I read that mapmakers can make skeletons shoot tipped arrows. How do you get that to work? I tried having it in their offhand, but that didn't work - i got no effect. And there doesn't seem to be a new tag for skeletons that lets them shoot tipped arrows.
I heard the rules say you shouldn't post on an old thread, but seeing as there are no posts on here and I can't find a darn thing about this topic anywhere on the internet, so I'm going to bump it!
Yes, except that would cause every arrow in the world to become a swiftness arrow. Including the ones that the player shoots back. The problem is that there isn't a way of making it so that arrows shot by a certain entity (i.e. skeletons) become tipped.
you could run that command specified to a radius surrounding the entity with a custom named skeleton... you could even hide the custom name if you want to use numerical names.
Let me know if it worked... Not sure I got the tags all correct for the radius or not but if I didn't I will revise it...Not at home atm so I can't test it but it should work.
I recently did more testing with the custom arrows for skeletons and have found out that it was all pointless to begin with when changing the arrows themself. For some odd reason, when you change the arrows, regardless of where you execute the command, all areas in that area being changed by /entitydata. So even if you want a specific skeleton to shoot a tipped arrow, anything or anyone shooting an arrow at the special skeleton will also have their arrow changed.
This will make the arrows of all skeletons named "DeathKing" shoot arrows that are tipped with slowness 11 and poison 3. Now this may make the skeletons shoot those arrows, but any mob or player that shoots an arrow at the skeleton will also make that arrow slowness 11 and poison 3, this pretty much puts the fire power equal with the player and mob, making this very pointless. I've spent days trying to figure this out, but to only find that there is no way to achieve this other than summoning an arrow that is tripped to any player near the mob. I'm sorry and disappointed to say that we will have to wait for another update until we can get skeletons that shoot tipped arrows.
I read that mapmakers can make skeletons shoot tipped arrows. How do you get that to work? I tried having it in their offhand, but that didn't work - i got no effect. And there doesn't seem to be a new tag for skeletons that lets them shoot tipped arrows.
Any help would be greatly appreciated.
I heard the rules say you shouldn't post on an old thread, but seeing as there are no posts on here and I can't find a darn thing about this topic anywhere on the internet, so I'm going to bump it!
Sorry if I'm breaking the rules.
As far as I'm concerned, there currently is no direct way to make them shoot tipped arrows if putting them in the offhand still doesn't work.
You can set "Potion" to arrows.
.Yes, except that would cause every arrow in the world to become a swiftness arrow. Including the ones that the player shoots back. The problem is that there isn't a way of making it so that arrows shot by a certain entity (i.e. skeletons) become tipped.
you could run that command specified to a radius surrounding the entity with a custom named skeleton... you could even hide the custom name if you want to use numerical names.
Put this in a repeating command block:
/execute @e[type=Skeleton r=1 {CustomName:"1031"}] ~ ~ ~ entitydata @e[type=Arrow,tag=!proccessed] {Potion:"minecraft:swiftness",Tags:["proccessed"]}
Then use this summon command:
/summon Skeleton ~ ~1 ~ {CustomName:"1031"}
Let me know if it worked... Not sure I got the tags all correct for the radius or not but if I didn't I will revise it...Not at home atm so I can't test it but it should work.
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You can try this.
.yeah but they want specific skeletons to shoot specific arrows...
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I recently did more testing with the custom arrows for skeletons and have found out that it was all pointless to begin with when changing the arrows themself. For some odd reason, when you change the arrows, regardless of where you execute the command, all areas in that area being changed by /entitydata. So even if you want a specific skeleton to shoot a tipped arrow, anything or anyone shooting an arrow at the special skeleton will also have their arrow changed.
EXAMPLE: /execute @e[type=Skeleton,name=DeathKing] ~ ~ ~ /entitydata @e[type=Arrow,r=5] {CustomPotionEffects:[{Id:2,Amplifier:10,Duration:6000},{Id:19,Amplifier:2,Duration:6000}]}
This will make the arrows of all skeletons named "DeathKing" shoot arrows that are tipped with slowness 11 and poison 3. Now this may make the skeletons shoot those arrows, but any mob or player that shoots an arrow at the skeleton will also make that arrow slowness 11 and poison 3, this pretty much puts the fire power equal with the player and mob, making this very pointless. I've spent days trying to figure this out, but to only find that there is no way to achieve this other than summoning an arrow that is tripped to any player near the mob. I'm sorry and disappointed to say that we will have to wait for another update until we can get skeletons that shoot tipped arrows.
It is actually possible. You have to target all arrows with "pickup:0b".
.It'll effect all arrows shoot from all skeletons, he want specific ones.
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Unless you do this.
.Ah. There's nothing like a complicated commands.
I'm a programmer. I use C/C++, BASIC, Assembly, and Python. If i sound too technicial, that's because it's the way i think.
My Suggestions