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    posted a message on Mineplex like give system?
    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
    /give @p arrow 1 0 {Arrow:1}
    /give @p arrow 1 0 {Arrow:2}
    /give @p arrow 1 0 {Arrow:3}
    /give @p arrow 1 0 {Arrow:4}
    /give @p arrow 1 0 {Arrow:5}


    The Objectives:
    /scoreboard objectives add Timer dummy

    /scoreboard objectives add Test dummy

    /scoreboard objectives add Arrow1 dummy
    /scoreboard objectives add Arrow2 dummy
    /scoreboard objectives add Arrow3 dummy
    /scoreboard objectives add Arrow4 dummy
    /scoreboard objectives add Arrow5 dummy

    /scoreboard objectives add useBow stat.useItem.minecraft.bow

    /scoreboard objectives add Item dummy


    And for the actual mechanism, hook this up to a clock



    Arrange this in order
    /scoreboard players reset @p[score_useBow_min=1] Arrow1
    /scoreboard players reset @p[score_useBow_min=1] Arrow2
    /scoreboard players reset @p[score_useBow_min=1] Arrow3
    /scoreboard players reset @p[score_useBow_min=1] Arrow4
    /scoreboard players reset @p[score_useBow_min=1] Arrow5

    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)
    /execute @a[score_Test=0,score_Timer_min=200,score_Arrow1=0,score_Item=0] ~ ~ ~ /scoreboard players set @p Item 1
    /execute @a[score_Test=0,score_Timer_min=200,score_Arrow2=0,score_Item=0] ~ ~ ~ /scoreboard players set @p Item 2
    /execute @a[score_Test=0,score_Timer_min=200,score_Arrow3=0,score_Item=0] ~ ~ ~ /scoreboard players set @p Item 3
    /execute @a[score_Test=0,score_Timer_min=200,score_Arrow4=0,score_Item=0] ~ ~ ~ /scoreboard players set @p Item 4
    /execute @a[score_Test=0,score_Timer_min=200,score_Arrow5=0,score_Item=0] ~ ~ ~ /scoreboard players set @p Item 5

    If one succeed, others won't trigger
    /scoreboard players set @a[score_Timer_min=200] Timer 0

    Reset the Timer
    /give @p[score_Item_min=1,score_Item=1] arrow 1 0 {Arrow:1}
    /give @p[score_Item_min=2,score_Item=2] arrow 1 0 {Arrow:2}
    /give @p[score_Item_min=3,score_Item=3] arrow 1 0 {Arrow:3}
    /give @p[score_Item_min=4,score_Item=4] arrow 1 0 {Arrow:4}
    /give @p[score_Item_min=5,score_Item=5] arrow 1 0 {Arrow:5}

    Give the Arrows to the player
    /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 : )
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Redstone Wars II
    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
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Possible Redstone DAW
    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
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on summon an dropped item with enchantment?
    Just to be quick,
    /summon Item ~ ~ ~ {Item:{id:276,Count:1,tag:{ench:[{id:16,lvl:1}]}}}

    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
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Is there a way to stop a specific player from picking items up
    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
    /execute @e[name=DummyBow] ~ ~ ~ execute @p ~ ~ ~ tp @[name=OriginalBow] @p

    /execute @e[name=DummyBow] ~ ~ ~ /kill @e[type=DummyBow,r=0]

    Something like that, you will obviously need to change the "name=" to something else you want to select the entities
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Target player who is not in that team
    Quote from JBF

    The correct command for this is:
    @p[team!=Test]


    No, ThunderPlum was right
    The ! mark should be placed after =
    Which means the command will be
    @p[team=!Test]

    As can be found on
    http://minecraft.gamepedia.com/Commands#Target_selector_arguments
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on I would like to use /setblock to replace a chest with items without the items popping out
    Use /blockdata
    That will take care of the item dropping
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Need help with WitherSkulls for a minigame.
    You don't really need to use wither skulls
    The command to summon an unpickable bow is as simple as
    /summon Item ~ ~ ~ {Item:{id:bow}}


    For stuff like this, i recommend just using scoreboards
    /scoreboard objectives add Bow dummy Bow

    Create the scoreboard objectives
    /scoreboard players set @e[type=Item] Bow 1 {Item:{id:minecraft:bow,Count:1b}}

    Set all dropped bow's score in the Bow objective into 1
    /execute @e[score_Bow_min=1] ~ ~ ~ /summon Item ~ ~ ~ {Item:{id:bow}}

    Summon an unpickable bow at the location of the dropped bow
    /kill @e[score_Bow_min=1]

    Kill the dropped bow

    Run that on a clock with the right order and it should work fine
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Is it possible to take player facing into account for commands?
    Quote from aary33

    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
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Help! Mapmaking/Command Blocks assistance needed!
    Select all player which is on a team
    @a[team=]

    Example:
    effect @a[team=Red] 1
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on ~Scoreboard Assistance needed~
    An easy way to detect how many player at a location is by having them add a score to an objective
    /scoreboard objectives add playerCount dummy

    /execute @a[x,y,z,r] ~ ~ ~ scoreboard players add fakePlayer playerCount 1

    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
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on I NEED IDEAS
    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

    http://www.minecraftforum.net/topic/2253232-redstone-wars/
    This is the thread for season 1
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Using a map as a display
    The center of the map is fixed, which is the middle of a 8x8 chunk you're standing in
    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
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on how to do /give item only once
    Using scoreboards should be easy
    Just create a dummy objective, say "Item"

    When the player steps the pressure plate, run 2 commands
    /give @p[x,y,z,r,score_Item_min=1,score_Item=1] emerald 1

    /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
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How to verify if A and B are met to make C happen
    Quote from aNaturalCause

    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
    Posted in: Redstone Discussion and Mechanisms
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