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    posted a message on Stop player movementseffect

    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:

    • Teleporting the player to itself/coordinates. Kind of jerky tho if you try to move
    • Putting the player onto a horse/pig/boat/minecart. Problem: the player has to rightclick if first
    • Inclose the player in barriers. Doesn't work with transparent blocks (e.g. doors) around, player can still move a bit.
    Posted in: Commands, Command Blocks and Functions
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    posted a message on RPG server inventory control

    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.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Team selection help

    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.

    /scoreboard players operation Calc players = SWAT players
    
    /scoreboard players operation Calc players -= REBEL players


    The score you get now shows the difference between the two teams. To test if it is small enough, use:

    /scoreboard players test Calc players -1 1
    Posted in: Commands, Command Blocks and Functions
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    posted a message on RPG server inventory control

    You can do that with scoreboard tags. Here are a few examples:

    /scoreboard players tag @a[tag=wrong_armor] remove wrong_armor
    
    /scoreboard players tag @a[tag=wrong_weapon] remove wrong_weapon
    
    /scoreboard players tag @a[team=!thief] add wrong_armor {Inventory:[{id:"minecraft:leather_chestplate",Slot:102b}]}
    
    /scoreboard players tag @a[team=thief] add wrong_weapon {SelectedItem:{id:"minecraft:diamond_sword"}}
    
    /effect @a[tag=wrong_weapon] weakness 1 1 true
    
    /effect @a[tag=wrong_weapon] slowness 1 1 true

    Here is a list of all slot-IDs: http://minecraft-de.gamepedia.com/Datenwert#Inventarslot-IDs (haven't found one in the english wiki)

    Posted in: Commands, Command Blocks and Functions
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    posted a message on I accidentally make an iron golem invincible
    /entitydata @e[type=VillagerGolem,c=1] {AbsorptionAmount:0}
    
    /kill @e[type=VillagerGolem,c=1]
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Custom Recipes in Vanilla minecraft!

    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:

    /stats entity @e[type=ArmorStand,name=cft4105] set SuccessCount @e[c=1,type=ArmorStand] Succcess

    Ýou also need a scoreboard named "Success".

    Now, whenever the armor stand executes something successfully, it will set its score to 1

    Posted in: Commands, Command Blocks and Functions
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    posted a message on playsound "succeeding" but not playing sound

    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

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Some problems with block datas...

    Two solutions:

    1. Use your command to mark the chest, but remove that marker again if the chest contains an item at that place.
    2. Use /testforblocks and compare the chest with another preset chest which has exactly the required items.
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Individual Player Scoreboard
    Quote from einstein5»

    Dude... You can do it.... But you must have for each and every player a different scoreboard objective


    No, that is not correct.
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Help with /playsound command
    Quote from tartness»

    Yes, you're going to need a resource pack that includes your custom sounds. Create a basic resource pack, and add a sounds folder inside the "minecraft" folder. Inside the sounds folder, create a folder named custom. You can paste your custom sounds here, you can play them like this:

    /playsound custom.(name) master @p ~ ~ ~ 100 1


    As far as the mod goes, see if you can direct the custom music into a similar folder.


    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.
    Posted in: Commands, Command Blocks and Functions
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