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    posted a message on Help (@e/TNT)
    Quote from Skylinerw

    You will have to assign scores to the PrimedTnt, as parameters do not support direct NBT data.

    Mechanism:

    /scoreboard objectives add FUSE dummy




    1. This starts the clock, running at 20t/s. You must use a 20t/s clock in order to detect the "Fuse", as the tag decreases by 1 per tick. You cannot use /testfor for those types of tags, as comparators do not accept a 1-tick signal. Note that all mentions of ticks are game ticks, not redstone ticks.

    /summon FallingSand ~ ~1 ~ {Block:minecraft:redstone_block}


    2. This will set all PrimedTnt entities that have a "Fuse" of 3 to have "FUSE" score of 1. We use a Fuse of 3 in the event that this command block activates second, in which the teleport will occur in the next game tick, thus the Fuse would be 2 when the PrimedTnt is teleported.

    /scoreboard players set @e[type=PrimedTnt] FUSE 1 {Fuse:3b}


    3. And then the TNT is teleported.

    /tp @e[type=PrimedTnt,score_FUSE_min=1] @p


    At some point you'll want to remove all scores for "FUSE", as the list will contain entities tracked that cannot be removed individually. Just a simple reset:

    /scoreboard players reset * FUSE


    Yay Skyliner! I was hoping you would find this!
    Thanks as always
    (BTW: You are a redstone community god!)
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Help (@e/TNT)
    Quote from TheAbuser

    /execute @p ~ ~ ~ summon PrimedTnt ~ ~ ~ {Fuse:2}

    This should work.

    I didn't mean summon. I meant to teleport it, for example:
    There is an already existing PrimedTNT entity with a Fuse of 2. How to I teleport it, more specifically, how do i test for the fuse?
    /execute PrimedTNT[what?] ~ ~ ~ /tp @p
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Help (@e/TNT)
    I would like to know if you can use @e with data tags, specifically fuse.
    I want to teleport a PrimedTNT entity to the player with {Fuse:2}, and not have to use a /summon with a special uuid tnt.

    EDIT: Can this also be turned on/off. Maybe for a certain part on a map
    This is probably stupidly easy,but I would like to know how to do it
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Scoreboard Help
    Quote from Skylinerw

    So X kills in a row without dying? Yes, but it's a fair bit more complicated. You'll have to create some more objectives as to not interfere with your other ones.

    Objectives needed:

    /scoreboard objectives add streakDeaths deathCount

    /scoreboard objectives add streakKills playerKillCount


    Mechanism (same as above, so you can probably just use the same hopper clock and attach the rest of the mechanism to it):



    Command block on the right:

    /scoreboard players set @a[score_streakDeaths_min=1] streakKills 0


    On the left:

    /scoreboard players set @a[score_streakDeaths_min=1] streakDeaths 0


    What happens:

    If a player kills another player, their "streakKills" objective increases. This will continue to increase for every kill they make. If the player dies, both their "streakKills" objective is reset, as well as their "streakDeaths", to allow for future check.

    If you want to test for streaks, you'll want to use the following:

    /testfor @a[score_streakKills=3,score_streakKills_min=3,score_streakDeaths=0]


    The above will /testfor a player who has exactly 3 kills in a row. You need to have the "score_streakDeaths=0" for the /testfor, but you can change the 3.



    Yes, you can have a second objective with that. In 1.7, you can select specific mobs using the "stat.killEntity.ENTITYNAME" objective type. For example, using the same system as above:

    Objective:

    /scoreboard objectives add zombieKills stat.killEntity.Zombie


    Mechanism:



    Command block on the right:

    /scoreboard players add @a[score_zombieKills_min=1] Gold 20


    On the left:

    /scoreboard players remove @a[score_zombieKills_min=1] zombieKills 1


    Ty.
    I am doing my first test with freinds soon,and you have been a HUGE help.
    Thanks tons :3
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Scoreboard Help
    Also, Is there any way to add a certain amount of gold,say 20,when a player kills a mob(if possible a certain mob),
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Scoreboard Help
    Quote from Skylinerw

    The hopper setup is a clock. If you place a single item in one of the hoppers, the item will be transported back and forth between the hoppers. The only way to activate command blocks in this manner is to use a clock. Hopper clocks are by far the least-laggiest in the game, so I highly recommend them. Even with a /testfor, you would still need a clock. Otherwise, the /testfor command would be useless here because it's selecting players that would match the same parameters we're using in the setup; it would just be an extra step that's already accomplished.

    Is there anyway you can track if someone gets a double,or triple kill?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Scoreboard Help
    Quote from Skylinerw

    The hopper setup is a clock. If you place a single item in one of the hoppers, the item will be transported back and forth between the hoppers. The only way to activate command blocks in this manner is to use a clock. Hopper clocks are by far the least-laggiest in the game, so I highly recommend them. Even with a /testfor, you would still need a clock. Otherwise, the /testfor command would be useless here because it's selecting players that would match the same parameters we're using in the setup; it would just be an extra step that's already accomplished.

    Thanks so much,that will help a lot,I assume I can change the value of gold a kill is worth.
    Thanks again. :)
    EDIT: Oh lol,of course I can,I just didnt see it.
    EDIT: THANKS SO MUCH IT WORKS :3
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Scoreboard Help
    Quote from Skylinerw

    You'll need the following mechanism:



    Command block on the right:

    /scoreboard players add @a[score_Kills_real_min=1] Gold 1


    On the left:

    /scoreboard players remove @a[score_Kills_real_min=1] Kills_real 1


    What happens:

    A player makes a kill, their Gold is increased by 1 (or whatever amount you want). If this happens, their Kills_real score is decreased by 1. This continues until the player has a Kills_real score of 0. This will support multiple players and multiple kills; if a player makes two kills at the same time, they will still get the proper amount of Gold.

    If you need further clarification or help, just ask.

    Is there any way to trigger this device when a player gets a kill,I know you can use /testfor,but I don't know if that works with
    scoreboard.
    Thanks :)

    EDIT: Or,infact check for this when a player HAS a kill,not directly gets one.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Scoreboard Help
    Quote from Pyrates313

    try doing it only with the killcount, 1 kill equals 1 gold and remove the kills in the shop


    ???
    I don't see what you mean,firstly Kills aren't for the shop,gold is,and secondly,kills equal more gold than one.
    Please Explain this,or give an example,it makes no sense
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Scoreboard Help
    I am trying to make a scoreboard system/currency system where Kills give Gold,and gold can be used to buy items with cmd block shops.

    My problem is,I don't know how to make Kills give gold.
    I have 3 objectives;
    Gold,a "dummy objective",which is the currency.
    Kills,a "dummy objective",Only for display,not for utility.
    Kills_real,a playerKillCount,which is used to set gold/display,and is not displayed.

    I want it to work like this:
    1 Kill for a player will do:
    I.Add one to Kills in display
    II.Add one to Kills_real,then remove it after all is computed.
    III. Add <amount> Gold to that player's balance.

    I can't figure out how to make sure that the same player that got the kill gets the gold.

    This is for a PvP map,help would be appreciated.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on [1.7.2] [PVP] Airborne PVP v1.1 [10,000+ DOWNLOADS]
    Mitch sent me :)
    Posted in: Maps
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    posted a message on Delete please
    Hey,you know the place with the black wool? Was that an adventure time reference at the end,and yes I do get some of you references.By the way,Diamonds are to easy to find in the black wool area,I found 12 just by mining around for 30sec or so.
    Posted in: Maps
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    posted a message on Delete please
    I am going to play the map,but I do not have FRAPS yet,so I wont do a lets-play. I'll be sure to give suggestions.
    The map looks awesome,I'm looking forward to playing it!
    Posted in: Maps
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from TheBMajor

    Meh. Seems more adventure map-esque than CTM mapish to me, but depends on what you do with the story and the map :P

    Yeah,I wanted an adventurey feel to the map,but to still be CTM



    because i have a 1360x768 monitor it cropped it but you can see all of it if you just hit the thing and click it


    This is the starting area what do i do with it


    i figured the code out

    This is just a suggestion:
    This is open-map,which means the player can leave the area.
    IF you have mcedit,I recommend making big bedrock walls.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    I am making my second map(my first was crappy,so I don't know if this will be good)and I came up with a backstory. How does this sound:
    There was once a greedy warrior named Cyrus.He,like many others,attempted to conquer Ghostfire Caverns. With insane monsters,the stuff of legends.He took gear off of previous heros,leaving nothing useful to him. He got to the last twist of the cavern and found the Ghostfire Soul. He underestimated its power.He thought it was just a tiny ghost,an easy foe.The Ghostfire Soul took his body,and his gear.He continued to spawn many Ghostfires,and sit on a his throne,waiting for his next prey.

    Rate 1-10 1 being horrible,10 being amazing.
    Quote from Kopasz7

    Hi everyone, I'm back with a queston:

    Which combination do you like the most out of these? ^^^
    I'm working on a minimap now, I'll post some pictures if you guys could decide me which combination would be the best. :)

    1 and 9,counting from left and in rows.
    Posted in: Maps Discussion
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