• 0

    posted a message on Relative armor stand positioning

    I've been wanting this in the game for a while now, and I think it would be a great addition! Obviously, you can have relative positions when it comes to coordinates for entities, including armor stands, but I think that you should be able to add a relative position when positioning an armor stand with a command, so that you can change an already existent pose, instead of having to make a completely new command to change it. The ~ parameter would still work in this scenario, so it would be easy to use because that's what the symbol for relative coordinates already is.


    What I mean is this:


    Pose:{LeftArm:[~100f,0f,0f]}

    So instead of setting the left arm to be at 100 out of 360, it would add 100 to the position the armor stand is already in. This would allow you to make animated armor stands very easily by having a command block that repeats for a bit to change the armor stands position to something and having it do it slowly, with a factor of like ~2f so that it only moves by 2 every tick, but if you have the command running for a couple seconds, the arm will have moved gradually from it's starting position to the next position in a very smooth fashion. I think this would be a great addition and would allow for a lot more creative freedom in adventure maps or just having fun messing around!


    If there is already a way to do something like this, I could not find it anywhere on the internet and have been searching for years and there has never been a simple vanilla solution I could find. I know it seems like a minor change, but I think it would improve a lot of things and map builders would be able to make more engaging and realistic experiences for their players! :)

    Posted in: Suggestions
  • 0

    posted a message on How do you remove a team from the sidebar?

    I believe if you reset a specific name, then it should remove it from the sidebar, but keep the ones you want to stay.


    For example:

    /scoreboard players reset Diabolos objectivename

    This should remove only Diabolos from the sidebar, but keep the other things displayed on the sidebar.


    I'm not sure if this is what you meant, but hope this helps! :)

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Custom weapon damage and durability in 1.14.1

    I believe if you add a Damage: parameter in the NBT section of the command, then it should give you a weapon with a specific durability.


    For example:

    /give @p minecraft:diamond_sword{Damage:5}

    This would give you a diamond sword that has a damage factor of 5. You should be able to use this on any item that has durability.


    Hope this helps! :)

    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on [HELP] Detecting a player within a radius and applying an effect if they stay within that radius

    With your current setup, any players that are exactly 5 blocks away will gain blindness. To make it so that any players within 5 blocks get the effect, make it distance=..5. The .. makes it any players in the radius of up to 5, instead of exactly 5 blocks away. Similarly, if you want to make it so that any players 5 blocks or farther get an effect, all you would have to do is make it distance=5..


    Hope this helps! :)

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Respawn and teleport lag on minecraft realms

    As the title explains, I am having a bit of an issue with respawn and teleport lag on my realm. Usually I have no problem with it, but in one specific world I am making a mini game that I hope to submit to Mojang to get accepted as an official realm mini game. The game works great for the most part and there isn't really any performance issues or lag during the game, but when you respawn after dying or teleport to the starting area, it causes a ton of lag; like 10-30 seconds worth where you can't move at all or do anything. Sometimes it even crashes the game. The spawn lobby and the actual game arena are 1000 blocks away from each other, so this might be the issue, but I usually don't have any issue with respawning after dying thousands of blocks away in a survival world or something. I even tried forceloading both areas so that the chunks don't have to render after you teleport, making it so that the only thing it has to do is move the player's location, but it still lags a ton. The only other reason it might lag is the command blocks, seeing as there are no entities besides a few armor stands and the players, but every mini game uses command blocks, and if it were an issue with the command blocks, then it would lag all the time, rather than just when you teleport or respawn.


    Anyone know if this is an issue on my side or if it's maybe just a bug with realms? If so, how do I fix this? I'd appreciate any help! Thanks!

    Posted in: Discussion
  • 0

    posted a message on How to make so when a entity reaches a specific distance from the player It teleports to the player.
    Quote from TheStone2004»


    With this command in a repeating command block a entity further away than 10 blocks with the tag "your_tag" is teleported to you.

    This assumes, you only have one entity. If you have more entitys this command would be better:

    execute as <username> at @s run tp @e[tag=your_tag,distance=10..] ~ ~ ~



    You can write "as username" instead of "as @a[name=username]. Aside from this the command is ok but i think the goal is not to tp every entity within a range of 10 to the player every tick.


    I tried your command and it didn't work, that's why I posted another solution. Thanks for the feedback on my command, I didn't realize that OP wanted it when an entity exits the range rather than enter. Good luck with your coding! :)

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on 1.14.4 Help with detecting when a certain player is on a certain block. /execute
    Quote from TheStone2004»

    If you don't have 1 but several blocks, your solution is much more complicated. You also can hide the blocks by changing the command to

    execute as @p at @s if block ~ ~-2 ~ <block> run <command>


    and set the block(s) 1 block deeper.


    If you don't want that every block in the world triggers the door you can add a "distance=..<radius>" filter.


    It's much less complicated, because all you have to do for multiple blocks is add a distance=..radius or dx=, dy=, and dz=. I just thought that it made more sense to tell the OP how to use coordinates in /execute, because it seemed to fit the description more of what they were looking for

    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on How do i detect a player leaving from my server with Command Blocks

    You can easily store when a player leaves the game with

    /scoreboard objectives add LeaveGame minecraft.custom:minecraft.leave_game

    then it will automatically store the data that a player left the game and how many times they leave, but in this scenario, I don't believe that you actually want to track when a player leaves the game, rather than just if all players on a specific team aren't there. Is that right? If so, what you should do instead is

    /execute if entity @a[team=Guards] unless entity @a[team=Prisoners]

    and

    /execute if entity @a[team=Prisoners] unless entity @a[team=Guards]

    You can either add a comparator coming from each command block, or add "run <command>" with chain command blocks coming from the first one that each execute their own command. With this setup, it runs 2 tests at once, one for if there are no prisoners online, and one for if there are no guards online. I will mention that with this setup, if the players aren't put on separate teams at the exact same time, then it will execute the command to end the game. To prevent this, add an x=insert x coordinate of the center of the prison,y=insert y coordinate of the center of the prison,z=insert z coordinate of the center of the prison,distance=..100 or however big the prison is in each direction from the center of the prison.


    Then all you have to do to make it work is teleport all the players in at the same time, or at least one prisoner and one guard at the same time before anyone else, and also make sure the waiting lobby, if there is one, isn't within a 100 block radius of the center of the prison. You could also do dx=,dy=,dz= for a more specific rectangular area, and therefore wouldn't have to worry about the waiting lobby being to close to the prison. Either way works.


    Sorry if that sounded a little too complex, but I hope you figure it out eventually! Hope this helps! :)

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on How to make so when a entity reaches a specific distance from the player It teleports to the player.
    Quote from TheStone2004»

    You can give the entity a tag and use an execute-command to test if it is in the range.

    execute as @p at @s unless entity @e[tag=your_tag,distance=..10] run tp @e[tag=your_tag] @s


    With your setup, it won't teleport any entities if they are within 10 blocks. Also it's teleporting the player to themself every tick, which gets annoying pretty fast.


    Try an always active, unconditional, repeating command block with the command

    /execute as @a[name=username] at @s run tp @e[distance=0.01..10] @s


    This will teleport any entities within a 10 block radius, excluding yourself, to you. This way you aren't constantly teleported to yourself, but any entities that enter within 10 blocks of you will be. Obviously, if you want a specific entity to teleport to you, which I'm assuming you do, then add the data tag or name of the entity with tag= or name=


    Hope this helps! :)

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on 1.14.4 Help with detecting when a certain player is on a certain block. /execute
    Quote from TheStone2004»

    execute as @p at @s if block ~ ~-1 ~ <block> run <command>



    execute as @p[gamemode=adventure] at @s if block ~ ~-1 ~ <block> run gamemode survival @s


    Unfortunately, with this setup, the door will open every time the player is over any block that is the type of block used by the door. You can use specific coordinates, instead, to make it work easier, as well as make it so you can change the type of blocks around the door without it messing up the command.


    If you have an always active, unconditional, repeating command block with the command

    /execute as @a[x=insertxcoordinate,y=insertycoordinate,z=insertzcoordinate,distance=..1]

    then have a comparator running from the command block, it will activate every time a player crosses over the designated coordinates! It's that simple! Furthermore, if you want the door to work for only one player or team, you can add a name=username or a team=teamname after the distance=..1


    For the gamemode change command, do this command in a repeating, unconditional, always active command block:

    /execute as @a[x=insertxcoordinate,y=insertycoordinate,z=insertzcoordinate,distance=..1,gamemode=adventure] run gamemode survival @s

    You don't need any comparator attached to the gamemode change command block, it'll do everything for you!


    Hope this helps! :)

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on [SOLVED] Cooldown without redstone clock

    This is just one way, but it would work just fine. Try:

    /scoreboard objective add Cooldown dummy


    then have a repeating, always active command block with

    /scoreboard players add username Cooldown 1


    and another repeating, always active command block with

    /execute as @a[scores={Cooldown=20..}] at @s run tp @e[type=armor_stand] ~ ~ ~


    and lastly, a chain, conditional, always active command block attached to the last one with

    /scoreboard players set username Cooldown 0


    Obviously, change the armor_stand in the 2nd command block to be whatever entity you want to teleport to you every so often, as well as the specific name or data tag of the entity, or else it will teleport every entity of that type to you. Also, to change the amount of time before the entity teleports to you, change the Cooldown=20.. to a different number. The current setup has it teleport every second to the player, but if you want it to be faster or slower, each integer represents 0.05 seconds, meaning that Cooldown=1.. would teleport it every 0.05 seconds, Cooldown=2.. would teleport it every 0.1 seconds, and so on.


    I don't know if this is what you want to do, but hopefully this helps, and good luck! :)

    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on How to give effects to a player if they are not near other players?

    Figured out a solution. If you make the @a[distance=..5] to be @a[distance=0.01..5] then it will only test for players outside of your exact location. I also added an "at @s" so that it would test for players within a 5-block radius of the player, rather than where the command block was situated. I totally forgot about that. Never thought it would be that simple ;P

    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on Help with last man standing with limited "lifes" commands

    What is the tag=ingameisla for? You shouldn't need a tag parameter if you're just checking for deaths. Also I'm not sure if this is the issue, but you don't need to have the scoreboard objective be for minecraft.custom:minecraft.deaths, because there is already a deathCount objective in scoreboard. If you remove the current objective you have for DeathCount, then do /scoreboard objectives add DeathCount deathCount then it might work better. I'm not sure if it's any different, but just thought I'd at least let you know that it was an option.


    To fix the issue, have an always active, unconditional, repeating command block with the command:

    /execute as @a[scores={DeathCount=..4}] at @s if entity @a[distance=0.01..] unless entity @a[distance=0.01..,scores={DeathCount=..4}] run tellraw @a [{"text":"","extra":[{"selector":"@s"}]},{"text":" has won the game!","color":"green"}]


    Then have an always active, conditional, chain command block stemming from the previous command block with the command:

    /scoreboard players set @a DeathCount 0


    Then, to set players to spectator after they reach 5 deaths, have an always active, unconditional, repeating command block with the command:

    /gamemode spectator @a[scores={DeathCount=5..}]


    Likewise, if you want to set all players back to survival after the game is over, so they can get out of spectator, have an always active, unconditional, repeating command block with the command:

    /gamemode survival @a[scores={DeathCount=..4}]


    You may want to add a name=!yourusername to the last command so that it doesn't always set you to survival, and that way you can keep messing with the commands. Or you may just not want the last command at all, it just resets the game easier.


    Also, if the chat is being spammed by it constantly saying your gamemode has been updated, or anything like that, do:

    /gamerule commandBlockOutput false

    /gamerule sendCommandFeedback false


    Hope this helps! :)

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on How to give effects to a player if they are not near other players?

    Hello, I am making a mini game and I need a bit of assistance. To prevent players from staying away from other players for the entire game, I want to implement a system where players get an effect if they are not near other players for a set amount of time. I think I have the rest of the system figured out, but I could not figure out how to affect a player if they don't go near another player for a while.


    The command I'm currently using is /execute as @a[x=950,y=50,z=950,dx=100,dy=50,dz=100] unless entity @a[distance=..5] run effect give @s minecraft:wither 1 2 true


    Right off the bat, I knew this command wouldn't work, because it takes into account the executing entity as a player within a radius of 5, but I can't figure out a way to exclude the executing entity. Since a player is always within 5 blocks of themself, they will never get the wither effect for staying away from other players, if that makes sense. I tried adding a [email protected] to exclude the executing entity, but that format is invalid and doesn't do any good.


    If anyone knows how to give an effect to a player if they aren't near other players for a while, that would be great! Thanks!


    Edit: Apparently the format I currently have still does give the wither effect to players in the specified area, but even if they're near other players, which I don't want. I want it to give the effect to players only when they aren't near other players.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Minefinity Survival! [1.14] Vanilla

    Recently, I finally finished making preparations to open my survival server to the general public! It took a lot of work, but it's finally done! I hope that you'll come join our community and have fun gaining and improving survival and minecraft skills!


    Minefinity Survival includes:


    - Parkour

    - A PvP Arena

    - A trading post with villager trading and player trading (includes a DJ room to play music for everyone else around!)

    - Anti-hack software

    - An amazing website! (Link to it in the guide book in-game)


    IP address: MinefinitySurvival.aternos.me


    Come check out our amazing community! Even though it hasn't been opened up to everyone until now, we've put a lot of hard work into it and we'd all really appreciate seeing someone come and play with us!


    See you there!

    Posted in: PC Servers
  • To post a comment, please or register a new account.