Honestly, I'd add futures, but the hotkeys, getting around the interface, it was kind of really easy to pick up. Its extremely user friendly. I was just playing in your browser version for all of 15 minutes. I made an Arcade.
Not sure if it's good or not. I Am used to more vertices. I think it looks like an arcade though.
The only issue I have is the same issue I have with most of the voxel editors, Is complicated UV control. I'll Bookmark it though and post here some stuff I make, And I'll play with it more. Really quick, very streamlined. For an artist like me to just jump in and play, 10 points to you Jannis. keep up the great work, I look forward to the additions you add.
~ Hyena
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There is still no good way to freeze a player, so here are a few that might fit your module.
The method with slowness and jumpboost should work in theory. Slowness changes your field of view and speed until level 7, where you can't move at all. Unless you are flying or jumping. Therefore you give the player a negative jump boost effect, but that doesn't work 100 percent. If you start sprinting and jump at the same time, you are still able to move ever so slightly. But nevertheless is it one of the best ways at the moment.
An extra tip, put "true" at the end of the effect command to prevent particles.
Here are a few other ways:
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Okay, so you want to make a command block clock. The simplest way to do that is with a repeating command block, but you could also use a slower clock.
First, create a chain of 6 command blocks. All command blocks are always active, chain, unconditional and face into the next one. Only the first command block is set to repeating. Now you want to paste all 6 commands in the correct order into the command blocks.
Now, the following will happen every tick:
- The tags from the previous tick get removed.
- Depending on the items, the player gets new tags.
- Depending on these tags, the player gets potion effects for one second.
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You can use scoreboard operations. First, subtract the players of one team from the players of the other team. For that make another variable called Calc.
The score you get now shows the difference between the two teams. To test if it is small enough, use:
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You can do that with scoreboard tags. Here are a few examples:
Here is a list of all slot-IDs: http://minecraft-de.gamepedia.com/Datenwert#Inventarslot-IDs (haven't found one in the english wiki)
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Okay, so you need to use the /stats command with the armor stands instead of conditional in order to select the right one. Read this post about the command if you don't know about it: http://testfordev.com/commandstats-guide/
So you need to provide the armor stands with the /stats function, which make them set a score if their execute command was successful:
Ýou also need a scoreboard named "Success".
Now, whenever the armor stand executes something successfully, it will set its score to 1
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The command will always say that it was successful, even when the given sound is not existent.
In this case, the correct sound name for 1.9 is entity.generic.explode
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Two solutions:
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No, that is not correct.
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Also you would need a sounds.json file in the /assets/minecraft/ folder.
http://www.dragnoz.com/pack-custom-sound-generators/
This is where you define the sound-name and whether it is streamed or not.