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    posted a message on Animate armor stand with armor and pick to look like a player mining

    EditHere's the situation: I've come up with a method to do this, but I can't quite get the armor stand Pose:[] tags right.


    I set up a series of command blocks to set an armorstand's entitydata to a specific pose, and another set of command blocks to cycle through those poses, so that part is fine. The problem I'm having now is getting the right poses for each "frame" to make it look like the armorstand is a player mining (it has a pick and armor), and I'm wondering if anyone has already found what these Pose:[] tags are.


    Here's an 8 frame animation I think is decent, but still easily recognizable as fake (the movements don't look like the real thing).

    The tags are to identify the armorstand, and the decoy_wait score is to specify when to execute each frame. Also the Legs are moving because in the situation I'm using this, the decoy armor stand is also moving forward.


    /entitydata @e[tag=decoy,score_decoy_wait_min=0] {Pose:{LeftLeg:[20f,0f,0f], RightLeg:[-20f,0f,0f], RightArm:[0f, 0f, 0f], LeftArm:[-20f,0f,0f]}}

    /entitydata @e[tag=decoy,score_decoy_wait_min=5] {Pose:{LeftLeg:[40f,0f,0f], RightLeg:[-40f,0f,0f], RightArm:[-100f, -10f, -30f], LeftArm:[-40f,0f,0f]}}

    /entitydata @e[tag=decoy,score_decoy_wait_min=10] {Pose:{LeftLeg:[20f,0f,0f], RightLeg:[0f-20,0f,0f], RightArm:[-80f, -20f, -20f], LeftArm:[0f-20,0f,0f]}}

    /entitydata @e[tag=decoy,score_decoy_wait_min=15] {Pose:{LeftLeg:[0f,0f,0f], RightLeg:[0f,0f,0f], RightArm:[-60f, -30f, -10f], LeftArm:[0f,0f,0f]}}

    /entitydata @e[tag=decoy,score_decoy_wait_min=20] {Pose:{LeftLeg:[-20f,0f,0f], RightLeg:[20f,0f,0f], RightArm:[0f, 0f, 0f], LeftArm:[20f,0f,0f]}}

    /entitydata @e[tag=decoy,score_decoy_wait_min=25] {Pose:{LeftLeg:[-40f,0f,0f], RightLeg:[40f,0f,0f], RightArm:[30f, 0f, 0f], LeftArm:[40f,0f,0f]}}

    /entitydata @e[tag=decoy,score_decoy_wait_min=30] {Pose:{LeftLeg:[-20f,0f,0f], RightLeg:[20f,0f,0f], RightArm:[-80f, -20f, -20f], LeftArm:[20f,0f,0f]}}

    /entitydata @e[tag=decoy,score_decoy_wait_min=35] {Pose:{LeftLeg:[0f,0f,0f], RightLeg:[0f,0f,0f], RightArm:[-60f, -30f, -10f], LeftArm:[0f,0f,0f]}}


    Thanks for any help :)


    [Edit]

    I also noticed that when a player is mining their chest shakes a little too, but I have no idea how to edit that

    Posted in: Commands, Command Blocks and Functions
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    posted a message on My computer tries to "unzip" my minecraft_server.jar file instead of opening it....

    Yes yes I tried that - There is no "Java" option. I even searches my comp for a java application to open it with, and nothing came up even though I have the latest version installed.

    Posted in: Server Support and Administration
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    posted a message on When a friend in china joins the server, my average tick time climbs and crashes the server.

    I'm running a normal server that has 3-4 people on it at a time (just a couple friends) and whenever one of my friends who lives in China joins, the "avg. tick" (displayed in the server gui) starts climbing and doesn't stop. It gets to about 600ms then crashes. This never happened before and neither of us changed anything since then.... help?

    Posted in: Server Support and Administration
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    posted a message on My computer tries to "unzip" my minecraft_server.jar file instead of opening it....

    I have had no trouble with setting up servers in the past - I have had 10+ servers before that I could play on with different friends. After I set up my server properly, all I had to do was click on the .jar file and it would bring up the Java gui and load everything just as it should. Now, however, when I click on the .jar file, my computer tried to unzip it like a .zip file instead of running it. Nothing that I know of has changed. I did some researching and was finally able to launch the servers using a start.command file, and I even got it to bring up the Java gui when I run said .command file, but it's still not the same and I don't want to add all those extra steps to every server I make.


    So essentially the question is: what happened that caused my computer to not be able to immediately run the .jar file like it used to and how to I fix it?

    Posted in: Server Support and Administration
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    posted a message on Make entities visible only to certain players

    For example, maybe only players that satisfy @a[score_CanSeeZombies_min=1] can see zombies... Not sure if this is easily possible with commands but if anyone has any ideas that would be great :)

    Posted in: Commands, Command Blocks and Functions
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    posted a message on command block question #4

    Yes there is! You do this by using the "Age" tag when summoning and Item entity. Now keep in mind that the "Age" tag is measured in game ticks, which are 1/20th of a second. Also, the normal despawn time is 5 minutes, or 6,000 ticks...Therefore, the game will despawn the Item when the Age reaches 6,000. So in order for the item to despawn in 10 seconds (200 game ticks), you need to set the Age to 5,800. The game will count up until 6,000 then despawn the item. The following command will summon a diamond that lasts 10 seconds:


    /summon Item ~ ~ ~ {Item:{id:diamond, Count:1}, Age:5800}

    Posted in: Commands, Command Blocks and Functions
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    posted a message on [SOLVED] Command block enduced health regeneration

    This is exactly what I was looking for - very clever!

    Thanks :)

    Posted in: Commands, Command Blocks and Functions
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    posted a message on [SOLVED] Command block enduced health regeneration

    I'm trying to make a set of command blocks that make a player slowly regenerate health if and only if they are sneaking. So far, I have a working sneak detector (Using the stat.sneakTime in scoreboard being constantly reset to 0), and the gamerule doNaturalRegeneration set to false. Now I just need to have a /effect for regeneration on the player with their stat.sneakTime score at 1. The problem is that the regeneration potion effect doesn't actually regenerate if it's being applied in quick succession by a repeating command block, and it regenerates way too fast (nearly instantly) if I set the potency to higher than 4. There does not seem to be an in-between. I also don't want to change the duration becasue then the player would continue to regenerate after they stop crouching....


    ideas?

    Posted in: Commands, Command Blocks and Functions
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    posted a message on [SOLVED] ArmorStand Pose with block in hand

    oooh ya that's a nice idea - I think I'll use that!

    thanks :)

    Posted in: Commands, Command Blocks and Functions
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    posted a message on /testfor Key in offhand

    Huh, just tried it. Error still shows up. Tried going to that position with the key in the slot but it didn't work either.
    Sorry to say this, but it didn't work. :v

    Really? I did this in my minecraft and it worked out just fine... I just copied and pasted the command in and changed the x y and z. maybe that's the problem? try with ~ notation.
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Summon floating item frame
    Quote from nigathan»

    Why not put it on a barrier block?


    That's a good idea, but I need it to be walk-through from all directions - sorry I didn't mention that...

    Edit: That gave me an idea - I tried to tp the item frame to a spot next to a block then immediately tp it back with repeating command blocks, hoping that it would reset the length of time it takes to despawn after realizing it's not on a solid block. This didn't work, so I lengthened the time that stayed on the solid block with repeaters. However, no matter how long I made the time on the block, the amount of time off of the block seemed to add up every time, so it would eventually despawn after a few teleports.

    Still no solution :(
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Teleporting player up glitches
    Quote from NovaProBGP»

    This is not a bug.


    The reason this happens is simple—gravity.


    Gravity catches up with the upwards teleportation at a certain point as the player reaches maximum velocity, which causes the "glitchy" jumping, because as soon as you hit the ground, the process starts over again.


    I tried it with a Pig next to me and used @e - the pig was not affected, yet I still was... does gravity not affect other entities?
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Summon floating item frame
    Quote from Superfool2000»

    Maybe NoAI or a NoGravity might do the trick?


    Nope. tried both of those too...
    Thanks for the suggestion though :)
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Teleporting player up glitches

    I'm just using a simple tp command to teleport myself up one block in an always active repeating command block, but after a certain point it stops going up and shakes me really quickly in the air then I start falling. When I hit the ground, I bounce back up and the process repeats. It feels like I have really really glitchy empowered jumping.

    the command is just:/tp @p ~ ~1 ~Is this a known bug?

    Posted in: Commands, Command Blocks and Functions
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    posted a message on [SOLVED] ArmorStand Pose with block in hand
    Quote from Jared_Strom»

    try this command

    summon ArmorStand ~ ~-2.95 ~ {Pose:{RightArm:[-35f,0f,0f],LeftArm:[0f,0f,0f]},Invisible:1,ShowArms:1,Small:1,NoGravity:1,HandItems:[{id:wool},{}]}


    i found the summon command in MrGarretto's generator than modified it.


    Yes, that's close, It's a small and the item is parallel to the ground, but I just need it to be also centered right in the middle of the armor stand - I've been trying to get it for a couple days now without any success, and I've pretty much given up.

    Posted in: Commands, Command Blocks and Functions
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