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    posted a message on The Castle of DOOM! (Change your Ending!) 4500+ downloads! Updated 2/6/15 to V1.4! Teaser pics for my next map on page 5!
    Castle of Doom has been updated to Version 1.4! Enjoy.
    Posted in: Maps
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    posted a message on Playing Catch? [Need Help]
    Quote from nigathan»

    Shake is pretty much unused, it will never naturally be true for a snowball.

    It just references the point at which it hits something and shatters for a snowball. All projectiles except fireballs use it...



    [quote] Projectiles exceptFireball, SmallFireball, and WitherSkull have these additional fields:
      shake: The "shake" when arrows hit a block.

    Source: http://minecraft.gamepedia.com/Chunk_format

    I understand that it references an arrow but it specifies all projectiles as well except the aforementioned.. Like i said I'll test it out tonight and see for sure.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Playing Catch? [Need Help]
    Hmm.. Well I suppose the Age tag could be replaced with the Shake tag so that way it could detect when it hits the person or a block... Then turn into a tile item version of itself... I knew it would drop I just figured it could be adjusted for court length and what not.. The Wiki doesnt specify how to use the Shake field it just states what it is... I imagine it would either be a true or false or a 1 or 0 or possibly just have to be in the tag in general... I will test it some time tonight and see...
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Playing Catch? [Need Help]
    Quote from nigathan»

    Uhm.. I'm fairly certain you would need to use a scoreboard first.
    /scoreboard players set @e[type=Snowball] oldEnough 1 {Age:20s}
    /execute @e[type=Snowball,score_oldEnough_min=1] ~ ~ ~ summon Item ~ ~ ~ {Item:{id:"minecraft:snowball",Count:1}} (Motion and direction are not needed for an item.)
    /kill @e[type=Snowball,score_oldEnough_min=1] (We don't want a thousand snowball items, do we?)

    That is why the summon only summons the item at a specific age in my command it will only summon it once. at the Age of 20 tics(or however many you want)... no scoreboard is needed.. The fill clock is running at 20 tics per second the exact length of time a real game tick is so it will be in sync with the age tics. I use this setup in my current map with no issues it doesn't make multiples. However it is true you shouldn't need to specify the direction since items don't use them.. I simply copied my command from my map and changed what was being summoned.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on The Castle of DOOM! (Change your Ending!) 4500+ downloads! Updated 2/6/15 to V1.4! Teaser pics for my next map on page 5!
    I will be posting an update to this tonight.. Reason for the update are as follows..



    1. I left some items in the inventory that were not meant to be there from the last time I updated the map.

    2. I felt the need to tweak a few things in the flickering hallway at the beginning..

    3. If you successfully unlock the first Set of Legendary gear it is registering as 0 health for the Items and instantly breaks when hit(exception being the sword)

    - To alleviate this for now just simply remove each item of gear from the armor stand then promptly put it back on the armor stand. Now when you remove it the Health of the item will be restored...



    The Doomed Temple Progress: I am probably about 25% done with the main story content and about 80 percent done with the world/easter eggs/reputation system and any other extras put into the game. I have probably about another 4 months of Game development, then about a month of Voice acting/ Story Development ( I have a story but it needs to be finalized and put into voice script then acted) Then I will have another 1-2 months of Alpha and Beta testing before release so we are looking at a release time of about 6-7 months. Alot of work is going into this map and I am determined to make it one you will not easily forget!

    Oh yeah and I changed my Forum Screen Name to better match my youtube name.
    Posted in: Maps
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    posted a message on Command Block Door--Need Help
    Quote from Asxulxet»
    So I push the button and the command block searching for the team member activates and and output stays true. I walk out the door and on the pressure plate and the fore-mentioned command block's output is set to false?

    Yes and you will be able to repeat the process as much as you like
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Command Block Door--Need Help
    Quote from Asxulxet»
    That is helpful I think, I'm not sure because of my lack of experience. But my problem is having to reset the command block that tests for the nearest player being on the team for not. If the team is always nearest, then the output will allways be true and never false. But the team is supposed to be closest for the door to open. I have a small brain and need a little more clarity...

    basically what that is doing is resetting the command block. Just change the coordinates to the same coordinates as where the command block is located and run it off of the pressure plate you have after the door. That way it will test every time the button is pressed then reset when that person enters.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Command Block Door--Need Help
    Quote from Jmal116»
    You can actually reset the commands without having to worry about how close the player is, or sending another signal to the command block. Just use the blockdata command, and replace x y z with the coordinates of the command block you want to reset (absolute or relative):
    blockdata x y z {SuccessCount:0}
    Just run this on both command blocks when they return true, and you should be able to press the button as much as you want without having to reset.

    Didnt even think of that.. you could have that run off the pressure plate you have as you exit through the door...
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Command Block Door--Need Help
    The problem is that the previous output is still true.. The command block needs to update after you pass through the door and are no longer in range at least once before you can perform the action again.. It only updates when it receives a redstone signal.The only thing I can say to do would be for you have it perform an execute command instead that would do what you are trying to do.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Testfor player doesn't work?
    Quote from Jaspanda»

    i got it to work, turns out i forgot to put a negative sign on one of the coordinates XD

    Ahh that will do it as well! Glad to see you got it working
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Testfor player doesn't work?
    Quote from Jaspanda»

    but when I do go there it doesn't activate the next command, and yes im using a clock connected to it, along with a comparator to activate the other command

    what do you have after the comparator? Because you will need a repeater to carry the redstone signal longer than 1 block... Is the next command block directly after the comparator? or is there redstone in between?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Testfor player doesn't work?
    Quote from ILPT003»
    Tried it, but then it says "The entity UUID provided is in an invalid format."

    Do you have a space in the code where it shouldn't be? Also do you have commas where they need to be as well?

    And lastly.. I assume you are running this on a clock right?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Command block help.
    Quote from DaktheChosen»
    It works than you for the help. my shop is now done.

    There are some things I have found that still recognize the ID numbers but you will find that most no longer do and I would start transitioning to using ID names as eventually the ID numbers will no longer work for anything. you can use McStacker to make custom Villagers and it automatically writes the code for you with ID names... It should make things alot easier and faster for you... http://mcstacker.bimbimma.com/
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Whats the command to permenately get rid of mobs on a flat world?
    Note that : /kill @e[type=!Player] will also kill Villagers, Item frames,Armor Stands, Minecarts, Sheep, chickens, wolves, and basically anything considered an entity... so be careful when using this command...
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on I'm Rich! Well, If I Could Make A Currency System...
    Quote from Rioxas»
    My bad. I forgot to mention that there is to be a large quantity of mobs. Thus, the above solution will not work unless I name every single mob a different name and have that system available for each mob.

    Yeah that is a crucial piece of info... lol In that case I would most likely use a score board counting system...
    Posted in: Redstone Discussion and Mechanisms
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