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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Infamy

    ooh neato

    and i hate command blocks >.<

    HURRY UP SKETCH

    Better not play my map then :P
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from taschneide

    Hmm. I had an idea the other day... can you put negative values on enchantments like you can with potion effects? Like, power -1? And more importantly, can you test for arrows fired from a bow with that enchantment?


    Technically seen, yes. The only thing it does is count down from other enchantments. So Power IV + Power -2 = Power II
    And since there's only 1 tag storing it, you can't check for negative power bows, it's just 0 (or 1.5 iirc, which is the value for a normal bow).
    Posted in: Maps Discussion
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    posted a message on Can't summon mobs with custom mob heads anymore
    Maybe I'm doing something wrong, but this doesn't work anymore:

    /summon Skeleton x y z {Equipment:[{},{},{},{},{id:minecraft:skull,Damage:3b,tag:{SkullOwner:Etho}}]}

    It does work with the /give command for some reason...
    Posted in: Recent Updates and Snapshots
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from heliceo

    I'm not sure what you mean by that, but you can let arrows "do stuff" whenever they get close to a mob by using the /execute command and the scoreboard system. If you don't want the arrows to hit mobs, just /kill all special arrows that get too close to them. Of course you need a fast redstone clock (like a fill clock) for that.


    I'm sorry, but have you ever heared of bullet through paper effect? Point is, arrows can travel about 25 blocks a second (or at least, that's what I found a long time ago), or 1.25 block/tick. since you can only testfor exact numbers, that would mean you would need a radius of at least 2 to make it reliable. So shooting 2 blocks next to a mob would still kill it...

    Btw, I am really having problems with 1-tick clocks. Executing on 1-3 entities is fine, but if I try to do like 4 commands, on like 20 entities, minecraft is basically dead. I found it was the server causing the lag (which is kinda obvious, but oh well), not the client. Anybody else having trouble with this?

    Btw don't get me wrong. I'm not trying to ruin your stuff or anything. I just want to get it working myself as well...
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from ragirk

    MINE! :P

    EDIT: Enjoy your monument, everybody! Should it be simple like this or more 'grand'?




    I feel claustrophobic... How does it look without the vines and the central pillar? I would like to be able to see all objectives in one screenshot...

    In case anybody is interested, my map thread got a little update. I still need a spelling check, since i'm a derp with english http://imgur.com/a/57Iky
    Posted in: Maps Discussion
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    posted a message on [CTM][WIP]Laingral (Looking for BETA-testers!)
    Intersection I has been succesfully completed. With that, a screenshot has been added. The map should be about 30% done now...
    Posted in: WIP Maps
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from heliceo

    On a totally different note:
    I thought I'd share something that I recently discovered (although some of you probably already know):
    Since 14w10c, you can give scores to entities and test for them. That means, for example, that it's now possible to have bows with special abilities like explosive projectiles that are not disrupted by skeletons or other players. It worked perfectly when I tested it, not just for bows.

    That's definitely possible. But how do you make the arrows not hit mobs? Negative power doesn't work afaik...

    @thesketch, congratz man :D heading for 2k?

    On another side note, don't forget about the HideFlags:127b to hide all junky attributes and stuff.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Anybody interested to quickly control my english?

    http://imgur.com/a/57Iky
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    For me, gameplay is most important. I like designing around gameplay, setting an area up with the right gameplay. Once I got the idea in mind, I make the shape in MCEdit and polish it with worldedit. That's the boring part. MCEdit is ok to do, aesthetics with worldedit are really boring. Same for making buildings, I don't like polishing them and make them look good. Storyline/lore I totally skipped so far. I will try add some Lore, but it will be minimal. Custom monsters are fine, mostly the gameplay is fun. Loot is fun to do :D

    So it would be
    1. Area design/gameplay
    2. Loot
    3. Custom Monsters
    4. Aesthetics
    5. Story
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from KacperNFS

    You can always test for an specified lore and then make 9 command blocks for each slot.. that kind of works for now.

    Should have read all the posts before trying to post something revolutionary.. sniff.

    Quote from KacperNFS

    You can always test for an specified lore and then make 9 command blocks for each slot.. that kind of works for now.

    Should have read all the posts before trying to post something revolutionary.. sniff.


    No it's al right man. I've done so many redstone to then realize it already exists. Did you have fun trying to make something? Yes? Then what is the problem? Just because someone else made it, it can still be a good idea...

    page get. And an intersection done with areas aesthetically. Just loot and a few spawners, and i'm on my way :D
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from ALVAROGUDIS

    Maybe put some shoes on-what if I have my graphics on fast? Then it's just noise, and I will then hate you.


    Nononono.


    I tested it, and only the "Particles" setting matters in 14w11b. There will be a big sign telling you to turn them on. If you don't do that, well, you may hate me. I don't mind :P
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    I do need some feedback on this....




    (an invisible zombie with water particles around him, that gives you slowness 10 for 2 seconds as he hits you).

    Would it be a good idea? There will be signs telling you to turn particles on, but still... It feels weird adding completely invisible mobs that you can still see. I think i'm overlooking something important...
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from heliceo

    It's Power VI, not Power IV. And of course I am not going to give Skeletons a Power VI bow if that power value is reserved for custom bows ;)
    The system still isn't perfect though. It doesn't work properly if there are lots of other arrows flying around while you are shooting.



    Yeah. So you can only use custom bows in the end phase of a map, since a Power VI bow one-shots every mob...
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from heliceo

    I agree, but I haven't figured out a way to do this that doesn't involve a ton of command blocks. Do you know how to construct an NBT tag that specifies: "only if you hold an item with a particular lore text in your hand"?


    No, you need 9 for each. And the bow really is going to be a problem. The only enchantment you can find on an arrow is power afaik. So that would mean skeletons with a power IV bow would trigger it...
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from heliceo

    Does anyone know how to put player heads on mobs in the new snapshot? I tried the old method that worked in 1.7.4 (id:397, Damage:3, SkullOwner:Name) and it doesn't work anymore. It just shows a Steve head, no matter which SkullOwner I put in.


    And while we are talking about loot, I hope everyone is going to make use of the new 1.8 features. There are hundrets of new possibilities now, I've never had so much fun making custom items (I'll show just a few of them as examples).






    How would you want to activate those items? Just by selecting them? That would be fairly annoying. And with that, if they are damaged, it won't work afaik. I might be missing a particular test world video of someone, but if you guys got a way to make those activations, I would like to know.

    About the paper system, yes, ofcourse, 135. And how would it limit the total XP? You can still reuse your enchantmenttable, but don't have access to all good enchantments yet. It allows for like lvl 22 enchantments.

    And yes, I saw the extra credits video. I know about it (actually, I watched almost all ~150 by now), but this "feels" different to me. What they did, was say, hey, look, here you got a few items that can make you new items 1 time. I allow you to make an entire new lvl all times. It's like lvling up a crafting ability, not getting the components. In CTM, imho, loot should be either 1. wool, 2. stuff that allows you to make cooler gear (allowing you to fail a few times), 3. bonus objectives, or 4. consumables. Custom weapons should be dropped by mobs, I think, or otherwise blowing up the player a few times would ruin the gameplay. Imagine if you just found a cool sword, and ran into a trap. That fails. Imagine if you get a piece of paper, run home, lvl up your enchantment table, and make armour. Then you run into a trap. Well,you lost you're stuff, but you can always make more...

    For the player heads, you can either use:

    /give @p skull 0 {OwnerName:"Whatever your name is here"}
    . The " " are important on some OS'es

    or
    /summon Item x y z {Count:1,Damage:0,id:skull,tag:{OwnerName:"Whatever your name is here"}}

    here you also need the " ".

    This works in 14w11b

    BTW, don't expect any status updates on my map. Although I am working on it, I 1. don't want to spoiler beta testers, 2. want a fresh impression on most areas, and 3. want to take the time I need.
    Posted in: Maps Discussion
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