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    posted a message on 1.12 - JSON Text Component (for /tellraw, /title, books, signs)
    Proof of concept, random Idea I just had. Cannot test it as I am alone :) A way to tell everyone there one scores

    execute @a ~ ~ ~ tellraw @p {text:"Your score: ",extra:[{score:{name:"@p",objective:"points"}}]}


    Unfortunately, I'm not an expert at execute. Would this work? The theory behind it is, the tellraw command will tell the the score of the closest player to the closest player, and the execute command would activate it for everyone.
    Posted in: Redstone Discussion and Mechanisms
  • 2

    posted a message on Could not reserve enough space for object heap?
    Quote from stupid3700

    This error normally means you're trying to allocate more RAM than is available. Try allocating less RAM, e.g. 512MB or even 384MB and see if that works. You can see this tutorial on how to change the allocated RAM in the Magic Launcher: http://www.minecraft...magic-launcher/


    How would I change the allocated RAM if I'm running a server by launching a jar file with a batch file?
    Posted in: Java Edition Support
  • 1

    posted a message on [1.7] Using /summon & /give DataTags in Map-Making (TUTORIALS)
    Quote from KonanXD

    Does anyone know how to use the HideFlags bitfield to hide potion effects? I'm making a potion with the name Unknown and I don't want people to see the potion effects listed below.

    Currently this is what I have:
    /give @p potion 1 16451 {CustomPotionEffects:[{Id:11,Amplifier:10,Duration:1000}],HideFlags:31}


    As far as I know you cannot currently hide potion effects. The only way I know is yo give them a water bottle with the same potion effects, as they don't show up, but by the 16451 I'm assuming you wanted splash.
    Posted in: Mapping and Modding Tutorials
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    posted a message on [1.7] Using /summon & /give DataTags in Map-Making (TUTORIALS)
    Quote from Gibitul
    Particle Command Help Request: /particle [count] [player;entity] 1. What does the field for speed mean and how do I use it? 2. What does the field for count mean and how do I use it? 3. What does the field for [player;entity] mean and how do I use it? 4. With this can I summon a particle at a specific entity?


    1. From experience speed seems to make the particles fly away in all directions
    2. Count means how many of the particle you're spawning
    3. If you add that it spawns the particle relative to a player/entity so

    /particle portal ~ ~1 ~ 0 0 0 1 1 @e[type-Chicken]


    would make portal particles 1 block above all chickens
    4. The answer to three sort of answers that

    Quote from payman
    Hi, today I would like help with something not really related to datatags but with commands.. Anyone knows a good tutorial / can make one about "/scoreboard players operation" ? I am trying to understand how it works but it is kinda hard to.. Ik this isnt the best place to put this question.. but I cant find other place to do it :/


    I do have a topic concerning scoreboard you could discuss this. It's still a little raw and unedited (I really need to pay more attention to it :P), and it has nothing about 1.8 mechanics as I don't know much about them yet, but I am a fast learner and would be happy to discuss them with you there. http://www.minecraftforum.net/topic/1993156-how-to-use-scoreboard-tutorial-wip/#entry24515461
    Posted in: Mapping and Modding Tutorials
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    posted a message on [1.7] Using /summon & /give DataTags in Map-Making (TUTORIALS)
    Quote from Sarahkinsandco

    I was wondering if these tags come into play with the /clear command, so would you be able to clear an item out by a custom name etc. ?

    And would there be a way of placing an item in a chest and have that chest checked for by the custom name of the item ? So you could see whether or not an item was in that chest, with a specific name.


    1. Yes but only in 14w snapshots.

    /clear @p diamond_sword 0 1 {display:{Name:"Cool sword"}}


    Alternatively you can just use it to test for that item by clearing none of those items:

    /clear @p diamond_sword 0 0 {display:{Name:"Cool sword"}}





    2. Yes but you would have to put the sword in a specific slot and have nothing else in the chest
    You will have to ask Skylinerw for the code as I fail at remembering the tag endings.




    One thing to note is that neither of these will work if the sword has any damage taken from it.EDIT:

    Actually you will need to use Cool_sword instead of Cool sword, as /clear doesn't appreciate spaces


    That reminds me. Skylinerw I'm having trouble with the new 14w snapshots and the testforblock command. You helped me with the command in the first place, so I'm hoping you can help me again.

    This is the command you gave me in 1.7

    testforblock -550 56 963 chest 2 {Items:[{id:76s,Count:1b,Damage:0s,Slot:13b}]}


    and it worked. In 14w snapshots however it does not. I tried both of the following codes, but neither worked

    testforblock -550 56 963 chest 2 {Items:[{id:redstone_torchs,Count:1b,Damage:0s,Slot:13b}]}

    testforblock -550 56 963 chest 2 {Items:[{id:redstone_torch,Count:1b,Damage:0s,Slot:13b}]}


    Will testforblock not work with chests for a while?
    Posted in: Mapping and Modding Tutorials
  • 1

    posted a message on [1.7] Using /summon & /give DataTags in Map-Making (TUTORIALS)
    Quote from de_groot_69
    NEVER MIND! I found it, the problem was that the radius of the specified coordinates was 0, it should have been 1! thanks for your help again ^-^
    Quote from Skylinerw
    Just keep in mind that that won't be exact coordinates, but 1 block in every direction from that location. There's a bug in 14w02c and before where a large radius would cause an 'overflow' error, which sets the radius to a proper 0, even though you can't put it in yourself. SeargeDP fixed that for 14w03a while introducing the radius of 0 to select an exact coordinate, so kudos to him.
    Until that snapshot I've found it useful to use a radius of 1 and subtract one from the y. This makes it so the command test for anyone in the block you want the player standing on, and all spaces touching, but the only place a player can touch it is by standing on it.
    Posted in: Mapping and Modding Tutorials
  • 1

    posted a message on [1.7] Using /summon & /give DataTags in Map-Making (TUTORIALS)
    Quote from ZamOfDarkness

    So when I was building with command blocks I ran across this problem tat I would like to understand.



    1: where the redstone block is placed

    Commands:
    A: setblock ~ ~1 ~ air
    To remove the redstone block when it is placed

    B: testfor @p
    To activate the comparator

    C: setblock ~2 ~ ~ 137 0 replace {Command: testfor @p}
    To replace command block B to reset the comparator

    When I place a redstone block at point 1 the comparator still stay activated because command block C can’t replace command block B for some reason. Even if I remove the comparator and activate command block C, it still wont replace command block B. How ever if I destroy command block B or replace it with something ells, then command block C works without any problem.

    This problem is created for some reason when you remove the power input to fast. If I put a 2 tick (redstone tick) delay before removing the redstone block, then this problem does not happen.

    So I wanted to ask if anyone out there has any explanation for why this happened, even if its pretty simple to fix I thought that understanding it might help me avoid problems like this in the future.
    You have to use destroy. Replace only works if the block it's replacing isn't thee same as the block it's placing. Also I think the command needs to be in quotes ("")
    C: setblock ~2 ~ ~ 137 0 destroy {Command:"testfor @p"}
    Posted in: Mapping and Modding Tutorials
  • 1

    posted a message on 1.12 - JSON Text Component (for /tellraw, /title, books, signs)
    Quote from Samuel_Birchwood

    So I was just listening to you conversation and have successfully created two testforblocks, but now am having a problem:
    testforblock -550 56 963 chest 2 {Items:[{id:264s,Count:5b,Damage:0s,Slot:11b},{id:264s,Count:5b,Damage:0s,Slot:15b},{id:267s,Count:1b,Damage:0s,Slot:13b}]}

    I find nothing wrong with this code, but it won't work

    After further testing it appears that the diamonds work, and the iron sword work, but they will not work when both in the same code.
    Never mind, I just needed to put the Slot 13 in front of the Slot 15. Wait why are we having this conversation on this thread. Sorry I seriously just realized this is a tellraw thread xD
    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on [1.7] Using /summon & /give DataTags in Map-Making (TUTORIALS)
    Quote from SpiderRider

    Fixed it(somehow)
    Here's the new code:
    /testfor @p[-12345,28,-6789,1]
    /testfor @p[-12345,23,-6789,1]
    /tp @p[-12345,28,-6789,1] -12344.5 22 -6787
    /tp @p[-12345,23,-6789,1] -12344.5 29 -6787

    Question: Why do you need the testfors? Couldn't you just have the clocks teleport all the people in those coordinates to the new ones?
    Posted in: Mapping and Modding Tutorials
  • 1

    posted a message on How to use scoreboard [Tutorial] (WIP)
    Quote from JMEL2012

    Could you show this?

    http://imgur.com/BotgRnG
    Bottom right:
    scoreboard players add @a[score_killCreeper_min=1] Coin 3

    Top right:
    scoreboard players set @a[score_killCreeper_min=1] receivedCreeperCoin 1

    Bottom left:
    scoreboard players remove @a[score_receivedCreeperCoin_min=1] killCreeper 1

    Top left:
    scoreboard players set @a[score_receivedCreeperCoin_min=1] receivedCreeperCoin 0
    Posted in: Mapping and Modding Tutorials
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