seem to find a way to get the CB to update without just generating 30+ zombies.
Any ideas?
So from what you're saying is that you want to have it so there can only be a certain amount of zombies in the world or a specific area. And if theres any more, it wont summon any more zombies until all the zombies are killed off?
Try to use this in a command block, set to repeating and always active:
/Testfor @e [Type=zombies, C=0, R=20]
(The C=# should be the syntax that counts how many entities you want to look for)
Pretty sure that will test if there's no zombies in a radius of 20 blocks, if there is zombies, it shouldn't emit a Redstone signal. Have a comparator connected to that, so it can tell if the command is true, then have the comparator lead to a command block saying this:
/summon zombie
That should only summon a zombie if there isn't one currently alive (well dead cause zombies aren't living) If there isn't a zombie in the 20 block radius, it should then summon one. If you're wanting to still have the zombies have armor and effects, just have those command blocks chained to the summon zombie command block.
Let me know if this works for you! I'm not able to test it so I just came up with it in my head from my knowledge of commands
Okay so I'm still working on it and it seems that We'll get there eventually.
What I have so far is a simple redstone clock linked to a CB running "/testfor @e[type=Zombie]"
That runs into a comparator which runs into an inverter.
Basically if there are less than 15 zombies I get an output.
This fuels a CB that summons more zombies until we hit 15.
Then another chained CB adds armor to all zombies in the area and So-On
(figured it all out while writting this reply xD)
Thanks for all the help!
The only annoying part is having all of this in the chat stream.
Its still a very long way from my original JaVa server
are there known ways of implementing
1-custom loot in chests
(possibly with a timer attatched for each player example-24hrs)
2-making blocks invulnerable to players
(i could just incase my CB's in bedrock but that wont help with any of the parkour or mazes on my map)
3-implementing warp signs
Really though thanks a bunch for replying! I probably would have just given up on the task without the help.
It really means a lot!
I think you can turn off the command block chat by using
/gamerule (I don't know the exact words but it has command block in it)
And as of the other commands, the custom loot in chests is very do able, making blocks invulnerable isn't though :/ well not yet, with nbt tags you can but we don't have those yet. The warps signs however, you can probably get something to work. I just finished making a /warps chest, that when you click on a list of items, you get teleported to what it says. Ex, /home will teleport you home and so on. Only thing is that you probably won't be able to make that multiplayer friendly if you choose to have custom/personal warps for every player.
Ah, makes sense a lot of the stuff I had to use plugins for so i figured it wouldnt be as easy.
I just want a few global warps since the world is pretty large, linking some of the main cities etc.
though it would be interesting to watch my players try and explore the world without any warps xD
Thanks again!
They would have a blast 😂 And the way I did it in my single player was I used the /clear command to check if I had a block in my inventory, like a random unused one like bedrock. Then connected it to a comparator which activates the tp command
According to minecraft wiki it states in the bedrock edition that you can custumize atributes but idk if its properly funtionsl as of yet but i saw ppl in bedrock who custumized a mob name
To have a mob with a potion effect place a impulse command block with the command /execute @e [type=MobName. Exp. skeleton] ~ ~ ~ effect potion effect duration level
Heres a example I want a creeper that has speed
So I'll do
/execute @e [type=creeper] ~ ~ ~ effect @e [type=creeper] speed 50 25
So it sumons a creeper with speed 25 for 50 seconds