So I've been trying for a wile now to figure out how to get this to do what you want it to do and I can't quite seem to do it.
Would you be willing to send me a copy of the world so I can look over your work and familiarize myself with it. I tried just copying what you did and found an issue with your commands about joining teams
i found that the game would assign 3 players to be on yellow then three players to be on purple. the problem is it does this at random so it has a vary good chance of grabbing players who are on yellow to be on purple right after.
I so unfamiliar with minecraft java commands now that this is kinda hard to do so I would like to review your work with my own eyes and mess with it and do some trial an error until I find out how to get it to do exactly what you want.
are you you are playing bedrock? There's no /team command. I just realized this isn't for bedrock and I'm an idiot.
see I'm not use to minecraft java its been a hot second seance I've done anything java. you should be able to add a team tag to your commands so its
/execute if entity @a[scores={Kills=3},team=yellow] run give @a[scores={Kills=3}] minecraft:skull 1 (the team tag I'm not so sure on so just start punching it in chat and seeing what the auto complete thing says)
to run though everything you set up a scoreboard that keeps track of kills. you set up a command block
I'm making a little minecraft bedrock hunger games map with random loot in chest, random enchantment station thing, I don't really know what to call them, and a special item shop. I have all the basic mechanics I need to do thought out and I just need to put them in how ever I am trying to think up a system that will automatically detect how many players are playing the game, when a player has died, and when there is only one player left. I don't really know how to even accomplish any of this (sans the first one I have an idea I'm testing but haven't fully built yet).
I'm looking for the creativity of the community to help me out in finding a way to do this. If this can be figured out then it will help me, and others who read this tread, to do systems like this in my other maps.
uses a repeating command block set to always active with this command in it
effect @e[type=chicken] slowness 255 255 true
the true part hides partials... I think I forget sometimes but if it doesn't, use the same command and try false instead of true.
effect @e[type=chicken] slowness 255 255 false
another thing you can do, which would work better, is to name the spawn egg something like "eggMaster" then use this command in the comand block instead.
effect @e[name="eggMaster"] slowness 255 255 true
giving it a name will help it keep from de-spawning although if you go out of the active chunk range the chicken might move because the command block isn't loaded. you can try turning up your active chuck setting before entering the world and see if that might help along with turning your render distance slightly lower than you active chunk distance so that the command block loads the command first before the chicken ever loads.
note: the chicken will always spin around and look around this cant be fixed as NBT data isn't really editable by command blocks.
They may have added the ability to add the noAI tag to commands in bedrock but I don't think they have.
then have a chain command block set to always active
kill @e[name="(redstone block or lapis block)"]
example
kill @e[name="redstone block"]
set up a different command block line with a repeating command block set to always active with
/execute if entity @a[scores={Kills=3}] run give @a[scores={Kills=3}] minecraft:cake 1 (this is to make sure that only players who have a kill score of 3 will get cake)
and follow it up with a chain command attached to it set to always active and conditional
scoreboard players add Kills 1 (this only runs IF the last one was successful, so if no players have a kill of 3 and don't get cake then this wont happen it also makes it so you can make another one of these checking for something like 5 kills for another reward)
Now I'm guessing your displaying kills which could be a problem. Though I don't know if you are or not. If your not (which I wouldn't because of issues with scoreboard displays) then all this should work fine. If you are displaying kills Ill check back on this post and see if I can work something out.
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I thought you were on bedrock so I was thinking about active chuck in bedrock
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abble
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So I've been trying for a wile now to figure out how to get this to do what you want it to do and I can't quite seem to do it.
Would you be willing to send me a copy of the world so I can look over your work and familiarize myself with it. I tried just copying what you did and found an issue with your commands about joining teams
i found that the game would assign 3 players to be on yellow then three players to be on purple. the problem is it does this at random so it has a vary good chance of grabbing players who are on yellow to be on purple right after.
I so unfamiliar with minecraft java commands now that this is kinda hard to do so I would like to review your work with my own eyes and mess with it and do some trial an error until I find out how to get it to do exactly what you want.
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are you you are playing bedrock? There's no /team command. I just realized this isn't for bedrock and I'm an idiot.
see I'm not use to minecraft java its been a hot second seance I've done anything java. you should be able to add a team tag to your commands so its
/execute if entity @a[scores={Kills=3},team=yellow] run give @a[scores={Kills=3}] minecraft:skull 1 (the team tag I'm not so sure on so just start punching it in chat and seeing what the auto complete thing says)
to run though everything you set up a scoreboard that keeps track of kills. you set up a command block
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Hello world
I'm making a little minecraft bedrock hunger games map with random loot in chest, random enchantment station thing, I don't really know what to call them, and a special item shop. I have all the basic mechanics I need to do thought out and I just need to put them in how ever I am trying to think up a system that will automatically detect how many players are playing the game, when a player has died, and when there is only one player left. I don't really know how to even accomplish any of this (sans the first one I have an idea I'm testing but haven't fully built yet).
I'm looking for the creativity of the community to help me out in finding a way to do this. If this can be figured out then it will help me, and others who read this tread, to do systems like this in my other maps.
Thanks in advance to anyone willing to help.
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uses a repeating command block set to always active with this command in it
effect @e[type=chicken] slowness 255 255 true
the true part hides partials... I think I forget sometimes but if it doesn't, use the same command and try false instead of true.
effect @e[type=chicken] slowness 255 255 false
another thing you can do, which would work better, is to name the spawn egg something like "eggMaster" then use this command in the comand block instead.
effect @e[name="eggMaster"] slowness 255 255 true
giving it a name will help it keep from de-spawning although if you go out of the active chunk range the chicken might move because the command block isn't loaded. you can try turning up your active chuck setting before entering the world and see if that might help along with turning your render distance slightly lower than you active chunk distance so that the command block loads the command first before the chicken ever loads.
note: the chicken will always spin around and look around this cant be fixed as NBT data isn't really editable by command blocks.
They may have added the ability to add the noAI tag to commands in bedrock but I don't think they have.
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I figured out what you need.
give each team an item special to that team. I made a team pvp CTF map and did this.
for my red team I used a redstone block
the blue team got a lapis block
after that get a repeating command block in a chunk were it will always be active when players are in the arena set to always active with the command
execute @e[name="(eather laips block or redstone block)"] ~ ~ ~ kill @e[name="(repeat the name)"]
example
execute @e[name="redstone block"] ~ ~ ~ scoreboard players add @p Kills 1
then have a chain command block set to always active
kill @e[name="(redstone block or lapis block)"]
example
kill @e[name="redstone block"]
set up a different command block line with a repeating command block set to always active with
/execute if entity @a[scores={Kills=3}] run give @a[scores={Kills=3}] minecraft:cake 1 (this is to make sure that only players who have a kill score of 3 will get cake)
and follow it up with a chain command attached to it set to always active and conditional
scoreboard players add Kills 1 (this only runs IF the last one was successful, so if no players have a kill of 3 and don't get cake then this wont happen it also makes it so you can make another one of these checking for something like 5 kills for another reward)
Now I'm guessing your displaying kills which could be a problem. Though I don't know if you are or not. If your not (which I wouldn't because of issues with scoreboard displays) then all this should work fine. If you are displaying kills Ill check back on this post and see if I can work something out.
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what command are you using to determine if a player is killed?
or is that what your tying to figure out?