Hello, I've made a flying machine recently that works almost flawlessly. The only problem is that you can only spawn and fly one of the same machine, otherwise the cart you sit in gets teleported to the first machine someone starts piloting. So the only way to have multiple Machines is to make separate redstone for each one. That made me want to make a machine that you can spawn as many as you like. Sadly, due to the rules of the /tp command, I can't make a one minecart teleport at a time to each NoGravity Armorstand that I spawn in.
So I'm attempting to make a machine without using the Armorstands, one that teleports the minecart you sit in instead. But my minecart won't keep it's altitude when I teleport it up.
My question is: Is there any way to keep a minecart at the altitude you teleport it to until you want it to teleport some other direction?
(The flying machine using NoGravity Armorstands can be seen in the attachments)
And constantly teleporting the cart up a little bit of course doesn't work, like you said. I tried it and it causes some weird glitches: carts teleporting up, then falling to the ground, ascending really slow even when the player wants it to move up, and not moving in the direction the player wants the cart to move in. Thanks for the help so far.
They don't, I was only using /tp to move the minecarts up. I have not implemented /entitydata into the machine but I will when I want to work on the machine again. Thanks!
So far, no issues using /entitydata. At first I thought it wouldn't work because I accidentally set a command that tested if you were looking down to send you up. You can imagine my surprise when I zoomed up at 80 blocks a second when I looked down...
It appears that the only issue now is that whenever the player is looking in a direction that has been specified to move the cart in a direction other than up or down, if a player looks up or down while moving in that direction, they won't go up or down. Is there any way to fix this besides putting a command to move the cart vertically for every direction a player looks?
Pretty much that. I have figured out how to do this now. I have two choices: I can continue the way I tried out now, where I made a separate clock on a slightly different tick pattern than the one that controls the direction. The downside to this is that when you want to move up the cart will pause and move up, until you want to continue moving. The other option is to have the Separate clock have every direction you can look in plus a vertical movement ready. The downside to this is more work.
But I'm happy to do it, considering the whole point of this new machine is to have as many flying machines as you want, so I can make a whole bunch of redstone without having to make new redstone for every player who wants a machine.
Yeah, the machine will move you in the direction you're facing, at least the directions I've programmed in. I've calculated 36 different directions that the machine will move 0.36 meters in every time the /fill clock powers each command block. I want to keep a speed that isn't too fast or slow, so it'll have some use for survival, so the machine goes about 7 or 8 meters a second.
Yeah, that sounds complicated. Still, I'm making a flying machine in minecraft. That's complicated enough. Anyways, thanks for the help. I believe I've got it from here. I'll post again if I have any problems.
I need a little help regarding scoreboard. I want to make a map voting system that will select the map with the most votes. Is there any way to check for the a player who has the most score?
I need a little help regarding scoreboard. I want to make a map voting system that will select the map with the most votes. Is there any way to check for the a player who has the most score?
You probably want to use fake players for this, it's more reliable. Fake players can be create putting a hashtag in front of any word:
scoreboard players set YourObjective/MapName #Maps 0
This creates a fake player by the name of "#Map" and it lets you use scoreboard functions for them without having to put it on a real player. You would simply add a point for each map/objective onto #Map instead of a normal player. This just means you don't have to rely on a certain player not logging out.
To find out which map has the most score, you would set up synchronous, but individual, clocks hooked up (individually) to as many command blocks as you have maps. Once the voting is done, the clocks are enabled. These commands would subtract a score of 1 from each map-objective-score every time the clocks ticked, and then the last command block to be ticking is the one with the most votes (Ties would be harder, you could just have something that detects a failure and says "Vote failed/was a tie, please revote for your second choice"). You would detect how long a command is ticking by connecting comparators to the command blocks.
Hello, I've made a flying machine recently that works almost flawlessly. The only problem is that you can only spawn and fly one of the same machine, otherwise the cart you sit in gets teleported to the first machine someone starts piloting. So the only way to have multiple Machines is to make separate redstone for each one. That made me want to make a machine that you can spawn as many as you like. Sadly, due to the rules of the /tp command, I can't make a one minecart teleport at a time to each NoGravity Armorstand that I spawn in.
So I'm attempting to make a machine without using the Armorstands, one that teleports the minecart you sit in instead. But my minecart won't keep it's altitude when I teleport it up.
My question is: Is there any way to keep a minecart at the altitude you teleport it to until you want it to teleport some other direction?
(The flying machine using NoGravity Armorstands can be seen in the attachments)
That looks like it'll work, but can you /execute it? I'm checking the direction a player is looking and teleporting the cart in that direction.
And constantly teleporting the cart up a little bit of course doesn't work, like you said. I tried it and it causes some weird glitches: carts teleporting up, then falling to the ground, ascending really slow even when the player wants it to move up, and not moving in the direction the player wants the cart to move in. Thanks for the help so far.
They don't, I was only using /tp to move the minecarts up. I have not implemented /entitydata into the machine but I will when I want to work on the machine again. Thanks!
So far, no issues using /entitydata. At first I thought it wouldn't work because I accidentally set a command that tested if you were looking down to send you up. You can imagine my surprise when I zoomed up at 80 blocks a second when I looked down...
It appears that the only issue now is that whenever the player is looking in a direction that has been specified to move the cart in a direction other than up or down, if a player looks up or down while moving in that direction, they won't go up or down. Is there any way to fix this besides putting a command to move the cart vertically for every direction a player looks?
Pretty much that. I have figured out how to do this now. I have two choices: I can continue the way I tried out now, where I made a separate clock on a slightly different tick pattern than the one that controls the direction. The downside to this is that when you want to move up the cart will pause and move up, until you want to continue moving. The other option is to have the Separate clock have every direction you can look in plus a vertical movement ready. The downside to this is more work.
But I'm happy to do it, considering the whole point of this new machine is to have as many flying machines as you want, so I can make a whole bunch of redstone without having to make new redstone for every player who wants a machine.
Yeah, the machine will move you in the direction you're facing, at least the directions I've programmed in. I've calculated 36 different directions that the machine will move 0.36 meters in every time the /fill clock powers each command block. I want to keep a speed that isn't too fast or slow, so it'll have some use for survival, so the machine goes about 7 or 8 meters a second.
Yeah, that sounds complicated. Still, I'm making a flying machine in minecraft. That's complicated enough. Anyways, thanks for the help. I believe I've got it from here. I'll post again if I have any problems.
I need a little help regarding scoreboard. I want to make a map voting system that will select the map with the most votes. Is there any way to check for the a player who has the most score?
You probably want to use fake players for this, it's more reliable. Fake players can be create putting a hashtag in front of any word:
This creates a fake player by the name of "#Map" and it lets you use scoreboard functions for them without having to put it on a real player. You would simply add a point for each map/objective onto #Map instead of a normal player. This just means you don't have to rely on a certain player not logging out.
To find out which map has the most score, you would set up synchronous, but individual, clocks hooked up (individually) to as many command blocks as you have maps. Once the voting is done, the clocks are enabled. These commands would subtract a score of 1 from each map-objective-score every time the clocks ticked, and then the last command block to be ticking is the one with the most votes (Ties would be harder, you could just have something that detects a failure and says "Vote failed/was a tie, please revote for your second choice"). You would detect how long a command is ticking by connecting comparators to the command blocks.
Cheers, ~Fugu
I'll give it a shot next chance I get, Fugu. Thanks.