He's not asking about reddust particles, he's asking about blockcrack particles.
In 1.9, /particle's syntax changed to include parameters for blockcrack, iconcrack, and blockdust particles (along with a selector to determine which players should see the particle). The value for a redstone block for blockcrack is 152:
/particle blockdust X Y Z 1 1 1 0 1 normal @a 152
I figured he was talking about something different. I didn't know what exactly he was referring to. Thanks!
thank you so much. sorry about the multiple threads. i posted it in creative and then realized that it was in the wrong section but i couldn't figure out how to delete it.
reddust is a special particle, in which if the count parameter is either 0 or not specified, and the speed parameter is not 0, it'll treat its xd, yd, and zd parameters as an RGB color.
Therefore, to create particles in a radius that have the redness of redstone, you would do:
Another way is by a Potion of Resistance past level 4. Use this to give a player Invulnerability, and you can use "/effect <player> clear" to get rid of it.
well, put him in adventure mode and give him the pickaxe, he will then be unable to destroy any block except the wool block
Thanks, but he needs his second question addressed.
You can detect players in a radius and set their gamemode by using:
/gamemode 2 @a[m=0,r=radius]
Change radius to what you need. "m=0" specifies that in order to be switched to Adventure, the player has to be in Survival, that way they're not constantly being set to Adventure/Survival. Just switch the numbers when you want to change them from Adventure to Survival.
The best thing I can think of is detect the players in a radius or as they enter a hallway, and set their gamemode to 2 (Adventure). Then, have them already have a tool with a CanDestroy tag. This specifies what blocks (in Adventure mode) they can break.
Say you'll give everyone a tool that can destroy wool:
Then separated by commas, just add more item id's to the tag for each block you want them to break. Once they leave the area, just set their gamemode back to Survival, and they'll be able to break blocks regardless of the CanDestroy tag.
Teleporting the player relative to their position above a water block won't achieve the results you're looking for. If you want to, you can just use Frost Walking boots I or II, but here is the command anyways (in a repeat block):
You're missing out on an important feature of the /execute command, /detect, however as far as I know detecting the block below them isn't exactly possible as a dataTag. I've implemented this before, but only when the player is holding a specific item.
I'd give them a tag when they're holding a special item, in this case when they're holding a stick named "Find" and walk over stone:
execute @a ~ ~ ~ detect ~ ~-1 ~ stone 0 scoreboard players tag @a add aboveStone {SelectedItem:{id:"minecraft:stick",tag:{display:{Name:"Find"}}}}
Then by using conditional chain command blocks, do whatever you want. At the end, just remove the aboveStone tag from all players.
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Awesome, I knew mine had that limitation but I wasn't too sure of how to get past that. Thanks for the help!
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I figured he was talking about something different. I didn't know what exactly he was referring to. Thanks!
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No problem! Glad to help!
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The hopper will be adjusting it's value by its location/rotation, so to test for any value you need to test for -1 instead of 0:
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reddust is a special particle, in which if the count parameter is either 0 or not specified, and the speed parameter is not 0, it'll treat its xd, yd, and zd parameters as an RGB color.
Therefore, to create particles in a radius that have the redness of redstone, you would do:
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Works for me in 1.9.4, not sure what the issue could be. Are you executing any other commands around it?
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First, there's not a reason to have to make multiple threads about this.
Secondly, in an impulse command block, do:
Then, in a conditional chain command block off of it, do:
Then another conditional:
By this method, you don't have to have the Diamonds in the first slot.
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Another way is by a Potion of Resistance past level 4. Use this to give a player Invulnerability, and you can use "/effect <player> clear" to get rid of it.
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Thanks, but he needs his second question addressed.
You can detect players in a radius and set their gamemode by using:
Change radius to what you need. "m=0" specifies that in order to be switched to Adventure, the player has to be in Survival, that way they're not constantly being set to Adventure/Survival. Just switch the numbers when you want to change them from Adventure to Survival.
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I understand, just didn't want to bring much up when all he was asking for was a simple error. Thanks though.
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Didn't know it would force it to target the sender, that helps a lot. Thank you!
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The best thing I can think of is detect the players in a radius or as they enter a hallway, and set their gamemode to 2 (Adventure). Then, have them already have a tool with a CanDestroy tag. This specifies what blocks (in Adventure mode) they can break.
Say you'll give everyone a tool that can destroy wool:
Then separated by commas, just add more item id's to the tag for each block you want them to break. Once they leave the area, just set their gamemode back to Survival, and they'll be able to break blocks regardless of the CanDestroy tag.
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Teleporting the player relative to their position above a water block won't achieve the results you're looking for. If you want to, you can just use Frost Walking boots I or II, but here is the command anyways (in a repeat block):
-1 tells the command to test for any level of water, regardless of the direction or level. After this, in a chain conditional command block, do:
But again, it wouldn't work like you would want it to. After those two, just delete the aboveWater tag for all players.
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You're missing out on an important feature of the /execute command, /detect, however as far as I know detecting the block below them isn't exactly possible as a dataTag. I've implemented this before, but only when the player is holding a specific item.
I'd give them a tag when they're holding a special item, in this case when they're holding a stick named "Find" and walk over stone:
Then by using conditional chain command blocks, do whatever you want. At the end, just remove the aboveStone tag from all players.
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In a normal command block:
and then in a conditional chain hooked off of the first command block:
Just change the numbers accordingly, from the wiki: