I believe I’ve come across a way to pull off a killstreak reward system without mods in Minecraft. It supports every player in the arena at the same time, and can easily be expanded to deliver different items to different classes. It can also be added into any pvp map with a single redstone connection. Sorry that I don’t have a video for it all, but I’m not able to do one at the moment.
This is a huge post, by the way – not for the faint of heart.
The system is surprisingly simple, but only if you understand every aspect of the Command Block, including the new Scoreboard feature.
First, you need Snapshot 13w04 for this to work.
Then, you have to set up the new Scoreboard Systems using these commands (you can use Command Blocks or the console):
/scoreboard objectives add Kills playerKillCount Kills
/scoreboard objectives add Custom dummy Custom
/scoreboard objectives add Death deathCount Death
Go ahead and put in the command below to get your sidebar showing (won’t appear until someone gets a kill - you can use {/scoreboard players add @p Kills 1} to get it running):
/scoreboard objectives setdisplay sidebar Kills
What these commands do are set up 1) the visible tally of everyone’s current killstreak, and 2) the behind-the-scenes data that prevents bad things from happening. Trust me on this.
When that is done, roughly set up the configuration above.
If you know your redstone, then you see that it is simply a Ethoslab hopper clock that activates a bed of command blocks on the off-ticks. Neither the type of clock nor the layout of the command blocks matter – only that all the command blocks are activated at the same time and the three command blocks sticking out are further down the line (of 15) than any other.
What this system does is take account of when a player gets to a certain number of kills (the system above measures 3, 6, 9), at which point the system gives the player the item/reward for the kills AND bumps the Custom/dummy score up one, preventing another item from being given.
This is done by putting these commands into command blocks:
First Blocks:
/give @a[score_Kills=3,score_Kills_min=3,score_Custom=0,score_Custom_min=0] X item Y number of item
End Blocks
/scoreboard players add @a[score_Kills=3,score_Kills_min=3,score_Custom=0,score_Custom_min=0] Custom 1
What the first block does is take into consideration that 1) you have gotten 3 kills and 2) your Custom score is at 0 and gives you the Killstreak reward if you meet that. The second block adds one point to your Custom Score if you have 3 kills and if you have 0 for your Custom score. The Custom score of 1 prevents the next tick from activating the clocks for you.
The first round of the clock gives you an item whist preventing the next tick of the clock from doing the same thing. This of course is a totally invisible process, as all everyone sees is the Kills list.
For the next round of command blocks, bump the score_Kills=3 into whatever number of kills you prefer, and bump the score_Custom=0 up to 1, followed by 2 in the round after this one. The system is expandable to however many tiers you want, and whatever number of kills you want.
Finally, to address the three blocks that activate on the off tick, these are your score_Kills and score_Custom reset blocks that activate on your death. These are activated by your deathCount score, and further reset your death count back to 0 afterward. This allows you to spawn directly back into the arena.
The three commands you need to put into these blocks (in order):
/scoreboard players set @a[score_Death=1,score_Death_min=1] Custom 0
/scoreboard players set @a[score_Death=1,score_Death_min=1] Kills 0
Block after repeater:
/scoreboard players set @a[score_Death=1,score_Death_min=1] Death 0
To wrap things up, just connect the Killstreak clock to the timer of your PvP arena (if it runs off of redstone, of course) so that it is activated throughout the course of the fight. To turn the hopper clock off, just power the hoppers.
Other random thoughts…since the system utilizes completely new aspects of the command blocks, it can easily be added into current and old projects. Levels can be added to the parameters to differentiate between different teams or classes (for example, 1000L=Warrior, 2000L=Archer, and so on).
If your PvP system is already using the dummy statistic on the scoreboard, then substitute score_Custom with the Gold Point system that Sethbling mentioned in the below video toward the end. It's good for a basic tutorial on the Scoreboard anyways.
Also, you can still have lives through the scoreboard with my system if you use the Gold point value. Simply give a certain number of Gold points to the player at the start of the fight and add a block that subtracts Gold points to the end of the score_Death blocks. Add a block to the clock that transports everyone with 0 Gold points elsewhere, and you have yet another gameplay addition to your map.
I built this in single player, so I don't know if the scoreboard feature applies for everyone with a single command. You might have to install command blocks that apply the top 4 commands that everyone activates (think at the entrance). It may work as is, though. Just needs to be tested.
That’s all I can think of for now. Feel free to use the system anywhere and any way you want to, but be sure to throw a little credit back to Nemesis Labs if you use it on YouTube. If you can’t get the system to work, or you have any other questions, feel free to comment below! Thanks for reading!
I did a little tinkering and figured out it does need repeaters on the ends (I changed the image to show the fix), but I also realized that I can set up more than one "dummy" objective. This means I can do just about anything PvP creation I can think of. Teams can be decided simply by one team having 1 point in a score_Team objective whilst the other team has 2 points. Capture the flag allows the flag carrier get a score_Flag point. It can be displayed as well - the sidebar displays the point value, so one team can be team 1 and the other can be team 2. Person X captures team 1's flag, so a 1 would displayed by his name.
Scoreboard is officially my favorite thing in Minecraft at this point.
Scoreboard is officially my favorite thing in Minecraft at this point.
Even better, they said this version wasn't finished. I think they were planning on adding real teams to the scoreboard so you wouldn't even have to kludge it with a score value.
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
Beautiful, isn’t it?
I believe I’ve come across a way to pull off a killstreak reward system without mods in Minecraft. It supports every player in the arena at the same time, and can easily be expanded to deliver different items to different classes. It can also be added into any pvp map with a single redstone connection. Sorry that I don’t have a video for it all, but I’m not able to do one at the moment.
This is a huge post, by the way – not for the faint of heart.
The system is surprisingly simple, but only if you understand every aspect of the Command Block, including the new Scoreboard feature.
First, you need Snapshot 13w04 for this to work.
Then, you have to set up the new Scoreboard Systems using these commands (you can use Command Blocks or the console):
/scoreboard objectives add Kills playerKillCount Kills
/scoreboard objectives add Custom dummy Custom
/scoreboard objectives add Death deathCount Death
Go ahead and put in the command below to get your sidebar showing (won’t appear until someone gets a kill - you can use {/scoreboard players add @p Kills 1} to get it running):
/scoreboard objectives setdisplay sidebar Kills
What these commands do are set up 1) the visible tally of everyone’s current killstreak, and 2) the behind-the-scenes data that prevents bad things from happening. Trust me on this.
When that is done, roughly set up the configuration above.
If you know your redstone, then you see that it is simply a Ethoslab hopper clock that activates a bed of command blocks on the off-ticks. Neither the type of clock nor the layout of the command blocks matter – only that all the command blocks are activated at the same time and the three command blocks sticking out are further down the line (of 15) than any other.
What this system does is take account of when a player gets to a certain number of kills (the system above measures 3, 6, 9), at which point the system gives the player the item/reward for the kills AND bumps the Custom/dummy score up one, preventing another item from being given.
This is done by putting these commands into command blocks:
First Blocks:
/give @a[score_Kills=3,score_Kills_min=3,score_Custom=0,score_Custom_min=0] X item Y number of item
End Blocks
/scoreboard players add @a[score_Kills=3,score_Kills_min=3,score_Custom=0,score_Custom_min=0] Custom 1
What the first block does is take into consideration that 1) you have gotten 3 kills and 2) your Custom score is at 0 and gives you the Killstreak reward if you meet that. The second block adds one point to your Custom Score if you have 3 kills and if you have 0 for your Custom score. The Custom score of 1 prevents the next tick from activating the clocks for you.
The first round of the clock gives you an item whist preventing the next tick of the clock from doing the same thing. This of course is a totally invisible process, as all everyone sees is the Kills list.
For the next round of command blocks, bump the score_Kills=3 into whatever number of kills you prefer, and bump the score_Custom=0 up to 1, followed by 2 in the round after this one. The system is expandable to however many tiers you want, and whatever number of kills you want.
Finally, to address the three blocks that activate on the off tick, these are your score_Kills and score_Custom reset blocks that activate on your death. These are activated by your deathCount score, and further reset your death count back to 0 afterward. This allows you to spawn directly back into the arena.
The three commands you need to put into these blocks (in order):
/scoreboard players set @a[score_Death=1,score_Death_min=1] Custom 0
/scoreboard players set @a[score_Death=1,score_Death_min=1] Kills 0
Block after repeater:
/scoreboard players set @a[score_Death=1,score_Death_min=1] Death 0
To wrap things up, just connect the Killstreak clock to the timer of your PvP arena (if it runs off of redstone, of course) so that it is activated throughout the course of the fight. To turn the hopper clock off, just power the hoppers.
Other random thoughts…since the system utilizes completely new aspects of the command blocks, it can easily be added into current and old projects. Levels can be added to the parameters to differentiate between different teams or classes (for example, 1000L=Warrior, 2000L=Archer, and so on).
If your PvP system is already using the dummy statistic on the scoreboard, then substitute score_Custom with the Gold Point system that Sethbling mentioned in the below video toward the end. It's good for a basic tutorial on the Scoreboard anyways.
Also, you can still have lives through the scoreboard with my system if you use the Gold point value. Simply give a certain number of Gold points to the player at the start of the fight and add a block that subtracts Gold points to the end of the score_Death blocks. Add a block to the clock that transports everyone with 0 Gold points elsewhere, and you have yet another gameplay addition to your map.
I built this in single player, so I don't know if the scoreboard feature applies for everyone with a single command. You might have to install command blocks that apply the top 4 commands that everyone activates (think at the entrance). It may work as is, though. Just needs to be tested.
That’s all I can think of for now. Feel free to use the system anywhere and any way you want to, but be sure to throw a little credit back to Nemesis Labs if you use it on YouTube. If you can’t get the system to work, or you have any other questions, feel free to comment below! Thanks for reading!
Scoreboard is officially my favorite thing in Minecraft at this point.