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    posted a message on How do I make arrows fly straight in the direction I am facing?
    Quote from Eli_8»
    Well you can simply do an execute command on a player using the ry, and rym arguments. the summon an arrow with the restive movement.



    trigger (somthing the player does to run the command, you decide)

    /execute @a[ry=-135,rym=135] ~ ~ ~-1 summon Arrow ~ ~ ~ {Motion:[0.0d,0.0d,-3.0d],CustomName:"ArrowN"} (This is for north)

    this needs to trigger a clock running:

    /entitydata @e[name=ArrowN] {Motion:0.0d,0.0d,-3.0d} (this is necessary to keep it from falling).



    you can repeat the similar commands for the other directions:
    East:
    /execute @a[ry=-45,rym=-135] ~1 ~ ~ summon Arrow ~ ~ ~ {Motion:[3.0d,0.0d,0.0d],CustomName:"ArrowE"}
    /entitydata @e[name=ArrowE] {Motion:3.0d,0.0d,0.0d}
    South:
    /execute @a[ry=45,rym=-45] ~ ~ ~1 summon Arrow ~ ~ ~ {Motion:[0.0d,0.0d,3.0d],CustomName:"ArrowS"}
    /entitydata @e[name=ArrowS] {Motion:0.0d,0.0d,3.0d}
    West:
    /execute @a[ry=45,rym=135] ~-1 ~ ~ summon Arrow ~ ~ ~ {Motion:[-3.0d,0.0d,0.0d],CustomName:"ArrowW"}
    /entitydata @e[name=ArrowW] {Motion:-3.0d,0.0d,0.0d}

    Uh... wouldn't this also restrict the arrows to move ONLY to move directly N, S, E, or W?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on 1.8 1 commandblock Arrow Cam BETA!
    Hey wow, that's pretty cool. :P Probably could be enhanced by doing a /execute /summon WitherSkull at the player so it re-teleports back to the original spot after the arrow's {inGround:1b} tag is true, through scoreboard commands. Also, perhaps the player could be changed to Spectator Mode, as well as designating only particular bows (through the Power enchantment and the Damage tag) and the specific player instead of just the closest one to modify it for multiplayer.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on ⓞⓕⓕⓔⓡ ⓕⓞⓡ Redstoners And Command Blockers
    Quote from migueeel»
    I said all what I wanted to say: Skype requirement is an annoyance. I don't want to use my mic and text chat is better as in you can go back and check stuff, and there's no problem with someone else not speaking corretly, hearing, bad mics...

    I understand that it's to avoid chat clutter, but heckity, 6 people talking at once is not comfortable neither.



    There, satisfied? >_>

    Well, luckily, there are people who do happen to have Skype, are willing to help, and aren't troubled by simple things like the annoyance of talking to strangers online or low quality. :P
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on [scoreboard] detect when a player tramples dirt
    Quote from DKCreators»
    Hmmm... I don't believe there is a direct scoreboard for that, but with the detect command I'm pretty sure that you can get some indirect score out of this. Such as this maybe:



    /execute @a ~ ~ ~ detect ~ ~-1 ~ farmland 0 /scoreboard players set @p trample 1



    /execute @a[score_trample_min=1] ~ ~ ~ detect ~ ~-1~ dirt 0 /scoreboard players set @p trample 2

    I'd probably combine it with stat.walkOneCm and stat.sneakOneCm. Detect any players who has a min walk score of 1, does not have a min sneak score of 1 (since walking and sneaking are both tracked by walkOneCm), and that is over the farmland. Be sure you have a fill clock that's constantly resetting the players score to 0.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Scoreboard appear in only one world, Multiverse
    Probably the only way around this would to be create multiple teams, and assign each player to their corresponding team with that world in it. Then, assign a color, then use /scoreboard objectives setdisplay sidebar.team.[COLOR] [OBJECTIVE]
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Detecting Scoreboard Score for Multiple Players
    Quote from flerbergerber»
    I'm creating a minigame in singleplayer using only redstone, and I have a button that each player must press to opt in. There's a start game button that works only when every player has opted in. I need to know if there's some sort of command that tests every player in a LAN world (preferably within a radius) to see if they have a scoreboard score of 1. The opt in button creates a dummy objective called FR_ready and sets it to 1. I'd imagine it has something to do with testfor, but all I could think of was /testfor @a[score_FR_ready=1], though I believe this would only detect if 1 player is ready. Any thoughts?

    The testfor command will increase in signal strength the more players it detects. So if it detects 4 players with a ready score, the redstone will be powered 4 blocks.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Request: How to make Nametags invisible?
    /scoreboard teams option team nametagVisibility <never|hideforotherteams|hideforownteam|always>
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Command Blocks - Create Command Block(s) To Detect For Player Input (Clicking)
    Quote from Knolle95»

    I'm pretty sure what Cycokill meant to ask if there is a possibility to detect left click similar to bukkit where you can detect whether the player left or right clicks.
    What you meant is to use an item.

    actually there is no way to detect simple clicks.
    Only by hitting something or using an item or reducing the dmg value of an item which would count as "use".

    Yup, this is a pretty good answer. Command blocks at this time cannot detect when a player right or left-clicks in the air, WITH A FEW EXCEPTIONS. For left-click, scoreboard objectives will be incremented when a block is destroyed. And for right-click, some items CAN be tracked via scoreboard commands, using the stat.useItem feature, most commonly, maps, potions, spawn eggs, snowballs, and many others.

    http://minecraft.gamepedia.com/Scoreboard
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Will create any Redstone, Command Block design for $2
    ... Doesn't this break the rules?
    DO NOT:
    Use Minecraft Forum for Commercial Activities
    Commercial activities are not permitted on Minecraft Forum, this includes a ban on the sale of Minecraft accounts, Minecraft capes, affiliate links and a ban on advertising. The only exceptions to this rule are donations to Minecraft content creators, the Minecraft Server Hosting section and the Shops and Requests section, any further exceptions to these rules must be pre-authorised on a case by case basis by an administrator (Contact Us).
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Built-In HUD(Heads-Up Display)
    Quote from xDarkFire13x»
    To counter all of these responses, NO IT IS NOT POSSIBLE.

    It is not currently possible to link up a texture pack and minecraft mechanics without a mod.

    Ex. You cannot make it so that every time you take damage, your pickaxe will change into a sword.

    You CAN, however, as Crockett and several others said, have a scoreboard, but that's probably not what you want.

    you could also have a command block testing for your health, and If it's not 20, then remove the item in your hand, then replace it with the same item that is labeled 19 health, 20 hunger. The problem with this, however, is that you would have to set it up for EVERY SINGLE item int eh game, plus durability, so that would add up to about 1 mil combos. So no, It's not possible.

    That's a pretty good answer right there. An alternate idea might be an invisible Wither Skull hovering just at tool level displaying health and armor, which might be more feasible, but probably difficult as well.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Creating a backstab attack
    Quote from SuperFire131»
    Thank you, that is exactly what I needed, if I wanted a more accurate stab detection I can just divide the circle into smaller sections. I will probably also change the arguments around a little as it gets increasingly difficult to score a backstab with smaller sections, I might just add a higher tolerance for the stab.

    I think I will also change the /effect command to a /scoreboard command because for my game I will use a seperate set of command blocks to apply and keep track of special effects such as instant kills, so I just assign a scoreboard value here and the other command blocks will kill them and perhaps create some fancy particles.

    Sure, no problem! Keep in mind though that 45 degrees is probably your optimal measurement, so I might not split the directions any more than that.xD
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Test when a player is hit/damaged
    I like Skylinerw's method really well. xD The alternate would be using stat.damageTaken, and possibly stat.damageDealt if you want to detect the player that did the hit.
    /scoreboard objectives add damageTaken stat.damageTaken
    /scoreboard objectives add damageDealt stat.damageDealt
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on [Solved] - Can someone help?
    Quote from AgtMulder99»
    Tilde notation is not available for selector argument coordinates. If you want to test for an entity named "randon" within 2 blocks of specific location, such as 0,0,0, you'd type this.
    /testfor @e[name=randon,x=0,y=0,z=0,r=2]

    Quote from noAdderess»
    This isn't working, may be because I'm using relative coordinates.

    Which is exactly what I said. XD Relative coordinates don't work in selector commands.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on [Solved] - Can someone help?
    Tilde notation is not available for selector argument coordinates. If you want to test for an entity named "randon" within 2 blocks of specific location, such as 0,0,0, you'd type this.
    /testfor @e[name=randon,x=0,y=0,z=0,r=2]
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on minecraft jetpack help
    ... what? xD Even I don't understand what's going on... That would be incredibly inefficient. o.o
    Posted in: Redstone Discussion and Mechanisms
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