Problem with this is how to detect the arrows. If you use data tags to detect, you can trick it by unstacking the arrows
I'm not sure if i'm over complicating this. I give the arrows custom tag, and detect is in different scoreboards
In this case, the give command is
To reset the score of Arrow1-5 when the bow is used
/scoreboard players set @p[score_useBow_min=1] useBow 0
Reset the score to 0 for future usage
/scoreboard players set @a Arrow1 1 {Inventory:[{tag:{Arrow:1}}]}
/scoreboard players set @a Arrow2 1 {Inventory:[{tag:{Arrow:2}}]}
/scoreboard players set @a Arrow3 1 {Inventory:[{tag:{Arrow:3}}]}
/scoreboard players set @a Arrow4 1 {Inventory:[{tag:{Arrow:4}}]}
/scoreboard players set @a Arrow5 1 {Inventory:[{tag:{Arrow:5}}]}
/scoreboard players set @a[score_Arrow1_min=1,score_Arrow2_min=1,score_Arrow3_min=1,score_Arrow4_min=1,score_Arrow5_min=1] Test 1
You can arrange the commands below freely, after the commands above
/scoreboard players add @a[score_Test=0] Timer 1
A simple timer for knowing for giving every 10 sec
/scoreboard players set @a[score_Arrow1=0] Test 0
/scoreboard players set @a[score_Arrow2=0] Test 0
/scoreboard players set @a[score_Arrow3=0] Test 0
/scoreboard players set @a[score_Arrow4=0] Test 0
/scoreboard players set @a[score_Arrow5=0] Test 0
To reset the Test score if any of the arrow is missing
/scoreboard players set @a[score_Test_min=1] Timer 0
Reset the timer to 0 if it's full so that when an arrow is missing, it'll start to count from 0
And for the commands to give the arrow.... (In order)
/scoreboard players set @p[score_Item_min=1] Item 0
Reset the score
PS: You might want to include a mechanism that'll add 0 to all players so the scoreboard exist, maybe also avoid people picking up arrows
I didn't expect this to be this long... Haven't tested this, might have some bugs
Anyhow, use this only as a guideline : )
On Redstone Wars 1, the only judges are dubflow and fz0718, this is very possible according to fz. You don't have to worry about that : )
As for the competition, we'll wait a little bit more to confirm all the contestant which will continue (Inactive contestant will probably be disqualified)
I'm currently working on something for this, so tune in for that : D
I'm not really sure what your code does, but this is how i would do this
1. Change noteblocks to entities, witherskull for example
2. Use scoreboards to store the right notes
3. Render(change the scoreboard values) when you input the sound you want
4. Use silverfish/squid spawn egg to tell what note that is, named 1-24
5. Get rid wool since it only have 16 colors or put another block for 17-24
This is my attempt to write the pseudo code of it...
Function summon(entity,location,tag,score) {
"/summon entity location {tag}" //Summons the entity
"/scoreboard players set @e[r=1] Notes score" //Set the score for the notes
}
Function setinstrument() {
//Set the score of all WitherSkull in 1 line of the objective "Instrument" to the right one, set on the start
}
while true; //A clock?
{
silverfish(1).summon(WitherSkull,y=~-1,direction:[],1) //The named silverfish summon a witherskull below, with the right score
silverfish(2).summon(WitherSkull,y=~-1,direction:[],2)
silverfish(3).summon(WitherSkull,y=~-1,direction:[],3)
silverfish(4).summon(WitherSkull,y=~-1,direction:[],4)
//And so on.....
silverfish(Delete).kill(WitherSkull(y=-1)) //Deletes the note below if silverfish named "Delete" is spawned
silverfish.kill() //Kills the silverfish after summoning WitherSkull
WitherSkull.setinstrument() //Set the instrument set at the beginning
}
State = redstonesignal;
If State = true {
summon(WitherSkull,~,direction:[])
//TP the WitherSkull on an axis to be the line where it will be playing (Put this on a loop anyway)
Play() //And this also on the loop
}
Function Play() {
LOCATION = xyz //WitherSkull in one line to be played
"/execute @e[LOCATION,score_Notes_min=1,score_Notes=1,score_Instrument_min=1,score_Instrument=1] ~ ~ ~ /playsound THENOTES @a"
"/execute @e[LOCATION,score_Notes_min=2,score_Notes=2,score_Instrument_min=1,score_Instrument=1] ~ ~ ~ /playsound THENOTES @a"
//And so on.......
}
If you don't understand what that does, forget about it, cause i don't even know myself
(First time knowing about pseudo code)
I get pretty lazy at the end, and the code kinda mess up when posted, so pardon me for that
Hope this helps even by a tiny bit
When the bow drops, move it somewhere else and replace the item in the original place with an unpickable and despawnable bow
This way, nobody will be able to pick it up
When someone from the bystander team wants to pick it up,
There'll be a clock which kills the dummy bow, and tp the original bow to the player, making him/her pick the bow
And then you would be able to configure that to only apply to players who are near this pit.
By for example testing if there are several air blocks below the player using /testforblocks
And now to test is it's dark.... not possible to my knowledge
http://www.minecraftforum.net/topic/2503597-redstone-wars-ii/
This thread have some good challenges, some of them are command blocks related though
You could always compare your contraptions with other people's contraptions to see who is better
/scoreboard players set @p[x,y,z,r,score_Item_min=1,score_Item=1] Item 2
This will give emerald to the player when he/she have the score of 1
After it's activated, the score will change into 2, making it impossible to get the item again, and allowing for other location to be activated
Just remember to reset the comparator on the give command, or use clocks to keep it updating
So would I be able to put all these in one command - so that if I were to press a button it would activate and test all these actions at once .. or do I have to put them in separate command blocks?
You can't do that unfortunately,
There have to be some comparators and "AND" gate involved
Which means you need to put them in separate command blocks
0
I'm not sure if i'm over complicating this. I give the arrows custom tag, and detect is in different scoreboards
In this case, the give command is
The Objectives:
And for the actual mechanism, hook this up to a clock
Arrange this in order
To reset the score of Arrow1-5 when the bow is used
Reset the score to 0 for future usage
You can arrange the commands below freely, after the commands above
A simple timer for knowing for giving every 10 sec
To reset the Test score if any of the arrow is missing
Reset the timer to 0 if it's full so that when an arrow is missing, it'll start to count from 0
And for the commands to give the arrow.... (In order)
If one succeed, others won't trigger
Reset the Timer
Give the Arrows to the player
Reset the score
PS: You might want to include a mechanism that'll add 0 to all players so the scoreboard exist, maybe also avoid people picking up arrows
I didn't expect this to be this long... Haven't tested this, might have some bugs
Anyhow, use this only as a guideline : )
0
As for the competition, we'll wait a little bit more to confirm all the contestant which will continue (Inactive contestant will probably be disqualified)
I'm currently working on something for this, so tune in for that : D
0
1. Change noteblocks to entities, witherskull for example
2. Use scoreboards to store the right notes
3. Render(change the scoreboard values) when you input the sound you want
4. Use silverfish/squid spawn egg to tell what note that is, named 1-24
5. Get rid wool since it only have 16 colors or put another block for 17-24
This is my attempt to write the pseudo code of it...
If you don't understand what that does, forget about it, cause i don't even know myself
(First time knowing about pseudo code)
I get pretty lazy at the end, and the code kinda mess up when posted, so pardon me for that
Hope this helps even by a tiny bit
0
Summons a diamond sword with sharpness one
You can find the tag here
http://minecraft.gamepedia.com/Player.dat_Format#Enchantments
And enchantments id here
http://minecraft.gamepedia.com/Enchanting#Enchantments
0
This way, nobody will be able to pick it up
When someone from the bystander team wants to pick it up,
There'll be a clock which kills the dummy bow, and tp the original bow to the player, making him/her pick the bow
Something like that, you will obviously need to change the "name=" to something else you want to select the entities
0
No, ThunderPlum was right
The ! mark should be placed after =
Which means the command will be
As can be found on
http://minecraft.gamepedia.com/Commands#Target_selector_arguments
0
That will take care of the item dropping
1
The command to summon an unpickable bow is as simple as
For stuff like this, i recommend just using scoreboards
Create the scoreboard objectives
Set all dropped bow's score in the Bow objective into 1
Summon an unpickable bow at the location of the dropped bow
Kill the dropped bow
Run that on a clock with the right order and it should work fine
0
By for example testing if there are several air blocks below the player using /testforblocks
And now to test is it's dark.... not possible to my knowledge
0
Example:
0
Something like this. If you want, you can use something like wither skull as the fake player. This will allow you to test it with score_ paramater
0
This thread have some good challenges, some of them are command blocks related though
You could always compare your contraptions with other people's contraptions to see who is better
http://www.minecraftforum.net/topic/2253232-redstone-wars/
This is the thread for season 1
0
http://minecraft.gamepedia.com/Map#Behavior
As such, you can't change it
Just use a /fill command or use MCEdit to quickly change the wool position into the correct one
0
Just create a dummy objective, say "Item"
When the player steps the pressure plate, run 2 commands
This will give emerald to the player when he/she have the score of 1
After it's activated, the score will change into 2, making it impossible to get the item again, and allowing for other location to be activated
Just remember to reset the comparator on the give command, or use clocks to keep it updating
0
You can't do that unfortunately,
There have to be some comparators and "AND" gate involved
Which means you need to put them in separate command blocks