This looks absolutely stunning after being without shaders for years, and runs surprisingly well on my 7 year old laptop. I do have two things I need help with though.
1: The (V7) Toaster Edition Link does not work. It only redirects me to an ad, so I got V7.1 Lite. EDIT: I now see the mirror link exists.
2: I get this screen tearing void (shown below) which OptiFine's Custom Sky setting has no connection to. It occurs in the current default 1.14 textures as well. I'd appreciate the help, thanks in advance.
I'm making a PVP map. It's Team Fortress 2 in Minecraft, but that doesn't matter.
This DOES matter:
I want some players to be able to have spawn eggs that spawn zombies that don't move, and their attacks heal you instead of damaging you.
I've tried the "attackdamage" attribute, but it doesn't work.
Help please.
You could use a witch and execute it to change nearby potions (its potions) into healing ones. If the witch is too slow, just up the healing potions' power.
I'm trying to detect if a player is looking between -80 and -90, I tried @p[rxm=-80,rx=-90] but that just outputs as 'yes' every tick. @p[rxm=80,rx=-90] outputs 'yes' if you are looking between -89 and -90 or 89 and 90, but I want specifically up, and in a wider range. Anyone know how to fix this?
Correct.
The map I am making has working engineer buildings (take that sethbling)
To be fair, Seth + Hypickle made that in like 1.3 or something. Commands were not complex enough to make a sort of dispenser/sentry. 1.7 was the update that gave us /summon, so they could not make Engie at the time. Also teleporter idea: you can have a mob keeping track of how much time before another person can teleport, and when they can it will set that score to a number depending on its level, teleport the player, and start counting down every tick until it's usable again.
I already have all the teams set up. Red team, Blue team, everything is already done.
I just needed the code for the zombie, thanks!
bonus question: what do you think I needed this for?
I made a single player system that allows you to drop an item and gives you a boost in return, and you get the item back as soon as you land... well, that's how it's supposed to work. When you activate the item on the ground it will give you the item as soon as you use it, and when you use it in the air it waits until you land before you get the item back, which I want it to do on the ground. I'm using the 1.9 command blocks and I understand how they work. There are 2 dummy objectives, Lift and Ground. Here is the commands that are activated (in order.)
/scoreboard players set @e[type=Item] Lift 1 {Item:{id:"minecraft:reeds",Count:1b,tag:{display:{Name:"Tornado Lift"}}}} (Unconditional)
/execute @e[type=Item,score_Lift_min=1] ~ ~ ~ /effect @p levitation 1 5 true (Conditional)
/execute @e[score_Lift_min=1] ~ ~ ~ /kill @e[type=Item,score_Lift_min=1] (Unconditional)
/setblock -1 22 -3 redstone_block (Conditional, used for the sound it makes when you use it)
/scoreboard players set @p Lift 1 (Conditional)
/scoreboard players set @p Ground 1 (Unconditional)
/scoreboard players set @p Ground 0 {OnGround:0b} (Unconditional)
/replaceitem entity @p[score_Lift_min=1,score_Ground_min=1] slot.weapon.mainhand reeds 1 0 {display:{Name:Tornado Lift}} (Conditional)
The problem comes from the Ground objective scripts, where even if I teleport myself 10 blocks in the air before the ground scripts trigger, it still thinks I'm on the ground and gives me the item. This is a needed fix for my parkour map I'm using this in, and I've tried multiple things to fix this. Halp.
/kill @a[y=100,dy=100] is a command that works if I paste it in my chat, yet it doesn't work in a command block. The command will kill anyone why reaches a y level above 100. Does anyone know why this isn't working?
Could you possibly make a "clouds" map with 9 clouds, a big one in the middle and 8 around it. Use rainbow bridges to connect all the 8 smaller ones and 4 connecting to the middle one. And make the clouds out of snow and the rainbow bridges out of stained glass. That's just a suggestion for a map in kit-pvp. (KOTH will have the beacon in the middle)
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This looks absolutely stunning after being without shaders for years, and runs surprisingly well on my 7 year old laptop. I do have two things I need help with though.
1: The (V7) Toaster Edition Link does not work. It only redirects me to an ad, so I got V7.1 Lite. EDIT: I now see the mirror link exists.
2: I get this screen tearing void (shown below) which OptiFine's Custom Sky setting has no connection to. It occurs in the current default 1.14 textures as well. I'd appreciate the help, thanks in advance.
Specs: AMD E1-1200 APU 1.40 GHz; 4 GB Ram, 3.6 Usable; 64 bit
EDIT: Solved. The 'Sky' setting was set to 'off' which just made the sky void out like that.
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You could use a witch and execute it to change nearby potions (its potions) into healing ones. If the witch is too slow, just up the healing potions' power.
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Hoppers were 1.5.
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I'm trying to detect if a player is looking between -80 and -90, I tried @p[rxm=-80,rx=-90] but that just outputs as 'yes' every tick. @p[rxm=80,rx=-90] outputs 'yes' if you are looking between -89 and -90 or 89 and 90, but I want specifically up, and in a wider range. Anyone know how to fix this?
Fix: @p[rx=-81,rxm=91]
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To be fair, Seth + Hypickle made that in like 1.3 or something. Commands were not complex enough to make a sort of dispenser/sentry. 1.7 was the update that gave us /summon, so they could not make Engie at the time. Also teleporter idea: you can have a mob keeping track of how much time before another person can teleport, and when they can it will set that score to a number depending on its level, teleport the player, and start counting down every tick until it's usable again.
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The Dispenser's healing properties?
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I made a single player system that allows you to drop an item and gives you a boost in return, and you get the item back as soon as you land... well, that's how it's supposed to work. When you activate the item on the ground it will give you the item as soon as you use it, and when you use it in the air it waits until you land before you get the item back, which I want it to do on the ground. I'm using the 1.9 command blocks and I understand how they work. There are 2 dummy objectives, Lift and Ground. Here is the commands that are activated (in order.)
The problem comes from the Ground objective scripts, where even if I teleport myself 10 blocks in the air before the ground scripts trigger, it still thinks I'm on the ground and gives me the item. This is a needed fix for my parkour map I'm using this in, and I've tried multiple things to fix this. Halp.
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/kill @a[y=100,dy=100] is a command that works if I paste it in my chat, yet it doesn't work in a command block. The command will kill anyone why reaches a y level above 100. Does anyone know why this isn't working?
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And you Minecraft Name?
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Could you possibly make a "clouds" map with 9 clouds, a big one in the middle and 8 around it. Use rainbow bridges to connect all the 8 smaller ones and 4 connecting to the middle one. And make the clouds out of snow and the rainbow bridges out of stained glass. That's just a suggestion for a map in kit-pvp. (KOTH will have the beacon in the middle)