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    posted a message on /execute doesn't work as expected?

    Agreed. And thank you! That solution makes sense, I kinda feel silly for not trying it that way!

    Posted in: Recent Updates and Snapshots
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    posted a message on /execute doesn't work as expected?

    I'm just going to get straight into it:

    execute as @e at @s if block ~ ~-1 ~ dropper run say hi

    seems to me like it should execute at every entity individually and say hi for each one that has a dropper underneath it. But that's not what happens. Instead, "hi" will only be said if every entity in the world is on a dropper. Why is this, and is there a way around this rather annoying thing yet? I've tried nearly every combination of "at" and "as" I can think of, so any help you can provide will be much appreciated!


    Thanks,


    ~MMT

    Posted in: Recent Updates and Snapshots
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    posted a message on [SOLVED] 1.11 Scoreboard Operations command not working!

    I didn't say add a "b" to the end of every tag. Just in SuccessCount. Idk, I didn't test this guy's commands. I just noticed the lack of a "b" after "SuccessCount:0". I'll leave it to you from here, but just use the "b" for further testing for this set of commands to make sure it isn't that. I'm just trying to be helpful :D

    Posted in: Commands, Command Blocks and Functions
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    posted a message on [SOLVED] 1.11 Scoreboard Operations command not working!

    Hmmm... Alright, but I've found that adding the "b" makes SuccessCount work. Without it, when testing specifically like this, you need it, at least in my experience.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on [SOLVED] 1.11 Scoreboard Operations command not working!

    For things testing for specific NBT, you need to include if it's a byte tag, a float tag, etc. Just use

    {SuccessCount:0b}

    instead of

    {SuccessCount:0}

    And that should solve the issue with the test failing. Hope I helped :D


    EDIT: there may be something else wrong too, but I didn't check nearly closely enough to spot it if there is.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Right Click detection with Hoes (Need Help)

    Okay, so I know how to do right-click detection with the carrot_on_a_stick item, and it's pretty much second nature to me at this point to set it up. However, I need more than just 35 custom items for a project I've begun developing, and I'm aware it's possible to do right-click detection with hoes. My trouble is that I can't figure out how. Anybody who could point me in the right direction here would be much appreciated. I just can't work this one out...

    Posted in: Commands, Command Blocks and Functions
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    posted a message on PING PONG in VANILLA MINECRAFT

    Happy to help!


    And ooh, a bigger map, you say? 0.0

    Looking forward to it :D

    Posted in: Maps
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    posted a message on Ultra Zombie Horde

    It took me long enough to get out (sorry), but here it is at long last!

    Posted in: Maps
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    posted a message on PING PONG in VANILLA MINECRAFT

    Hey! This is pretty cool! I checked it out, and there was one issue in the commands that needs to be changed for multiplayer compatibility. In the second row starting with a repeating command block,

    execute @a ~ ~ ~ detect ~ ~-1 ~ stained_hardened_clay 14 execute @a ~ ~ ~ detect ~ ~ ~ light_weighted_pressure_plate 1 teleport @e[tag=posRed] ~ ~ ~


    should be changed to

    execute @a ~ ~ ~ detect ~ ~-1 ~ stained_hardened_clay 14 execute @p ~ ~ ~ detect ~ ~ ~ light_weighted_pressure_plate 1 teleport @e[tag=posRed] ~ ~ ~

    (The second @a should be changed to @p) in the first and second command blocks in that row. (Yes, the id for the clay in the second command block in that row is 13, but I think you know that already :-P)


    Also, under the arena, the boat is checking for the blocks to calculate its next angle. I would suggest changing to the format I've shown in the picture (The holes you left let the ball fly out of the arena, as happened to my friend and I when we tried to play it).


    However, nicely done! I had a fair bit of fun playing this for a while with my friend! Great job with pulling it off!



    EDIT: MrOuziel, that has to do with the fact that the message that tells you how to start it and such only appears after re-logging due to it testing for a player who joins the game. Simply relogging should fix the problem. If not, use

    /trigger reset set 1
    Posted in: Maps
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    posted a message on POKéMON COBALT & AMETHYST // Pokémon in VANILLA MINECRAFT (Full Map! | Worldwide Hit! - Kotaku, PCGamer, Polygon, Metro etc.)

    Ah, ok. Take down this comment then. I'm guessing you don't want that quote displaying on there. (Still can't figure out how to delete my own messages, though)


    P.S. You have to be the one to delete my "spammy" posts that are now just taking up space. Apperently members can't do it anymore.

    Posted in: Maps
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    posted a message on POKéMON COBALT & AMETHYST // Pokémon in VANILLA MINECRAFT (Full Map! | Worldwide Hit! - Kotaku, PCGamer, Polygon, Metro etc.)

    Glad you checked those out. Yeah, those first two weren't really bugs at all. I wish I had footage from HappyShroomy, but he never records. He had triple battles on both ends after a while of getting in to this glitch. It was hard not to laugh out loud, to be honest. It seems to happen while you try to override an event you are in because of other glitchy behavior. Not sure if that's right, but you might want to do some experimenting. (For instance, Shroomy's occurred when his first cutscene with Jason and Melissa stopped working, so he used that "/scoreboard players set @p skipScene 1" command. Mine seemed to have happened after I /gamemode sp'ed because I was lost beyond hope (Sorry, I feel really bad about cheating, but all I did was look through the wall of the cave). It's the fact that if you somehow get out of the double battle without using commands (And you gain really high amounts of XP too), you can start to get into triple battles. I didn't even know that was possible in the story, but the text will display something like, "TEMPEST PUNK JASON sent out <Pokemon>, <Pokemon>, and <Pokemon>, but only the last one's model will render.


    There, that's all I know about the issue. Hope this helps shed some light on it! (Although I don't see how it can, but maybe you will)

    Posted in: Maps
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    posted a message on POKéMON COBALT & AMETHYST // Pokémon in VANILLA MINECRAFT (Full Map! | Worldwide Hit! - Kotaku, PCGamer, Polygon, Metro etc.)

    Well, this is awkward. I can't find the delete button. Gonna google how to do this... :P


    Dear PhoenixSC,

    This is a temporary post which I will remove in the near future. I just wanted to give you this video. It is a documentation of the 4 major issues I found (Although one of those 4 was very self-inflicted, so I don't blame you for glitch #2). Check the description for times on what happens. Leave a comment beneath it letting me know you've watched it, and I will then remove this post. Thanks for reading and watching!


    ~MushroomManToad



    EDIT: By remove this post, I mean this forum post, not the video. If I find more glitches, I think this is how I will contact you.

    Posted in: Maps
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    posted a message on POKéMON COBALT & AMETHYST // Pokémon in VANILLA MINECRAFT (Full Map! | Worldwide Hit! - Kotaku, PCGamer, Polygon, Metro etc.)

    You said you wanted links in your latest vid, so here!



    Also, that Double-battle and the elusive "You sent out Pyraiz, Pairaiz, and Laviem" bug report will be coming in video form soon!

    Posted in: Maps
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    posted a message on The End of Time (Reimagined)

    I spent the whole map terrified of a Jump Scare. I'll try to keep all spoilers out of this, but in order to do so, I'll have to quit talking about the map here. I appreciate you putting the work in to finish this map!



    That's how I felt about the map :D


    Also, sorry to Topher... I think I mispronounced your name.

    Posted in: Maps
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