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    posted a message on A Basic Guide to Optifine Entity Modelling
    Quote from Part_Toon»

    I feel that I might not want to join in this conversation, but I guess I'll just answer your question here...


    The best way to do it is to have a prompted resource pack connected to your server. It causes all players logging in to download it and apply it immediately. It can be a bit of a hassle for the players FYI. But they would still have to be using Optifine in order to see the models. Perhaps you could use a mechanism to ensure that they are using it: whether it'd be a command system that checks their client (if possible); or simply have a room with a sign (or wall) that only displays its text with said resource pack on with Optifine, and they would have to enter the text into something to be sent into the main server.


    Just some ideas. Might be good, might be awful. :P


    Some helpful links:


    Minecraft Forum - How to set a resource pack to a server


    Resource pack - Official Minecraft Wiki


    server.properties - Official Minecraft Wiki


    Thank you so much! :)

    Posted in: Resource Pack Discussion
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    posted a message on A Basic Guide to Optifine Entity Modelling

    I see... is there any way I could make a server with like, let's say I want a rat mob, could I potentially alter the endermite to look like a rat ie change it's textures or model so I could have a minecraft server with rats?

    Posted in: Resource Pack Discussion
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    posted a message on A Basic Guide to Optifine Entity Modelling

    why couldn't we? what would roadblock us from having a server with custom models and having it public. I am curious because I want to make a server and am just mapping everything out. I really want custom models.

    Posted in: Resource Pack Discussion
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    posted a message on A Basic Guide to Optifine Entity Modelling

    I was wondering, if we make custom mobs with optifine, could we use them in our minecraft server and have players play in a world with the models without having to download optifine itself or need to download anything for that matter?

    Posted in: Resource Pack Discussion
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    posted a message on MMO RPG Skills

    Hi, I am making a MMO RPG type server. The server has 4 classes the player can choose from, knight, warlord, ranger, mage, each with it's own unique set of weapons and skills at it's disposal. I have all the skills mapped out and balanced, I will deal with all the values of what skills do and how much of what they do, I just need someone to help bring these skills to fruition, bring them to life. I also need help modding/creating a level system and mana system with skill trees for the abilities if possible. If anyone is good with modding, coding, java, and are up to the task and think they can help me with this, I would love to get in touch with you and work with you. You can reach me at my email at: [email protected] and I will fill you in on more details about what each class does. Thank you for your time.

    Posted in: Looking For
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    posted a message on Giving Guardian's Levitate When Attacking

    So, I'm having trouble with the command. I can't seem to do the detecting of the Guardian beam. I'm going to try again tomorrow. For now I must sleep.

    I am running minecraft 1.12.2 btw

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Giving Guardian's Levitate When Attacking

    Omg this is brilliant thank you so much man :D

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Giving Guardian's Levitate When Attacking

    I need help finding a way to give the hostile mobs, Guardians, the levitate potion effect while they are charging their beam to damage the player, and ONLY then. If they are no longer attacking the player with the beam charge, I want them to act as normal. I have no clue how to do this but assume it would be quite simple if we could detect when the guardian has their beam charging pointed at a player. Sadly I know of not this such command. Help would be phenomenal.

    *Guardians Sorry for the grammar mistakes in the title -.-"

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Using Level to Set Maximum Health

    Oh my gosh thank you so much :o this works so well :D I am very happy I don't need to sacrifice the use of helmets haha


    Thank you both very much I appreciate it :)

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Using Level to Set Maximum Health

    you see, I was able to set it so when a player was a certain level, let's say between 10-19, they would be placed in a scoreboard objectives group named "Level" and in that level I wanted to program it so it would give them health boost. The only problem is I could not figure out a way to stop adding the player to the group over and over... actually I think I might of found my problem. I was using the scoreboard players add command Level 1 if the command block detected anyone between the level 10-19... which would result in players having a 1 score increase every tick they were placed in that scoreboard... but if I made it so it SET the player's score to 1 and I had another command block that detected if score was set to 1, they would have health boost 0... I can theoretically be able to have a flawless system if I also added in another command block that sets player's score to 2 if they are between 20-29 with an addition command block for that bracket giving health boost 1 right? and then a command block that if you are between level 0-9 sets you score to 0 so you get none of these boosts. Did I just do a thing?



    Oh balls but I just realized, sure, that gives health boost and all, but it CONTINUOUSLY gives health boost which resets the effect over and over making it unusable which leads me right back to where I started and reminds me why I abandoned this idea.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Using Level to Set Maximum Health

    Thank you! so far it works flawlessly :) I appreciate the help greatly!

    I'll just get around not having helmets. If y'all find any further ways to do it without having to replace the helmet, don't be afraid to let me know! Thanks again :)!

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Using Level to Set Maximum Health

    Okay! Now I presume this locks the player out of a helmet option right?

    And what if the player tries to take off the button, do they just get infinite buttons to their disposal?

    ^ If so, could I just simply add another command block to search for that exact item and remove it if found in any player's inventory?

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Using Level to Set Maximum Health

    Attributes on Armor is nice, but it is not what I want. I need to have a system in place to punish players for dying. I have it set so upon death you do not lose your inventory but instead lose some levels (I don't have it tweaked yet so I don't know how many levels you should lose) and because levels determine how much your maximum health is, it is quite impactful. It also brings this really cool dynamic of actually leveling up and getting stronger with the monsters you kill as a real mmo rpg would and possibly will have players revisit a certain area to "farm" or train their character after a character death.



    Sorry, I accidentally posted twice^ New to this forum :T

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Using Level to Set Maximum Health

    Attributes on Armor is nice, but it is not what I want. I need to have a system in place to punish players for dying. I have it set so upon death you do not lose your inventory but instead lose some levels (I don't have it tweaked yet so I don't know how many levels you should lose) and because levels determine how much your maximum health is, it is quite impactful. It also brings this really cool dynamic of actually leveling up and getting stronger with the monsters you kill as a real mmo rpg would and possibly will have players revisit a certain area to "farm" or train their character after a character death.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Using Level to Set Maximum Health

    Hi! I am making a map/multiplayer server where I want the player's level to increase maximum health. What I have so far is

    "/effect @a[l=19,lm=10] health_boost 10 0 true"

    on a repeating, always active command block. This does set maximum health up two hearts! but leads to the problem of constantly refreshing the hearts lending them unusable. What do I need to do to make it so when a player is between the levels 10-19 they have two bonus hearts added to their maximum total health pool and if they fall below that they lose it. This system needs to be able to build on itself because if a player is between level 20-29, I want them to have more additional hearts. This system also needs to be able to work with multiple people because I hope to implement it into a mmo type server. If you could help me it would be greatly appreciated!!

    Posted in: Commands, Command Blocks and Functions
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