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    posted a message on Command Block Complications!
    Quote from fz0718

    I think you got the syntax wrong.

    This command tests if the objective "Dummy1" of the nearest player is at least 100:
    testfor @p[score_Dummy1_min=100]

    This command removes 100 from the objective "Dummy1" of the nearest player:
    scoreboard players add @p Dummy1 -100


    Hope this helps!
    fz0718~


    Quick question: why do you add a negative value rather than remove 100? It would be confusing for people less adept to command blocks. I assume it's to save on characters, though. For example, to remove using the "remove" function:

    /scoreboard players remove @p Dummy1 100


    However, the above would remove 100 points only from the nearest player, not necessarily the one you want. Using @a would remove 100 from all players, which could push some into the negatives. If you only want to affect players who have 100 points or more, you'd add the score parameter, same as your /testfor:

    /scoreboard players remove @a[score_Dummy1_min=100] Dummy1 100


    Or, you could use "set" instead of "remove" or "add" to set player scores to 0 rather than remove 100 from their current score, while keeping in mind the @p vs @a & parameters above:

    /scoreboard players set @a Dummy1 0
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on /gamerule itemDurability true/false
    Quote from The_Island

    Playing on a minigames server and trying to put in golden/wooden swords and don't want them to break on the players?
    Playing skyblock, just found a few diamonds and want to make some diamond gear, but unfortunate that it's eventually going to break?

    Well here is the solution.

    When typed into the chat by player with cheats enabled, or in multiplayer, an oped moderator/owner/administrator, will make it so items do not lose their durability. This can be very useful in minigames servers, adventure maps, or just regular survival. This will effect ALL items with durability lost, including but not limited to:
    Armor
    Weapons
    Tools
    Fishing Rods
    Carrots on a Stick

    Quote from Nsta8

    There already is something like this. In the NBT tags of every item with durability, you can set it to be invulnerable. There is no reason to take this to a game rule when a more useful and versatile alternative is already available.


    The correct tag is "Unbreakable". For example:

    /give @p diamond_sword 1 0 {Unbreakable:1}


    Thus the item does not lose durability.
    Posted in: Suggestions
  • 0

    posted a message on Command Block Help
    Quote from foutsboys4



    Well his server is skga.me otherwise I'm not sure what link to give you. The reason for me asking this is I was thinking of hooking up a command block that tests for something said in the chat, this way I could test for a custom command that would, for example, teleport me to a certain location. ex. "/warp r" would tp me to my redstone creations.


    Ah then yes, he's using plugins to allow this to happen. So the final answer is a no, you cannot use command blocks to detect text in the chat. You can try the /tellraw command, in which players will click on pre-determined text in the chat, but it can be fairly complicated and limiting in what you want to accomplish. I do have a topic concerning /tellraw usage here, if interested: http://www.minecraftforum.net/topic/1975697-17-tellraw-formatting-examples/

    However, keep in mind that mods can interfere with how commands and command blocks work.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Command Block Help
    Quote from foutsboys4

    On SkyDoesMinecraft's DrawThatBlock minigame, whenever someone types in the correct answer into the chat bar, the round ends saying you guessed correctly. I'm assuming that he's accomplishing this from command blocks. I have a fair amount of experience with command blocks, but the only thing that comes to mind is /testfor which cannot test for the chat. (I think) Could it be something with the scoreboard? I do not know much about that, but I've seen some amazing stuff with it. If you could tell me how this is done it would be GREATLY appreciated! Thanks.


    Some links would be helpful. However, command blocks cannot check the chat, so it is likely that mods are being used.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on 13w49a - Chicken Jockeys!
    Quote from Benjamin5349

    Can the chicken still be leashed if there's a zombie riding it?

    Quote from A_Herb


    No, it can't. (I just checked)


    Actually they can, and the leash does not break if they are in pursuit of something. This is both manually leashing and through commands. Make sure you're aiming close to the ground; the hitbox of the zombie can get in the way.
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Scrolls - Reading Without A GUI

    I would also like a map style thing to hold text, but I think something that sends it right to chat could be useful too.


    Personally, I feel that would break immersion (for survival, at least). The game has no vanilla survival features that send messages directly to the chat, other than death messages.

    If it's on a chatty server, then the message would be folly; it would be lost in the sea of messages. This would cause you to stop anyway and search through the chat, which is the opposite of what's intended. A map-style scroll doesn't have that issue, although the whole "looking down" could get in the way of "on the go", but the angle you need to look can surely be modified.
    Posted in: Suggestions
  • 0

    posted a message on Launching Water With Command Blocks
    Quote from CreeperKing123

    Thanks to both of you for helping, but none of these worked, i was also told it was a bukkit problem and can only be done in vanilla until they fix somthing wrong with falling sand in bukkit.


    Ah, then in that case your issue is most certainly Bukkit. Bukkit does not mix well with command blocks or vanilla commands. So unless this is fixed within Bukkit itself, we can't help you.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Scrolls - Reading Without A GUI
    Quote from SVGK

    i would prefer if they just removed the GUI for books and made them more like maps.


    I agree with this. The GUI for books is rather invading, but I don't think Minecraft should make odd steps towards becoming a chat-focused game.
    Posted in: Suggestions
  • 0

    posted a message on /tp command naming
    Quote from XxBlindCreeperxX

    when you tp to a location you have to tipe the x y and z out. what if you could use a command to name the location. EX: /change -123 74 -3256 name "House1"

    then when you want to tp /tp XxBlindCreeperxX House1

    then to see if its the right location "/info House1" and it would put "-123 74 -3256"

    you could also rename location, delete location, and make it universal so others in world can use it.


    I think some sort of labeling method for preset teleports would be nice. However, I don't agree with the commands presented. There are too many commands there that can be used for other purposes, especially "/info". Multiple commands for a single feature should not be implemented.

    So as it stands, no support.
    Posted in: Suggestions
  • 0

    posted a message on mineblock only works for First Objective and not Second
    Quote from kaz_bricks



    I did. I used red mushroom for the mushroom which is stat.MineBlock.40


    Ah, assumed you meant the brown mushroom. Then I can confirm that this doesn't work; the brown mushroom can be tracked while the red mushroom cannot, which is very strange indeed. The closest bug report I could find relating to the mineBlock stat is this: https://mojang.atlassian.net/browse/MC-36191

    I've left a comment concerning the mushrooms on the report, as well as upvoted it (which I recommend to get this fixed faster).
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on /effect "Ambient" tag
    Quote from Xannot


    So is it possible to set beacon's range to more than 50? If yes, then you could place a beacon with your custom effect in a spawn chunk that is always loaded, and it should give you ambient effect wherever you are. I've seen ambient player effect on TNT Wizards minigame on Hypixel's server, but it could also just be a plugin.


    The beacon range is hard-coded in, so no, you can't change it. And I wouldn't view Hypixels' servers relating in any way to vanilla, as they are heavily modified.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Launching Water With Command Blocks
    Quote from BlackSapling



    For me, using this worked:
    /summon FallingSand ~ ~1 ~-10 {TileID: 8, Time: 2}


    It however needs a block to land on (since it's falling sand)

    The Problem with a setblock-command is, that you need to update the water in order for it to spread (if you want to, that is).

    You could however do a setup similar to this one:

    The Commands are:
    /setblock ~ ~ ~-10 minecraft:water

    for the closer one (the one the repeater points into,
    and
    /setblock ~ ~1 ~-8 minecraft:redstone_wire 0 destroy

    for the other one.

    Advantage of this setup: you can summon you water in mid-air! :)

    Edit: ok i re-read your post, looks like you want to have it fly through the air...use a command like this instead:
    summon FallingSand ~ ~0.1 ~ {TileID: 8, Time: 2, Motion: [0.0, 0.5, -0.3]}



    A couple things:

    You can use the ID "minecraft:flowing_water" with the /setblock command to have the water flow instantly, not requiring a block update. And I highly recommend not including spaces like you have in your NBT tags; spaces in the wrong spots (as far as NBT tags are concerned, it's rather finicky) can break the code.
    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on mineblock only works for First Objective and not Second
    Quote from kaz_bricks

    I put two objectives with MineBlock, one for poppy, and one for mushroom, the first one I made (poppy) worked when I used testfor, and when I used testfor on the mushroom, the stats on the mushroom objective did not increment. I think it is a bug, help please!


    The objectives work, are you sure you've put in the right IDs?
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Command Block Help
    Quote from Coldjuice1

    Okay, so I need a command that I can put in a command block and it looks for anyone with their y=0. If there is someone at y=0 then it will send out power.

    P.S I'm not very good with command blocks


    Ok so this is impossible unless you build a ton of command blocks each testing one block each. But I forget the command lol


    Another possibility is to have a single command block with an extremely large radius. For example:

    /testfor @a[x,-1000,z,r=1002]


    This will essentially select a 45-block radius from the x/z coordinate, and any players found on the ground will be selected. The larger the radius in the /testfor, the larger the final radius on the ground. What happens is the starting radius is far below the ground and into the void. The very end of that radius happens to be just above the ground. Usually you'll want to add 2 to the radius in the /testfor command compared to the y.

    This will likely be the only other solution other than having one command block per y=0 coordinate.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Enderman /summon questions
    Quote from Linkruler

    So I have been messing around with the summon command for a few weeks, and can't seem to get something working. So I am trying to summon in an enderman that is already aggressive toward you, like a pigman would do. Not just this, but I also want to keep the enderman from teleporting. I have him summoned into a 8x4x8 room of obsidian with water surrounding it. Anybody have any advice to be able to get either of my two questions answered?


    Unfortunately, you cannot directly force an enderman to target a player or be naturally aggressive. The most you could do is have an enderman riding an aggressive zombie pigman, but this results in the enderman having the "riding" stance (as well as the pigmen being the one that does the damage). The enderman shouldn't be able to teleport away, as it is "pinned" to the pigman.

    Otherwise, you can't do either one.
    Posted in: Redstone Discussion and Mechanisms
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