I have no clue if this has been done (probably has...) but would like to share this to all of you since not many might not know! So I was making a map with certain classes and I wanted ONLY players who were in the team "Healer" to shoot healing potions from their bows and not arrows. So for example, players in the team "Archers" will shoot arrows from their bows; players in the team "Healers" will shoot healing potions from their bows. In order to do this, I created this:
Top view:
Commands:
1 and 2 are "/setblock clocks"
3. This is the main command of this machine. It adds points to arrows into the objective "Healer" whenever an arrow is near the player named "mnopjh" (me). This will allow you to detect any arrows shot by the player named "mnopjh". You can simply change the "@a[name=mnopjh]" to a certain team or any other tags
6. This will kill all arrows with the score of at least 1 in "Healer"
kill @e[score_Healer_min=1,type=Arrow]
(Code 7,8,9 are optional, They are used to make sure the machine is working and clean things up.)
7.
scoreboard objectives remove Healer
8.
scoreboard objectives add Healer dummy
9.
scoreboard objectives setdisplay sidebar Healer
The main point of this is command block #3, It allows you to add points to arrow which are "shot by certain player(s)". You will be able to identify which arrows were shot by whom and manipulate these arrows. You can also use this for snowballs or any other projectiles. If you have any further questions or want clarifications, feel free to ask!
Nice method; however, what you mentioned has its flaws. Arrows that are shot by others who are not healers may indeed shoot a healer at will. If those arrows get close enough to the healer, the arrow will become a 'healing' arrow, despite the fact that it wasn't shot by a healer. These arrows also do not function if they are hit at another mob, or player, which defeats the purpose using it with other effects, such as poison arrows.
This method would not function as well in a multiplayer environment whereas you have multiple healers. Since the comparator is triggered every time a single arrow is caught in the ground, it will summon the potion and kill the arrow to all arrow 'Healing' entities that currently exist. This means that all arrows currently in midair that are 'Healing' arrows will turn into a splash potion, leaving potions where you may not want them. It's a neat effect, but could be annoying to see your healing arrows not getting to your dieing ally in time.
There is one last final limitation, the healing arrow does not 'function' on ceilings or walls, only on the ground. That's okay though, since you can easily replace the potion summoning with the /effect command.
Oddly enough, the healing arrow does not seem to function when flying.
In this video, I showcased my version of multiplayer special arrows. The process here was intended to make all arrows 'missiles' regardless of its origin, as that wasn't the focus of the video. The intended focus of the video was to showcase the multiplayer compatibility, in which the arrows are able to trigger their special attack even if the arrows manage to hit a mob. There is also the exclusion of pesky slow comparators, which should be avoided at all costs when maneuvering multiplayer aspects. Even though comparators' reaction is small, a split second can truly make a difference.
In case you're wondering, I used the WitherSkull method.
Nice method; however, what you mentioned has its flaws. Arrows that are shot by others who are not healers may indeed shoot a healer at will. If those arrows get close enough to the healer, the arrow will become a 'healing' arrow, despite the fact that it wasn't shot by a healer. These arrows also do not function if they are hit at another mob, or player, which defeats the purpose using it with other effects, such as poison arrows.
This method would not function as well in a multiplayer environment whereas you have multiple healers. Since the comparator is triggered every time a single arrow is caught in the ground, it will summon the potion and kill the arrow to all arrow 'Healing' entities that currently exist. This means that all arrows currently in midair that are 'Healing' arrows will turn into a splash potion, leaving potions where you may not want them. It's a neat effect, but could be annoying to see your healing arrows not getting to your dieing ally in time.
There is one last final limitation, the healing arrow does not 'function' on ceilings or walls, only on the ground. That's okay though, since you can easily replace the potion summoning with the /effect command.
Oddly enough, the healing arrow does not seem to function when flying.
In this video, I showcased my version of multiplayer special arrows. The process here was intended to make all arrows 'missiles' regardless of its origin, as that wasn't the focus of the video. The intended focus of the video was to showcase the multiplayer compatibility, in which the arrows are able to trigger their special attack even if the arrows manage to hit a mob. There is also the exclusion of pesky slow comparators, which should be avoided at all costs when maneuvering multiplayer aspects. Even though comparators' reaction is small, a split second can truly make a difference.
In case you're wondering, I used the WitherSkull method.
Actually when the arrows are shot at "Healers" they do not get triggered and instead, will bounce off before then get into the radius of the "Healer". And in a case if there were multiple healers, you can create a machine for each player, it really depends on what you want to use this for. And although it does not trigger in ceilings, it DOES trigger on walls.
Plus, all of these wouldn't really matter if u used snowballs
And the main point of this concept is to use different types of arrows AT THE SAME TIME. Like your bazooka for example, you cannot use both normal arrows and the bazooka at the same time, however, by using my method it allows players to choose different types of classes and shoot different types of arrows depending on their class. Another flaw with the bazooka is that you cannot do a Player vs Mob type game. Skeletons will be able to shoot bazookas too I don't think that will be fun at all... If you were to create a PvM type game, by using my method, not only will it separate player arrows from skeleton arrows, but you will also be able to customize the skeleton's arrows :)!
And the main point of this concept is to use different types of arrows AT THE SAME TIME. Like your bazooka for example, you cannot use both normal arrows and the bazooka at the same time, however, by using my method it allows players to choose different types of classes and shoot different types of arrows depending on their class. Another flaw with the bazooka is that you cannot do a Player vs Mob type game. Skeletons will be able to shoot bazookas too I don't think that will be fun at all... If you were to create a PvM type game, by using my method, not only will it separate player arrows from skeleton arrows, but you will also be able to customize the skeleton's arrows :)!
Well, this is quite a bit incorrect.
Recently, aary33 and I have been developing a method to allow for distinguisihing of different arrows fired from bows. This method is completely multiplayer compatible and works perfectly with no errors. It works by using bows with different values of the "power" enchantment. We have discovered that arrows shot with bows of this enchantment carry different numbers in their NBT tags (the "damage" tag), which allows us to differentiate between these arrows and therefore the bows that shot them.
You can find an example (with commands) of where I used this here.
Recently, aary33 and I have been developing a method to allow for distinguisihing of different arrows fired from bows. This method is completely multiplayer compatible and works perfectly with no errors. It works by using bows with different values of the "power" enchantment. We have discovered that arrows shot with bows of this enchantment carry different numbers in their NBT tags (the "damage" tag), which allows us to differentiate between these arrows and therefore the bows that shot them.
You can find an example (with commands) of where I used this here.
ah yes, I am aware of detecting bows with damage values, but it does have some flaws, depending on what you are using it for.
For example, the bows must be given by command blocks. If you were to use the damage values in a map that required you to get bows naturally (like the hunger games), it will not work out. By using my method however, will allow players to choose their class that will stick to the PLAYER and not their BOWS. Which leads to another problem, if two classes were to switch bows, their "powers" will be switched. This is not ideal for pvp or rpg maps, where players can make one person overpowered by giving him different types of special bows. But by identifying arrows by my method, there are no problems of "powers" getting switched :). Also damage values only work for arrows, but by using my player proximity, you can apply this to any thrown objects like snowballs or eggs!
Overall it depends on what map you are making. If you were making a map where each BOW has different abilities, your idea would be much better! However for class type maps, the PLAYERS have different abilities, making my idea better =D
For example, the bows must be given by command blocks. If you were to use the damage values in a map that required you to get bows naturally (like the hunger games), it will not work out. By using my method however, will allow players to choose their class that will stick to the PLAYER and not their BOWS. Which leads to another problem, if two classes were to switch bows, their "powers" will be switched. This is not ideal for pvp or rpg maps, where players can make one person overpowered by giving him different types of special bows. But by identifying arrows by my method, there are no problems of "powers" getting switched . Also damage values only work for arrows, but by using my player proximity, you can apply this to any thrown objects like snowballs or eggs!
Overall it depends on what map you are making. If you were making a map where each BOW has different abilities, your idea would be much better! However for class type maps, the PLAYERS have different abilities, making my idea better =D
Hunger games does not actually make you get bows naturally, the last time I recalled. Additionally, there are ways to guard players from getting others' bows, and your method is multiplayer incompatible. Your method would indeed work for snowballs and eggs
And, well, you can give players different bows based on their class, which would essentially give the same behavior, and you can safeguard players from giving others their bows.
Your method would work better for other projectiles, but no, it would not work for multiplayer, unfortunately. So you are right, the methods do have their advantages and disadvantages, as everything does
Now that I think about it, you could make a huge improvement on your method: if you added a "time" objective that increases by 1 every tick for arrows, and used the execute command that sets the type of arrow for only arrows with a "time" of 1, it probably would work better in multiplayer, although it still wouldn't work too well.
Hunger games does not actually make you get bows naturally, the last time I recalled. Additionally, there are ways to guard players from getting others' bows, and your method is multiplayer incompatible. Your method would indeed work for snowballs and eggs
And, well, you can give players different bows based on their class, which would essentially give the same behavior, and you can safeguard players from giving others their bows.
Your method would work better for other projectiles, but no, it would not work for multiplayer, unfortunately. So you are right, the methods do have their advantages and disadvantages, as everything does
Now that I think about it, you could make a huge improvement on your method: if you added a "time" objective that increases by 1 every tick for arrows, and used the execute command that sets the type of arrow for only arrows with a "time" of 1, it probably would work better in multiplayer, although it still wouldn't work too well.
I'm talking about the vanilla Hunger games, where you have to craft your own bows. If players were to craft their own bows, this will give all bows the same damage values, making the damage value method invalid.
For safeguarding items, how will you prevent items from being dropped by the player? Sure you can check every players inventory to make sure they don't drop it but I believe that would be much of a hassle :/.
Finally, it does indeed work on multiplayer, tried it many times (it's really fun!). It's a great way of creating multiple classes. Overall my point was that your method would be great on maps which are pvp which doesn't involve classes; For example, a map concept similar to most fps shooting game(Like Call of Duty). Many "weapons" (specialized bows with different effects) would be lying around, allowing anyone who picks it up to use it. On the other hand my method would be ideal to maps which involve classes; For example, a map similar to Plants Vs Zombies: Garden Warfare (really fun!) type of game, because of how the class you choose defines how you will shoot.
So all in all, yes, it truly matters on what type of map you are constructing!
I'm talking about PvP multiplayer, because as aary33 said, if you shoot one of these bows against another person, it breaks.
Also, it works fine for classes, as you can just give them the bow. And I'm not talking about checking for everyone's inventory. I'm talking about clearing everyone's inventory. Simply 1 command block for every bow.
I'm talking about PvP multiplayer, because as aary33 said, if you shoot one of these bows against another person, it breaks.
Also, it works fine for classes, as you can just give them the bow. And I'm not talking about checking for everyone's inventory. I'm talking about clearing everyone's inventory. Simply 1 command block for every bow.
The reason why my bows do not work when it directly hits another player is because I am using the inGround tag, However if you were to combine my 3rd command and aary33's bazookas, the problem will be fixed. The problem with aary33's bazookas were that they will not function in multiplayer. All bows will be shooting bazookas. But by combining my method or damage value method, it makes it so that not all bows shoot bazookas (You don't want skeletons shooting bazookas, trust me.). My point of this forum was to detect arrows being shot by a specified entity, not how my "healing arrow" example worked.
And as I stated before, the problem with classes using damage values is that players can trade each other's unique weapons, allowing one person to obtain all of the class' "skills". Unless you check if each player does not drop their bows, it will not work on class-based maps.
The reason why my bows do not work when it directly hits another player is because I am using the inGround tag, However if you were to combine my 3rd command and aary33's bazookas, the problem will be fixed.
Please, you just aren't getting this. Take some time to reread. The problem is that if players come in close contact with the arrow, within one block of it, then the arrow will turn into the player's class, because your execute command can't tell if the player was the one who fired the arrow or not.
The problem with aary33's bazookas were that they will not function in multiplayer. All bows will be shooting bazookas. But by combining my method or damage value method, it makes it so that not all bows shoot bazookas (You don't want skeletons shooting bazookas, trust me.). My point of this forum was to detect arrows being shot by a specified entity, not how my "healing arrow" example worked.
Recently, aary33 and I have been developing a method to allow for distinguisihing of different arrows fired from bows. This method is completely multiplayer compatible and works perfectly with no errors. It works by using bows with different values of the "power" enchantment. We have discovered that arrows shot with bows of this enchantment carry different numbers in their NBT tags (the "damage" tag), which allows us to differentiate between these arrows and therefore the bows that shot them.
You can find an example (with commands) of where I used this here.
Anyway, my goal here isn't to argue, just to inform you of a more useful alternative, so I will leave now because this is kinda turning into an argument
Please, you just aren't getting this. Take some time to reread. The problem is that if players come in close contact with the arrow, within one block of it, then the arrow will turn into the player's class, because your execute command can't tell if the player was the one who fired the arrow or not.
You really have to test this device in order to see. If you were to shoot at another player who is a "Healer" the bow WILL NOT turn into a "Healer arrow"! The reason is that the radius of the proximity is so small, the arrows WILL NOT be given the Healer score. Try using the device, the arrows shot by any entity/player that are not "Healers" will bounce off if shot at a healer, and no healing effect will occur.
Recently, aary33 and I have been developing a method to allow for distinguisihing of different arrows fired from bows. This method is completely multiplayer compatible and works perfectly with no errors. It works by using bows with different values of the "power" enchantment. We have discovered that arrows shot with bows of this enchantment carry different numbers in their NBT tags (the "damage" tag), which allows us to differentiate between these arrows and therefore the bows that shot them.
You can find an example (with commands) of where I used this here.
It seems that you are ignoring my concept on why damage values on bows do not work on class-based maps:
And as I stated before, the problem with classes using damage values is that players can trade each other's unique weapons, allowing one person to obtain all of the class' "skills". Unless you check if each player does not drop their bows, it will not work on class-based maps.
Honestly I really enjoyed this argument! Really learned a lot and was bumping my post! Thank you very much! I am currently working on a big project which includes differentiated weapons, I will be using the damage value method since there aren't classed based! (No worries, You'll be on my special thanks list! )
Quick note because you appear to not get this: When I was talking about the "damage" tag, I was talking about a tag that changed on the arrow based on the sharpness enchantment level of the bow, not the damage value of the bow...
Oh, and by the way, I just thought of yet another solution (thanks to aary33): Simply get a clock spamming the enchant command on all healers. Also extremely easy.
ah yes, I am aware of detecting bows with damage values, but it does have some flaws, depending on what you are using it for.
Damage values? You seem to be implying bows with damage values, of use from the root tag. The method described by fz does not use damage values if bows whatsoever. That completely negates the idea of having to craft the bow, as you say, in which the method does not use. It seems that you may have failed to read, or ignore, fz's link to recreating a device that uses multiple abilities through multiple bows.
May I suggest you actually read, or reread, fz's description to create such bows. You will find that they do not use bow damage values at all.
For example, the bows must be given by command blocks. If you were to use the damage values in a map that required you to get bows naturally (like the hunger games), it will not work out. By using my method however, will allow players to choose their class that will stick to the PLAYER and not their BOWS. Which leads to another problem, if two classes were to switch bows, their "powers" will be switched.
The information you provided is rather incorrect. Using said method of arrow damage values, you are able to simply create a clock that executes the enchantment command, depending on the 'class' of the player. The Power enchantments will be varied, presenting a different Power level bow to every single player, differentiated by class, by simply holding the bow in their hand. Doing so will convert the bow to use such ability, without eliminating the crafting method of obtaining bows.
This is not ideal for pvp or rpg maps, where players can make one person overpowered by giving him different types of special bows.
And who says that players will be able to access several types of bows? That can all be under a controlled environment, preventing that from happening.
But by identifying arrows by my method, there are no problems of "powers" getting switched .
Abilities with bows will not be switched either. Everyone will be able to access only a single type of bow, their own bow given to them by the class they chose.
Also damage values only work for arrows, but by using my player proximity, you can apply this to any thrown objects like snowballs or eggs!
I don't see how that would work, using your method. You won't be able to cast a single spell, provide a single ability, since the inGround tag is not available in snowballs nor eggs. However, it does seem as the only way to differentiate between those projectiles, albeit the problems with this player proximity still exist.
Overall it depends on what map you are making. If you were making a map where each BOW has different abilities, your idea would be much better! However for class type maps, the PLAYERS have different abilities, making my idea better =D
Class type maps? Again, you will be able to restrict the ability for an individual to obtain different bows with different abilities at once. Your method provides the restriction to this; however, it is limited in some ways. Players won't be able to encounter 'special bow pickups' using your method, since no matter the bow, all arrows shot from that player will be instantly converted into said 'Healing' class or whatever the class may be.
I'm talking about the vanilla Hunger games, where you have to craft your own bows. If players were to craft their own bows, this will give all bows the same damage values, making the damage value method invalid.
Again, same topic discussed above. The method described by fz does not use damage values for bows whatsoever. Only enchantments, which can be applied to the bow as soon as the player holds the bow item after crafting it.
For safeguarding items, how will you prevent items from being dropped by the player? Sure you can check every players inventory to make sure they don't drop it but I believe that would be much of a hassle :/.
That is simpler than it appears. Simply, check for any dropped bow items near players, delete the bow as well as clear the thrower's inventory of bows, give him/her another one depending on class, and finally kill the item thrown. This will discourage throwing weapons on the ground as much as throwing armor on the ground.
No need to go through the hassle of detecting exact inventories.
Finally, it does indeed work on multiplayer, tried it many times (it's really fun!). It's a great way of creating multiple classes. Overall my point was that your method would be great on maps which are pvp which doesn't involve classes; For example, a map concept similar to most fps shooting game(Like Call of Duty). Many "weapons" (specialized bows with different effects) would be lying around, allowing anyone who picks it up to use it. On the other hand my method would be ideal to maps which involve classes;
As stated in my original post, yes, your method would indeed function. However, it fails to completely maneuver a multiplayer environment to fit its purposes. I will not restate the problems with your method, since all of that information is above.
For example, a map similar to Plants Vs Zombies: Garden Warfare (really fun!) type of game, because of how the class you choose defines how you will shoot.
And so will the method described by fz and I; the class you choose will determine what you will shoot, by giving you the corresponding bow to the class.
The differentiating of bows through the use of arrow damage values would indeed work for class-type maps. You will be able to control what weapons players will get, by eliminating thrown items as mentioned above.
So all in all, yes, it truly matters on what type of map you are constructing!
I suppose, but I would choose the method that does not limit the players' ability too much.
The reason why my bows do not work when it directly hits another player is because I am using the inGround tag, However if you were to combine my 3rd command and aary33's bazookas, the problem will be fixed.
No argument there. The bazookas indeed use the inGround tag to terminate all bows that have landed, and then perform its ability.
The problem with aary33's bazookas were that they will not function in multiplayer.
It all comes down to ignorance. Did you not see the end of the video, in which another player and I were combating to death with bazookas and shields? That proves that this is indeed multiplayer compatible, with less problems than the method that you described above.
All bows will be shooting bazookas. But by combining my method or damage value method, it makes it so that not all bows shoot bazookas (You don't want skeletons shooting bazookas, trust me.). My point of this forum was to detect arrows being shot by a specified entity, not how my "healing arrow" example worked.
It seems you keep ignoring my statement above. I mentioned that in the video, the bazooka's main focus was not being able to differentiate from other bows. I will not be restating that again.
And as I stated before, the problem with classes using damage values is that players can trade each other's unique weapons, allowing one person to obtain all of the class' "skills". Unless you check if each player does not drop their bows, it will not work on class-based maps.
Again, the method fz and I have developed has nothing to do with bow damage values. You should have done your careful reading, since fz provided the link to create these arrows in his first post.
You really have to test this device in order to see. If you were to shoot at another player who is a "Healer" the bow WILL NOT turn into a "Healer arrow"! The reason is that the radius of the proximity is so small, the arrows WILL NOT be given the Healer score. Try using the device, the arrows shot by any entity/player that are not "Healers" will bounce off if shot at a healer, and no healing effect will occur.
I did happen to test out your method. I wouldn't write without valid proof. I did happen to test this method out by shooting an arrow very close to a 'Healer' class player without hitting him, and the arrow indeed turned into a splash potion upon contact with the ground. This can be fixed by only applying the effect to all arrows with an Age score of 2 or smaller and whatnot.
Also, player to player interaction is not the same with player to mob interactions. Players push mobs out of the way; however, players can occupy the same space, thus the same radius may also be occupied. This may give unwanted circumstances in which players 'cooperate' with a healer by occupying the same space to double the healing power, providing overpowering situations.
It seems that you are ignoring my concept on why damage values on bows do not work on class-based maps:
No, we're not. We are simply presenting evidence as to why what you claim is wrong. They may be both applied to the class-based maps; however, one provides more limitation than the other.
Honestly I really enjoyed this argument! Really learned a lot and was bumping my post! Thank you very much! I am currently working on a big project which includes differentiated weapons, I will be using the damage value method since there aren't classed based! (No worries, You'll be on my special thanks list! )
If you are to create something like that, please read carefully next time. We are not using bow damage values at all, but rather, a much simpler enchantment system. Damage values on bows do not differentiate arrows shot from one another; however, the Power enchantment does.
Quick note because you appear to not get this: When I was talking about the "damage" tag, I was talking about a tag that changed on the arrow based on the sharpness enchantment level of the bow, not the damage value of the bow...
Oh, and by the way, I just thought of yet another solution (thanks to aary33): Simply get a clock spamming the enchant command on all healers. Also extremely easy.
Yet another quick note: I'm hoping you meant the Power enchantment, not the Sharpness enchantment. Sharpness won't do anything to the resulting arrow that is shot.
Quick note because you appear to not get this: When I was talking about the "damage" tag, I was talking about a tag that changed on the arrow based on the sharpness enchantment level of the bow, not the damage value of the bow...
Oh, and by the way, I just thought of yet another solution (thanks to aary33): Simply get a clock spamming the enchant command on all healers. Also extremely easy.
Yea sorry about that, misread one of your commands :).
Damage values? You seem to be implying bows with damage values, of use from the root tag. The method described by fz does not use damage values if bows whatsoever. That completely negates the idea of having to craft the bow, as you say, in which the method does not use. It seems that you may have failed to read, or ignore, fz's link to recreating a device that uses multiple abilities through multiple bows.
May I suggest you actually read, or reread, fz's description to create such bows. You will find that they do not use bow damage values at all.
Again, same topic discussed above. The method described by fz does not use damage values for bows whatsoever. Only enchantments, which can be applied to the bow as soon as the player holds the bow item after crafting it.
If you are to create something like that, please read carefully next time. We are not using bow damage values at all, but rather, a much simpler enchantment system. Damage values on bows do not differentiate arrows shot from one another; however, the Power enchantment does.
The information you provided is rather incorrect. Using said method of arrow damage values, you are able to simply create a clock that executes the enchantment command, depending on the 'class' of the player. The Power enchantments will be varied, presenting a different Power level bow to every single player, differentiated by class, by simply holding the bow in their hand. Doing so will convert the bow to use such ability, without eliminating the crafting method of obtaining bows.
My bad on that part, *power enchantment*.
In this case, this will mean that there can only be a maximum of about 5 types of weapons, Increasing the power enchantment level on a bow will do tons of damage, since each level increases the bow damage by 25%. You CAN however add weakness effects or certain abilities on the arrow for players who use certain overpowered bows, but that will be highly complex to calculate/balance the armor and melee weapons to go along with these specialized bows.
I don't see how that would work, using your method. You won't be able to cast a single spell, provide a single ability, since the inGround tag is not available in snowballs nor eggs. However, it does seem as the only way to differentiate between those projectiles, albeit the problems with this player proximity still exist.
As stated before, The main purpose of this thread was to detect the arrows/projectiles being shot by a player, NOT how the healing arrows worked.
The information you provided is rather incorrect. Using said method of arrow damage values, you are able to simply create a clock that executes the enchantment command, depending on the 'class' of the player. The Power enchantments will be varied, presenting a different Power level bow to every single player, differentiated by class, by simply holding the bow in their hand. Doing so will convert the bow to use such ability, without eliminating the crafting method of obtaining bows.
And who says that players will be able to access several types of bows? That can all be under a controlled environment, preventing that from happening.
Abilities with bows will not be switched either. Everyone will be able to access only a single type of bow, their own bow given to them by the class they chose.
Once again, As stated before, players will be able to trade their weapons, thus giving each other their special "Power". (explained below)
That is simpler than it appears. Simply, check for any dropped bow items near players, delete the bow as well as clear the thrower's inventory of bows, give him/her another one depending on class, and finally kill the item thrown. This will discourage throwing weapons on the ground as much as throwing armor on the ground.
No need to go through the hassle of detecting exact inventories.
And so will the method described by fz and I; the class you choose will determine what you will shoot, by giving you the corresponding bow to the class.
The differentiating of bows through the use of arrow damage values would indeed work for class-type maps. You will be able to control what weapons players will get, by eliminating thrown items as mentioned above.
There is a big flaw in this method, you cannot "/kill" certain items that are on the floor. Lets say a person dropped a bow, yes, your method would work perfectly. HOWEVER, if they were to drop anything besides a bow, it will also be killed, thus making the player loose the item and receiving another bow. If you did not know, there currently is no way of identifying item IDs that are dropped on the floor. This will also be a horrible method if the map consists of dropped items, like a player vs mob type map. Maps that require players to pick up mob drops will not work.
No argument there. The bazookas indeed use the inGround tag to terminate all bows that have landed, and then perform its ability.
Yay! we agreed on something!!!
I did happen to test out your method. I wouldn't write without valid proof. I did happen to test this method out by shooting an arrow very close to a 'Healer' class player without hitting him, and the arrow indeed turned into a splash potion upon contact with the ground. This can be fixed by only applying the effect to all arrows with an Age score of 2 or smaller and whatnot.
Also, player to player interaction is not the same with player to mob interactions. Players push mobs out of the way; however, players can occupy the same space, thus the same radius may also be occupied. This may give unwanted circumstances in which players 'cooperate' with a healer by occupying the same space to double the healing power, providing overpowering situations.
My bad on this part, I forgot to mention the revised command (check original post). Set the "/execute" to one block higher and the radius reduced to "0".
Overall, by using the Damage val- excuse me, Power enchantment method, people can simply cheat on class based maps by sharing power enchanted items; BUT will work perfectly on maps which require you to share these specialized weapons. On the other hand, by using my proximity method, it works nicely on class-based maps, making people unable to trade their "skills"; BUT will not work on maps that require players to share specialized weapons.
TL;DR: Both method has their pros and cons, but all in all, it depends on what you are using these methods for.
In this case, this will mean that there can only be a maximum of about 5 types of weapons, Increasing the power enchantment level on a bow will do tons of damage, since each level increases the bow damage by 25%. You CAN however add weakness effects or certain abilities on the arrow for players who use certain overpowered bows, but that will be highly complex to calculate/balance the armor and melee weapons to go along with these specialized bows.
The problem with being limited to only five types of bows can be eliminated, and replaced with an alternative method. Such methods includes removing those who happen to be holding a bow, and replace it with a custom summoned one, depending on the 'class'. I do recognize the problem that persists with armor; the only rational way to deal with this is to recreate the damage one self using the /effect command, and give everyone high projectile protection armor.
As stated before, The main purpose of this thread was to detect the arrows/projectiles being shot by a player, NOT how the healing arrows worked.
Then you should have presented a better demonstration of your method, if you didn't want to get such criticism.
Once again, As stated before, players will be able to trade their weapons, thus giving each other their special "Power". (explained below)
As I stated before, which you may happen to have failed to research, you are able to kill these bow items.
There is a big flaw in this method, you cannot "/kill" certain items that are on the floor. Lets say a person dropped a bow, yes, your method would work perfectly. HOWEVER, if they were to drop anything besides a bow, it will also be killed, thus making the player loose the item and receiving another bow. If you did not know, there currently is no way of identifying item IDs that are dropped on the floor. This will also be a horrible method if the map consists of dropped items, like a player vs mob type map. Maps that require players to pick up mob drops will not work.
Not necessarily. The lack of evidence you provided describes your character, which happens to be subdued with ignorance. Please do your research before you claim that something is impossible. In this case, it is possible to remove certain item entities from existence, as demonstrated below:
Only items that are TNT will be able to trigger the the command blocks which allow you to shoot the TNT in the direction you are facing. This does not use special customized TNT items; rather, normal TNT you obtain will function as intended as well. If an item that returns success, a TNT will be shot, and the item will then be removed.
My bad on this part, I forgot to mention the revised command (check original post). Set the "/execute" to one block higher and the radius reduced to "0".
This may remove one of the problems from your method; hopefully, for your sake, the radius is enough to 'convert' the arrow to give it its distinct ability it deserves.
Overall, by using the Damage val- excuse me, Power enchantment method, people can simply cheat on class based maps by sharing power enchanted items; BUT will work perfectly on maps which require you to share these specialized weapons. On the other hand, by using my proximity method, it works nicely on class-based maps, making people unable to trade their "skills"; BUT will not work on maps that require players to share specialized weapons.
The method I provided to kill certain items will work extremely well in this situation. I've never had the problem of having people expose themselves with vulnerability by endowing someone with their weapon. It does occur, but not to the extent where it becomes a problem.
TL;DR: Both method has their pros and cons, but all in all, it depends on what you are using these methods for.
This post is not large enough to overwhelm; thank you for the summarizing the whole discussion, anyway.
Then you should have presented a better demonstration of your method, if you didn't want to get such criticism.
As I stated before, which you may happen to have failed to research, you are able to kill these bow items.
Not necessarily. The lack of evidence you provided describes your character, which happens to be subdued with ignorance. Please do your research before you claim that something is impossible. In this case, it is possible to remove certain item entities from existence, as demonstrated below:
This may remove one of the problems from your method; hopefully, for your sake, the radius is enough to 'convert' the arrow to give it its distinct ability it deserves.
This post is not large enough to overwhelm; thank you for the summarizing the whole discussion, anyway.
Please refrain from using passive-aggression, as it looses my interest to reply to your comments. May I remind you, this is just a game(no need to get heated up, have fun!).
The problem with being limited to only five types of bows can be eliminated, and replaced with an alternative method. Such methods includes removing those who happen to be holding a bow, and replace it with a custom summoned one, depending on the 'class'. I do recognize the problem that persists with armor; the only rational way to deal with this is to recreate the damage one self using the /effect command, and give everyone high projectile protection armor.
However, if you were to increase projectile protection on armors, this will unbalance the weaker bows. For example, a Power 7 bow will do a fair amount of damage to a player who has high projectile protection, but if a Power 1 bow were to hit the same person, it will be far less, in damage, that the Power 7 bow. Of course, you can use "/effect" to "make up" for the missing damage, but then certain bows will be more reliant on the effects of the bows than others. Also, if you were to use "/effect" if there were different types of armor; whereas the projectile damage will change depending on the opponents armor but the "/effect" damage will still be the same.
Only items that are TNT will be able to trigger the the command blocks which allow you to shoot the TNT in the direction you are facing. This does not use special customized TNT items; rather, normal TNT you obtain will function as intended as well. If an item that returns success, a TNT will be shot, and the item will then be removed.
Oh wow, didn't think of that (a bit similar to my idea ). But will it work in multiplayer? Like in this scenario:
Player A and Player B are both "healers". Player A drops the bow right next Player B, will you be able to give the bow to Player A and not Player B? What if they drop it at the same time? If it fails to work, Player B will have two bows while Player A will be left with none.
Such methods includes removing those who happen to be holding a bow, and replace it with a custom summoned one, depending on the 'class'.
Can you explain this more throughly? How does this remove the limit of five types of bows?
This post is not large enough to overwhelm; thank you for the summarizing the whole discussion, anyway.
Was for the whole thread, but whichever, no problem.
Top view:
Commands:
1 and 2 are "/setblock clocks"
3. This is the main command of this machine. It adds points to arrows into the objective "Healer" whenever an arrow is near the player named "mnopjh" (me). This will allow you to detect any arrows shot by the player named "mnopjh". You can simply change the "@a[name=mnopjh]" to a certain team or any other tags
4. This command tests for arrows with the score of at least 1 in "Healer" and if it is in the ground
5. This will summon a regeneration potion to arrows with at least 1 score in "Healer"
6. This will kill all arrows with the score of at least 1 in "Healer"
(Code 7,8,9 are optional, They are used to make sure the machine is working and clean things up.)
7.
8.
9.
The main point of this is command block #3, It allows you to add points to arrow which are "shot by certain player(s)". You will be able to identify which arrows were shot by whom and manipulate these arrows. You can also use this for snowballs or any other projectiles. If you have any further questions or want clarifications, feel free to ask!
This method would not function as well in a multiplayer environment whereas you have multiple healers. Since the comparator is triggered every time a single arrow is caught in the ground, it will summon the potion and kill the arrow to all arrow 'Healing' entities that currently exist. This means that all arrows currently in midair that are 'Healing' arrows will turn into a splash potion, leaving potions where you may not want them. It's a neat effect, but could be annoying to see your healing arrows not getting to your dieing ally in time.
There is one last final limitation, the healing arrow does not 'function' on ceilings or walls, only on the ground. That's okay though, since you can easily replace the potion summoning with the /effect command.
Oddly enough, the healing arrow does not seem to function when flying.
In this video, I showcased my version of multiplayer special arrows. The process here was intended to make all arrows 'missiles' regardless of its origin, as that wasn't the focus of the video. The intended focus of the video was to showcase the multiplayer compatibility, in which the arrows are able to trigger their special attack even if the arrows manage to hit a mob. There is also the exclusion of pesky slow comparators, which should be avoided at all costs when maneuvering multiplayer aspects. Even though comparators' reaction is small, a split second can truly make a difference.
In case you're wondering, I used the WitherSkull method.
Actually when the arrows are shot at "Healers" they do not get triggered and instead, will bounce off before then get into the radius of the "Healer". And in a case if there were multiple healers, you can create a machine for each player, it really depends on what you want to use this for. And although it does not trigger in ceilings, it DOES trigger on walls.
Plus, all of these wouldn't really matter if u used snowballs
And the main point of this concept is to use different types of arrows AT THE SAME TIME. Like your bazooka for example, you cannot use both normal arrows and the bazooka at the same time, however, by using my method it allows players to choose different types of classes and shoot different types of arrows depending on their class. Another flaw with the bazooka is that you cannot do a Player vs Mob type game. Skeletons will be able to shoot bazookas too I don't think that will be fun at all... If you were to create a PvM type game, by using my method, not only will it separate player arrows from skeleton arrows, but you will also be able to customize the skeleton's arrows :)!
Well, this is quite a bit incorrect.
Recently, aary33 and I have been developing a method to allow for distinguisihing of different arrows fired from bows. This method is completely multiplayer compatible and works perfectly with no errors. It works by using bows with different values of the "power" enchantment. We have discovered that arrows shot with bows of this enchantment carry different numbers in their NBT tags (the "damage" tag), which allows us to differentiate between these arrows and therefore the bows that shot them.
You can find an example (with commands) of where I used this here.
ah yes, I am aware of detecting bows with damage values, but it does have some flaws, depending on what you are using it for.
For example, the bows must be given by command blocks. If you were to use the damage values in a map that required you to get bows naturally (like the hunger games), it will not work out. By using my method however, will allow players to choose their class that will stick to the PLAYER and not their BOWS. Which leads to another problem, if two classes were to switch bows, their "powers" will be switched. This is not ideal for pvp or rpg maps, where players can make one person overpowered by giving him different types of special bows. But by identifying arrows by my method, there are no problems of "powers" getting switched :). Also damage values only work for arrows, but by using my player proximity, you can apply this to any thrown objects like snowballs or eggs!
Overall it depends on what map you are making. If you were making a map where each BOW has different abilities, your idea would be much better! However for class type maps, the PLAYERS have different abilities, making my idea better =D
And, well, you can give players different bows based on their class, which would essentially give the same behavior, and you can safeguard players from giving others their bows.
Your method would work better for other projectiles, but no, it would not work for multiplayer, unfortunately. So you are right, the methods do have their advantages and disadvantages, as everything does
Now that I think about it, you could make a huge improvement on your method: if you added a "time" objective that increases by 1 every tick for arrows, and used the execute command that sets the type of arrow for only arrows with a "time" of 1, it probably would work better in multiplayer, although it still wouldn't work too well.
I'm talking about the vanilla Hunger games, where you have to craft your own bows. If players were to craft their own bows, this will give all bows the same damage values, making the damage value method invalid.
For safeguarding items, how will you prevent items from being dropped by the player? Sure you can check every players inventory to make sure they don't drop it but I believe that would be much of a hassle :/.
Finally, it does indeed work on multiplayer, tried it many times (it's really fun!). It's a great way of creating multiple classes. Overall my point was that your method would be great on maps which are pvp which doesn't involve classes; For example, a map concept similar to most fps shooting game(Like Call of Duty). Many "weapons" (specialized bows with different effects) would be lying around, allowing anyone who picks it up to use it. On the other hand my method would be ideal to maps which involve classes; For example, a map similar to Plants Vs Zombies: Garden Warfare (really fun!) type of game, because of how the class you choose defines how you will shoot.
So all in all, yes, it truly matters on what type of map you are constructing!
Also, it works fine for classes, as you can just give them the bow. And I'm not talking about checking for everyone's inventory. I'm talking about clearing everyone's inventory. Simply 1 command block for every bow.
The reason why my bows do not work when it directly hits another player is because I am using the inGround tag, However if you were to combine my 3rd command and aary33's bazookas, the problem will be fixed. The problem with aary33's bazookas were that they will not function in multiplayer. All bows will be shooting bazookas. But by combining my method or damage value method, it makes it so that not all bows shoot bazookas (You don't want skeletons shooting bazookas, trust me.). My point of this forum was to detect arrows being shot by a specified entity, not how my "healing arrow" example worked.
And as I stated before, the problem with classes using damage values is that players can trade each other's unique weapons, allowing one person to obtain all of the class' "skills". Unless you check if each player does not drop their bows, it will not work on class-based maps.
Please read my first post:
Anyway, my goal here isn't to argue, just to inform you of a more useful alternative, so I will leave now because this is kinda turning into an argument
You really have to test this device in order to see. If you were to shoot at another player who is a "Healer" the bow WILL NOT turn into a "Healer arrow"! The reason is that the radius of the proximity is so small, the arrows WILL NOT be given the Healer score. Try using the device, the arrows shot by any entity/player that are not "Healers" will bounce off if shot at a healer, and no healing effect will occur.
It seems that you are ignoring my concept on why damage values on bows do not work on class-based maps:
Honestly I really enjoyed this argument! Really learned a lot and was bumping my post! Thank you very much! I am currently working on a big project which includes differentiated weapons, I will be using the damage value method since there aren't classed based! (No worries, You'll be on my special thanks list! )
Oh, and by the way, I just thought of yet another solution (thanks to aary33): Simply get a clock spamming the enchant command on all healers. Also extremely easy.
Damage values? You seem to be implying bows with damage values, of use from the root tag. The method described by fz does not use damage values if bows whatsoever. That completely negates the idea of having to craft the bow, as you say, in which the method does not use. It seems that you may have failed to read, or ignore, fz's link to recreating a device that uses multiple abilities through multiple bows.
May I suggest you actually read, or reread, fz's description to create such bows. You will find that they do not use bow damage values at all.
The information you provided is rather incorrect. Using said method of arrow damage values, you are able to simply create a clock that executes the enchantment command, depending on the 'class' of the player. The Power enchantments will be varied, presenting a different Power level bow to every single player, differentiated by class, by simply holding the bow in their hand. Doing so will convert the bow to use such ability, without eliminating the crafting method of obtaining bows.
And who says that players will be able to access several types of bows? That can all be under a controlled environment, preventing that from happening.
Abilities with bows will not be switched either. Everyone will be able to access only a single type of bow, their own bow given to them by the class they chose.
I don't see how that would work, using your method. You won't be able to cast a single spell, provide a single ability, since the inGround tag is not available in snowballs nor eggs. However, it does seem as the only way to differentiate between those projectiles, albeit the problems with this player proximity still exist.
Class type maps? Again, you will be able to restrict the ability for an individual to obtain different bows with different abilities at once. Your method provides the restriction to this; however, it is limited in some ways. Players won't be able to encounter 'special bow pickups' using your method, since no matter the bow, all arrows shot from that player will be instantly converted into said 'Healing' class or whatever the class may be.
Again, same topic discussed above. The method described by fz does not use damage values for bows whatsoever. Only enchantments, which can be applied to the bow as soon as the player holds the bow item after crafting it.
That is simpler than it appears. Simply, check for any dropped bow items near players, delete the bow as well as clear the thrower's inventory of bows, give him/her another one depending on class, and finally kill the item thrown. This will discourage throwing weapons on the ground as much as throwing armor on the ground.
No need to go through the hassle of detecting exact inventories.
As stated in my original post, yes, your method would indeed function. However, it fails to completely maneuver a multiplayer environment to fit its purposes. I will not restate the problems with your method, since all of that information is above.
And so will the method described by fz and I; the class you choose will determine what you will shoot, by giving you the corresponding bow to the class.
The differentiating of bows through the use of arrow damage values would indeed work for class-type maps. You will be able to control what weapons players will get, by eliminating thrown items as mentioned above.
I suppose, but I would choose the method that does not limit the players' ability too much.
No argument there. The bazookas indeed use the inGround tag to terminate all bows that have landed, and then perform its ability.
It all comes down to ignorance. Did you not see the end of the video, in which another player and I were combating to death with bazookas and shields? That proves that this is indeed multiplayer compatible, with less problems than the method that you described above.
It seems you keep ignoring my statement above. I mentioned that in the video, the bazooka's main focus was not being able to differentiate from other bows. I will not be restating that again.
Again, the method fz and I have developed has nothing to do with bow damage values. You should have done your careful reading, since fz provided the link to create these arrows in his first post.
I did happen to test out your method. I wouldn't write without valid proof. I did happen to test this method out by shooting an arrow very close to a 'Healer' class player without hitting him, and the arrow indeed turned into a splash potion upon contact with the ground. This can be fixed by only applying the effect to all arrows with an Age score of 2 or smaller and whatnot.
Also, player to player interaction is not the same with player to mob interactions. Players push mobs out of the way; however, players can occupy the same space, thus the same radius may also be occupied. This may give unwanted circumstances in which players 'cooperate' with a healer by occupying the same space to double the healing power, providing overpowering situations.
No, we're not. We are simply presenting evidence as to why what you claim is wrong. They may be both applied to the class-based maps; however, one provides more limitation than the other.
If you are to create something like that, please read carefully next time. We are not using bow damage values at all, but rather, a much simpler enchantment system. Damage values on bows do not differentiate arrows shot from one another; however, the Power enchantment does.
Yet another quick note: I'm hoping you meant the Power enchantment, not the Sharpness enchantment. Sharpness won't do anything to the resulting arrow that is shot.
Yea sorry about that, misread one of your commands :).
My bad on that part, *power enchantment*.
In this case, this will mean that there can only be a maximum of about 5 types of weapons, Increasing the power enchantment level on a bow will do tons of damage, since each level increases the bow damage by 25%. You CAN however add weakness effects or certain abilities on the arrow for players who use certain overpowered bows, but that will be highly complex to calculate/balance the armor and melee weapons to go along with these specialized bows.
As stated before, The main purpose of this thread was to detect the arrows/projectiles being shot by a player, NOT how the healing arrows worked.
Once again, As stated before, players will be able to trade their weapons, thus giving each other their special "Power". (explained below)
There is a big flaw in this method, you cannot "/kill" certain items that are on the floor. Lets say a person dropped a bow, yes, your method would work perfectly. HOWEVER, if they were to drop anything besides a bow, it will also be killed, thus making the player loose the item and receiving another bow. If you did not know, there currently is no way of identifying item IDs that are dropped on the floor. This will also be a horrible method if the map consists of dropped items, like a player vs mob type map. Maps that require players to pick up mob drops will not work.
Yay! we agreed on something!!!
My bad on this part, I forgot to mention the revised command (check original post). Set the "/execute" to one block higher and the radius reduced to "0".
Overall, by using the Damage val- excuse me, Power enchantment method, people can simply cheat on class based maps by sharing power enchanted items; BUT will work perfectly on maps which require you to share these specialized weapons. On the other hand, by using my proximity method, it works nicely on class-based maps, making people unable to trade their "skills"; BUT will not work on maps that require players to share specialized weapons.
TL;DR: Both method has their pros and cons, but all in all, it depends on what you are using these methods for.
The problem with being limited to only five types of bows can be eliminated, and replaced with an alternative method. Such methods includes removing those who happen to be holding a bow, and replace it with a custom summoned one, depending on the 'class'. I do recognize the problem that persists with armor; the only rational way to deal with this is to recreate the damage one self using the /effect command, and give everyone high projectile protection armor.
Then you should have presented a better demonstration of your method, if you didn't want to get such criticism.
As I stated before, which you may happen to have failed to research, you are able to kill these bow items.
Not necessarily. The lack of evidence you provided describes your character, which happens to be subdued with ignorance. Please do your research before you claim that something is impossible. In this case, it is possible to remove certain item entities from existence, as demonstrated below:
Only items that are TNT will be able to trigger the the command blocks which allow you to shoot the TNT in the direction you are facing. This does not use special customized TNT items; rather, normal TNT you obtain will function as intended as well. If an item that returns success, a TNT will be shot, and the item will then be removed.
This may remove one of the problems from your method; hopefully, for your sake, the radius is enough to 'convert' the arrow to give it its distinct ability it deserves.
The method I provided to kill certain items will work extremely well in this situation. I've never had the problem of having people expose themselves with vulnerability by endowing someone with their weapon. It does occur, but not to the extent where it becomes a problem.
This post is not large enough to overwhelm; thank you for the summarizing the whole discussion, anyway.
Please refrain from using passive-aggression, as it looses my interest to reply to your comments. May I remind you, this is just a game(no need to get heated up, have fun!).
However, if you were to increase projectile protection on armors, this will unbalance the weaker bows. For example, a Power 7 bow will do a fair amount of damage to a player who has high projectile protection, but if a Power 1 bow were to hit the same person, it will be far less, in damage, that the Power 7 bow. Of course, you can use "/effect" to "make up" for the missing damage, but then certain bows will be more reliant on the effects of the bows than others. Also, if you were to use "/effect" if there were different types of armor; whereas the projectile damage will change depending on the opponents armor but the "/effect" damage will still be the same.
Oh wow, didn't think of that (a bit similar to my idea ). But will it work in multiplayer? Like in this scenario:
Player A and Player B are both "healers". Player A drops the bow right next Player B, will you be able to give the bow to Player A and not Player B? What if they drop it at the same time? If it fails to work, Player B will have two bows while Player A will be left with none.
Can you explain this more throughly? How does this remove the limit of five types of bows?
Was for the whole thread, but whichever, no problem.
Why not just keep it simple and give each player tipped arrows depending upon their class?