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    posted a message on 1.8 CTF Dropwool Mechanism w/download
    A followup from this thread: http://www.minecraftforum.net/forums/mapping-and-modding/maps/wip-maps/2077063-1-8-ctf-dropwool-mechanism

    At the end of the video in the previous thread I said that we'd make a map. Well that failed, and as a result the test world shown in that video is now yours to download. Have fun with it.
    Posted in: Maps Discussion
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    posted a message on 1.8 CTF Dropwool Mechanism

    I guess an interesting way you could go with this is to change the objective a little to this: each team must create a totempole out of wool blocks. the first team to complete the totem wins. maybe you could add a point system in which different colors of wool in your totem gives you a different end score, like white wool gives you 1 point, red wool gives you 5 and yellow wool gives you 10. Every time a team adds a block to their totem the system spawns a random new one in the center of the map.

    Hey, that's actually an interesting idea! I might make that in the future.
    Posted in: WIP Maps
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    posted a message on 1.8 CTF Dropwool Mechanism

    it's a pretty cool idea, but I don't really see how only being able to pick up the wool in block form adds to the gameplay.
    I mean, we have seen CTF maps before. Why is this better than just carrying an item?

    I would like to see where you take this though. It might be cool if you expand on the map a bit.

    Breaking the wool block adds a delay before getting the flag. I'm not sure if it would give the defending team a little more time? I'd like to test that out.

    True, most people would decide to just carry the flag all the way back home and so dropping the wool manually would be useless. But this does have its uses in class-based CTF. I've seen people that are a slow class drop the flag to a fast class in hopes of capping the flag for their team faster. (as the faster class can cover more distance than a slow class)

    Thanks for actually taking the time to comment and stuff. I'm never sure if people are looking at my stuff or not. :D
    Posted in: WIP Maps
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    posted a message on 1.8 CTF Dropwool Mechanism
    So I've made CTF using a mechanism I'm calling Dropwool. Dropwool makes it so when you throw an item a block will spawn in its place when the item reaches the ground. I've made a video all about this CTF mechanism. I AM planning to make a full CTF PvP map using this so stay tuned...

    Posted in: WIP Maps
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    posted a message on [SOLVED] Looking for custom player drops
    Quote from fz0718
    No; the execute command does not support NBT's, and skyliner was right. However, the summon command does support nbt's, and it's being executed. Skyliner's post will work perfectly without an overly complicated testfor, summon, tp.

    Oh, wow. So I tried:
    Quote from Skylinerw
    /execute @a[score_Deaths_min=1] ~ ~ ~ summon Item ~ ~ ~ {Item:{id:minecraft:stone,Count:1}}

    And it actually works. Huh...well, thanks.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on [SOLVED] Looking for custom player drops
    Quote from Skylinerw

    No, but you can use the /scoreboard command to assign scores to entities based on their NBT data. Syntax:

    /scoreboard players <set|add|remove> <player|entity> <objective> <value> {dataTags}

    /scoreboard players set @e[type=Item] OBJECTIVE 1 {Item:{id:minecraft:redstone}}


    And the /execute command:

    /execute <player|entity> X Y Z <command>

    /execute @e[type=Item,score_OBJECTIVE_min=1] ~ ~ ~ say @e[c=1]


    The above will set the "OBJECTIVE" score of all dropped redstone dust items to 1, and the /execute command will force those particular items to say the single nearest entity (being themselves).


    So that means that I'd have to spawn a Redstone Dust, give it a score, and then teleport it to the dead player? I suppose that's a sufficient work around. I just hope it wouldn't be game breaking since it's using the @a selector.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on [SOLVED] Looking for custom player drops
    Quote from Skylinerw


    /execute @a[score_Deaths_min=1] ~ ~ ~ summon Item ~ ~ ~ {Item:{id:minecraft:stone,Count:1}}




    /execute commands can support NBTs?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on [SOLVED] Looking for custom player drops
    Quote from chaoticfactors7

    FOLLOW THESE STEPS EXACTLY
    Step 1 type this command... /gamerule keepInventory false This will make it so players dont drop their items on death

    Step 2 type this command... /scoreboard objectives add Deaths deathCount

    Step 3 THIS WILL BE CONTINUED SORRY :3 G2g


    Thanks for replying! I'll await your continuation. I'm pretty sure it's /gamerule keepInventory true that won't make players drop their items.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on [SOLVED] Looking for custom player drops
    Does anyone know a way to make custom player drops? I'm trying to make it so that when the player dies, a diamond is dropped instead of his entire inventory. I've seen videos that use the /give command but unfortunately that method doesn't work anymore since it actually gives it to you instead of plopping the item at your feet. Any help would be appreciated.

    Solved by this post:
    Quote from Skylinerw
    Quick notice: you can specifically target dead players using the @a selector in 14w11b. So with the Deaths objective:
    /execute @a[score_Deaths_min=1] ~ ~ ~ summon Item ~ ~ ~ {Item:{id:minecraft:stone,Count:1}}
    Followed by:
    /scoreboard players remove @a[score_Deaths_min=1] Deaths 1
    A hopper clock will be fast enough to cycle through players before they respawn.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on [SOLVED] Multiverse tp help wanted
    Whoops! Never mind I solved it on my own!

    For those that are also stumped on this:
    I installed this another plugin called: Multiverse-Inventories.
    I opened up the config file and got this:

    # Multiverse-Inventories Settings
    # ===[ Multiverse Inventories Config ]===
    settings:
    # This is the locale you wish to use.
    locale: en
    # If this is true it will generate world groups for you based on MV worlds.
    first_run: false
    # If this is set to true, it will enable bypass permissions (Check the wiki for more info.)
    use_bypass: false
    # If set to true, any world not listed in a group will automatically use the settings for the default group!
    default_ungrouped_worlds: false
    # The default and suggested setting for this is FALSE.
    # False means Multiverse-Inventories will not attempt to load or save any player data when they log in and out.
    # That means that MINECRAFT will handle that exact thing JUST LIKE IT DOES NORMALLY.
    # Changing this to TRUE will have Multiverse-Inventories save player data when they log out and load it when they log in.
    # The biggest potential drawback here is that if your server crashes, player stats/inventories may be lost/rolled back!
    save_load_on_log_in_out: false
    # If this is set to true, players will have different inventories/stats for each game mode.
    # Please note that old data migrated to the version that has this feature will have their data copied for both game modes.
    use_game_mode_profiles: false
    shares:
    # When set to true, optional shares WILL be utilized in cases where a group does not cover their uses for a world.
    # An example of this in action would be an ungrouped world using last_location. When this is true, players will return to their last location in that world.
    # When set to false, optional shares WILL NOt be utilized in these cases, effectively disabling it for ungrouped worlds.
    optionals_for_ungrouped_worlds: true
    # You must specify optional shares you wish to use here or they will be ignored.
    # The only built in optional share is "economy"
    use_optionals:
    - last_location


    Put in "- last_location" underneath "use_optionals:" as shown at the bottom.
    Posted in: Server Support and Administration
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    posted a message on help needed in World edit schematics
    Minecraft versions shouldn't affect accessing worlds. You should be fine.
    Posted in: Server Support and Administration
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    posted a message on [SOLVED] Multiverse tp help wanted
    Every time I go /mv tp it always teleports me to the world's spawn. I want to make it so that when I /mv tp I go to the position I was in that world previously. Does anyone know how to do that? I can't seem to find the solution.Plugins if it helps: a custom plugin, PermissionsEx, Multiverse-Core, WorldEdit, Essentials, EssentialsChat
    Posted in: Server Support and Administration
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    posted a message on Territorial Defence - an attack/defence minimap
    TERRITORIAL DEFENCE
    An attack/defence minimap
    Made by: R4 Online & fash.fish9
    Recommended Players: 6-8 (teams of 3 or 4 players)
    Time Limit: 10 minutes




    TURN ON YOUR COMMAND BLOCKS
    Download Link


    This is a map that a friend and I made. Unfortunately, we got a little lazy shy posting it to the forums...But here it is!

    What is Territorial Defence?
    Territorial Defence is an attack/defence pvp minimap. There are two teams: Red and Blue. The Blue team is trying to capture Red's capture points, while Red defends the capture points by fighting back. Blue has 10 minutes. It was inspired by SethBling's TF2 maps and TF2 entirely.

    What is Attack/Defence?
    Attack/Defence means that Team A has to capture these specified areas in order to win the game while Team B defends the same specified areas for a certain amount of time. If Team A runs out of time then Team B wins.

    Honestly, I don't remember what the actual genres of team pvp are. But in TF2 the gamemode is called Attack/Defence so I'm going with that.

    Why is it called a minimap?
    We decided on the name "minimap" because the map is actually quite small. It's not one of those huge Hypixel maps or big enough to be called a great map. Therefore, it is suitable to call it a minimap so we can call it a great minimap.

    What are you waiting for? Start playing!


    TURN ON YOUR COMMAND BLOCKS
    Download Link
    Posted in: Maps
  • 0

    posted a message on Screen Name or Real Name?
    Wow! Thanks for all your contributions to my research! I really appreciate it! Keep the responses coming!
    Posted in: General Off Topic
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    posted a message on Screen Name or Real Name?
    Okay, now you're popular all over the internet under your screen name. If a fan were to meet you in real life would you rather them call you by your screen name or your real name?
    Posted in: General Off Topic
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