Support 100%
Everyone else has already said just about everything I would.
Since they have a bit more knowledge about it, they've also said it better than I could have.
If implemented,
this would be the greatest feature ever implemented.
Even surpassing the addition of command blocks, IMHO.
Command blocks have limits. Cubic Chunks would break the world size limits, pushing them to the infinite limit...
*** drools *** dreams of the worlds to come ***
@Skylinerw - Can't thank you enough for this! Bookmarked, +1's, & a MUST read for anyone interested in expanding their knowledge about MC's editable entities! The possibilities are endless... well, not quite, but the possibilities are still far beyond the standard "in game editors". So much so, that redstoners, map makers, adventure map creators, & the like, would benefit so much from this invaluable resource. Again, let me brown nose a bit more, thank you sooo much! Kudos, & Diamonds a plenty, for you!
|..|. X .. X .|..| |..|. O_o .|..|
PS - Do you keep this updated with new releases?
I'm assuming so, based on all the posts about additions, & all, but wanted to make 100% sure.
Thanks again,
:3:Mr.J
This does not exist, will not work, & isn't even in proper format. E.G.,
/gamerule <gamerulename> true/false
For the others who've suggested setting up a clock, into a command block to /weather clear 1, etc., & those claiming it won't create lag... You do realize each particle, redstone signal tick, sounds, etc. it ALL adds up to lag eventually. Furthermore, if you do this, & then you want to use a different command block later, to change the weather to rain / thunder, for the sake of ambiance, mapmaking, adventure, purposes, then your clock will reset the weather back to clear, & defeat the purpose.
As leagris said,
Quote from leagris - Off course it would be needed and useful.
As much a you could stop time cycle by clocking a command-block to /time set 6000 but we have a /gamerule doDaylightCycle false to save you this pain and ridiculous ticking redstone on loaded chunks unly…
We actually would benefit from a /gamerule doWeatherCycle, or a negative weather duration do freeze it all like: /weather <clear|rain|storm> -1
For now, the max weather duration is 1000000 ticks which is a bit more than 13 real life hour.
Disabling weather particles is not an option as it is a client side rendering only and does not affect game mechanics like sun light level.
This makes perfect sense, & completely fits into the /gamerule format. It makes perfect sense, just as the doDaylightCycle gamerule does, & would be a perfect addition to the gamesrules. It makes sense, it fits in, & it would supply the desired functionality.
So, what if you're setting up a private server just for friends / people you do know their MC Username before hand? What if you're building a map, or spawn area, just for your little group, & you want to have a "scoreboard" that runs all the time, keeping & able to display stats?
I assume you're able to call the current value of anyone, even if they're not online? What about if you want to "do things" to that username, while they're not? I thought THAT is what was meant by the Gamepedia Wiki entry for /scoreboard players test, condition section [as I've mentioned above]. " Note that player does not need to be online or even exist. ", which is also reitterated in the scoreboard players set, add, remove, operation, etc. sections. E.G., scoreboard players set = objective must exist and cannot be read-only, and score must be between -2,147,483,648 and 2,147,483,647, inclusive. Note that player does not need to be online or even exist. If player exists and a dataTag is specified, player must match dataTag. Note that dataTag must define the type of tag such as {powered:1b} if looking for powered creepers
So, back to my "not so hypothetical" situation; Small server, I know who'll be on it, & am willing to add the names of anyone we add at a later date. Is it possible to "set, add, remote, or otherwise operate" on their username's scoreboard?
Sorry for breaking this up in to double posts. I think the other one has enough info to go by, so I'll just put a link to this thread if they want to continue the discussion with us.
http://www.planetminecraft.com/blog/using-the-scoreboard/
Under the /scoreboard objectives section
They've laid out quite a few of the default stats that can be called as an objective type.
I understand that if the OP used his current setup, it would break it. However, a simple change to his testfor CBlock to limit the search / testfor parameters would allow him to check for a range of stat.deathCount, so if it fell between 1 & 1max, then it would output... yeh, but then he'd have to create a CBlock for each & every person, otherwise it would always output, so long as someone had a single death... hmm...
Sorry if I came off like "Mr.Know-it-all", I know I'm not, & I'm just beginning to get in to CBlocks "seriously" as of the last few days. I don't mean to come off cocky, or anything like that, it's just my "debate style". A bit cold, but mainly just to the point. Thanks for the discussion so far, I'm learning quite a bit from it.
You can access, & utilize the default stats, as below:
/scoreboard players list @p[stat.deaths]
returns " [18:41:54] Player @p[stat.deaths] has no scores recorded "
So, without me initializing it, there is the ability to call the default MC stats, including the stat.deaths one.
It wouldn't break his system either, if he declares the available min & max numbers.
/scoreboard players test @p[stat.deaths 0 1]
First number being the min, 2nd number being the max?
I get the whole fake player thing, but...
it states "be online OR even exist" as if they were two different conditions.
I suppose I'll fire up the local server & test it out first hand.
Also, I think from another post, there is a default / stock statistic that can be called
/scoreboard players list @p[stat.deaths]
returns " [18:41:54] Player @p[stat.deaths] has no scores recorded "
So, without me initializing it, there is the ability to call the default MC stats, including the stat.deaths one.
Nobody's home right now, so I can't test the "offline real player" test...
Will get back to ya when I can.
scoreboard players test <player> <objective> <min> [max]
Outputs whether or not player's score in objective is within the range min to max (inclusive). If not specified or if "*" is used, max defaults to 2,147,483,647. Using a "*" for min means -2,147,483,648. "*" may be used to represent all players tracked by the scoreboard. objective must exist, and player's score in it must exist and be at least min and no greater than max. Note that player does not need to be online or even exist.
Under the 3rd box / entry,
" Note that player does not need to be online or even exist. "
I was under the assumption that the deathCount was a stat the minecraft kept track of automatically & could be called anytime, without having to initialize it first since it's one the the games default stats that are tracked?
scoreboard players test <player> <objective> <min> max]
Outputs whether or not player's score in objective is within the range min to max (inclusive).
If not specified or if "*" is used, max defaults to 2,147,483,647. Using a "*" for min means -2,147,483,648. "*" may be used to represent all players tracked by the scoreboard. objective must exist, and player's score in it must exist and be at least min and no greater than max.
Note that player does not need to be online or even exist.
So, in the case of your " /testfor @r[score_death_min=1] "
It would be " /scoreboard players test @p death 1 "
or, to use the built in death count tracker,
/scoreboard players test @p deathCount 1
scoreboard players test <player> <objective> <min> [max]
Outputs whether or not player's score in objective is within the range min to max (inclusive). If not specified or if "*" is used, max defaults to 2,147,483,647. Using a "*" for min means -2,147,483,648. "*" may be used to represent all players tracked by the scoreboard. objective must exist, and player's score in it must exist and be at least min and no greater than max. Note that player does not need to be online or even exist.
So, in the case of SeriousTurtles " /testfor @p[score_Coins_min=10] "
It would be " /scoreboard players test @p Coins 10
1. "First of all, [scoreboard_objective_death_min=1] is invalid. Since it's not a real tag, it will always output true." 1st. If it's not a valid tag, why would it output true!? A command block will only put a signal out through a comparator if it succeeds. If there's an error, bad tag, or the value doesn't match, it WON'T put out a signal. 2nd, he already stated "I have a scoreboard objective set up already", which means the scoreboard variable exists, he's just having a problem accessing it correctly.
2. "NO MORE /TESTFOR!!! Use /execute" = Wrong on so many levels. 1st, chill the flak out, no need for the net yelling, & keep yer exclamations to yerself. 2. /testfor still exists, is needed, & is completely different than /execute. How else are we supposed to /testfor [something] THEN /execute something else !?
derdougherty - You're on the right path, however..
" /testfor @r[score_death_min=1] " = you're testing for a random player, if you want this to happen server wide you will need the @a for ALL players. The UUID error comes when the command block can't find a valid target, which usually means we need to set a range for the @random, @player, or @all players. Something like: /testfor @r[r=1,rm=2000] would search for a random player in the range of 1 block, up to 2000 blocks away. You could then switch out the @r, @a, @p accordingly.
Next, your actual scoreboard test part = /testfor @r[score_death_min=1] will test for any & ALL values 1, and above. If you want to test for JUST 1 result, 1 in your case, then you have to limit the testfor value range, by including: score_death=1,score_death_min=1 all together. The end result, with everything combined:
/testfor @r[r=1,rm=2000,score_death=1,score_death_min=1]
That should get you the desired results.
<3 Mr.J
Also, derdougherty, the scoreboard system already has a built in death count that could be used, removing the need to create a whole new scoreboard variable. "deathCount" is the proper criteria name of it. To use it, or testfor it in your case, would look like this:
0
Everyone else has already said just about everything I would.
Since they have a bit more knowledge about it, they've also said it better than I could have.
If implemented,
this would be the greatest feature ever implemented.
Even surpassing the addition of command blocks, IMHO.
Command blocks have limits. Cubic Chunks would break the world size limits, pushing them to the infinite limit...
*** drools *** dreams of the worlds to come ***
0
0
|..|. X .. X .|..| |..|. O_o .|..|
PS - Do you keep this updated with new releases?
I'm assuming so, based on all the posts about additions, & all, but wanted to make 100% sure.
Thanks again,
:3:Mr.J
0
This does not exist, will not work, & isn't even in proper format. E.G.,
/gamerule <gamerulename> true/false
For the others who've suggested setting up a clock, into a command block to /weather clear 1, etc., & those claiming it won't create lag... You do realize each particle, redstone signal tick, sounds, etc. it ALL adds up to lag eventually. Furthermore, if you do this, & then you want to use a different command block later, to change the weather to rain / thunder, for the sake of ambiance, mapmaking, adventure, purposes, then your clock will reset the weather back to clear, & defeat the purpose.
As leagris said,
This makes perfect sense, & completely fits into the /gamerule format. It makes perfect sense, just as the doDaylightCycle gamerule does, & would be a perfect addition to the gamesrules. It makes sense, it fits in, & it would supply the desired functionality.
Support 100%
0
I assume you're able to call the current value of anyone, even if they're not online? What about if you want to "do things" to that username, while they're not? I thought THAT is what was meant by the Gamepedia Wiki entry for /scoreboard players test, condition section [as I've mentioned above]. " Note that player does not need to be online or even exist. ", which is also reitterated in the scoreboard players set, add, remove, operation, etc. sections. E.G.,
scoreboard players set =
objective must exist and cannot be read-only, and score must be between -2,147,483,648 and 2,147,483,647, inclusive. Note that player does not need to be online or even exist. If player exists and a dataTag is specified, player must match dataTag. Note that dataTag must define the type of tag such as {powered:1b} if looking for powered creepers
So, back to my "not so hypothetical" situation; Small server, I know who'll be on it, & am willing to add the names of anyone we add at a later date. Is it possible to "set, add, remote, or otherwise operate" on their username's scoreboard?
0
I think we've just about summed up everything the OP was asking for, and then some.
The discussion continues on the thread who is actually related to the "Off Topics" I brought into here, @:
http://www.minecraftforum.net/forums/minecraft-discussion/redstone-discussion-and/2206513-problem-with-testfor-scoreboard#c10
0
http://www.planetminecraft.com/blog/using-the-scoreboard/
Under the /scoreboard objectives section
They've laid out quite a few of the default stats that can be called as an objective type.
I understand that if the OP used his current setup, it would break it. However, a simple change to his testfor CBlock to limit the search / testfor parameters would allow him to check for a range of stat.deathCount, so if it fell between 1 & 1max, then it would output... yeh, but then he'd have to create a CBlock for each & every person, otherwise it would always output, so long as someone had a single death... hmm...
Sorry if I came off like "Mr.Know-it-all", I know I'm not, & I'm just beginning to get in to CBlocks "seriously" as of the last few days. I don't mean to come off cocky, or anything like that, it's just my "debate style". A bit cold, but mainly just to the point. Thanks for the discussion so far, I'm learning quite a bit from it.
Mr.J
0
/scoreboard players list @p[stat.deaths]
returns " [18:41:54] Player @p[stat.deaths] has no scores recorded "
So, without me initializing it, there is the ability to call the default MC stats, including the stat.deaths one.
It wouldn't break his system either, if he declares the available min & max numbers.
/scoreboard players test @p[stat.deaths 0 1]
First number being the min, 2nd number being the max?
0
it states "be online OR even exist" as if they were two different conditions.
I suppose I'll fire up the local server & test it out first hand.
Also, I think from another post, there is a default / stock statistic that can be called
/scoreboard players list @p[stat.deaths]
returns " [18:41:54] Player @p[stat.deaths] has no scores recorded "
So, without me initializing it, there is the ability to call the default MC stats, including the stat.deaths one.
Nobody's home right now, so I can't test the "offline real player" test...
Will get back to ya when I can.
0
http://minecraft.gamepedia.com/Scoreboard#Command_reference
Copy pasted directly from the page
scoreboard players test <player> <objective> <min> [max]
Outputs whether or not player's score in objective is within the range min to max (inclusive). If not specified or if "*" is used, max defaults to 2,147,483,647. Using a "*" for min means -2,147,483,648. "*" may be used to represent all players tracked by the scoreboard.
objective must exist, and player's score in it must exist and be at least min and no greater than max. Note that player does not need to be online or even exist.
Under the 3rd box / entry,
" Note that player does not need to be online or even exist. "
0
0
AS taken from http://minecraft.gamepedia.com/Scoreboard#Command_reference
scoreboard players test <player> <objective> <min> max]
Outputs whether or not player's score in objective is within the range min to max (inclusive).
If not specified or if "*" is used, max defaults to 2,147,483,647. Using a "*" for min means -2,147,483,648. "*" may be used to represent all players tracked by the scoreboard.
objective must exist, and player's score in it must exist and be at least min and no greater than max.
Note that player does not need to be online or even exist.
So, in the case of your " /testfor @r[score_death_min=1] "
It would be " /scoreboard players test @p death 1 "
or, to use the built in death count tracker,
/scoreboard players test @p deathCount 1
<3 Mr.J
0
scoreboard players test <player> <objective> <min> [max]
Outputs whether or not player's score in objective is within the range min to max (inclusive). If not specified or if "*" is used, max defaults to 2,147,483,647. Using a "*" for min means -2,147,483,648. "*" may be used to represent all players tracked by the scoreboard.
objective must exist, and player's score in it must exist and be at least min and no greater than max. Note that player does not need to be online or even exist.
So, in the case of SeriousTurtles " /testfor @p[score_Coins_min=10] "
It would be " /scoreboard players test @p Coins 10
<3 Mr.J
0
scoreboard players test <player> <objective> <min> [max]
Wouldn't that be the way to test for scoreboard objectives?
0
2. "NO MORE /TESTFOR!!! Use /execute" = Wrong on so many levels. 1st, chill the flak out, no need for the net yelling, & keep yer exclamations to yerself. 2. /testfor still exists, is needed, & is completely different than /execute. How else are we supposed to /testfor [something] THEN /execute something else !?
derdougherty - You're on the right path, however..
" /testfor @r[score_death_min=1] " = you're testing for a random player, if you want this to happen server wide you will need the @a for ALL players. The UUID error comes when the command block can't find a valid target, which usually means we need to set a range for the @random, @player, or @all players. Something like: /testfor @r[r=1,rm=2000] would search for a random player in the range of 1 block, up to 2000 blocks away. You could then switch out the @r, @a, @p accordingly.
Next, your actual scoreboard test part = /testfor @r[score_death_min=1] will test for any & ALL values 1, and above. If you want to test for JUST 1 result, 1 in your case, then you have to limit the testfor value range, by including: score_death=1,score_death_min=1 all together. The end result, with everything combined:
/testfor @r[r=1,rm=2000,score_death=1,score_death_min=1]
That should get you the desired results.
<3 Mr.J
Also, derdougherty, the scoreboard system already has a built in death count that could be used, removing the need to create a whole new scoreboard variable. "deathCount" is the proper criteria name of it. To use it, or testfor it in your case, would look like this:
/testfor @r[r=1,rm=2000,score_deathCount=1,score_deathCount_min=1]
Just found this "tidbit" out...
As of 1.8, you can only select / target / testfor DEAD players using the @a selector!
Hope this all helps,
:3V1L: Mr.J