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    posted a message on S4nari's Equation Reference Library

    Hello. I had this link in my bookmarks tab and I can't open the link. I am curious about what it is because I can't remember. Did it move to another source?

    Posted in: Discussion
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    posted a message on /kill at a certain height level?

    You can also do it like so: /execute @a ~ ~ ~ /kill @a[y=64,dy=0]

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Detecting a player on a bridge

    Try experimenting with the parameters x,y,z, and dx,dy,dz. At one end of the bridge you have the x,y,z, and then you use the 'd' parameters to define the difference to the end of the bridge.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Help: xp as scoreboard

    If you only need to test for level 0 you could do: /say @a[lm=0,l=0]

    Unless you make a machine that does some serious calculations you can't get the 'true' amount of xp that the player has. If you remove more levels than the player has you can reset the xp so that it is 0 but I don't think that is what you want.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on 1.9 - NBT Changes and Additions
    Quote from CGEZ1470»

    Other bug, I tried (after dropped, above command block with "scorebord players set..." command, some items and differents potions with few leaping potions bottles):


    /scoreboard objectives add PotionTest dummy


    /scoreboard players set @e[r=2] PotionTest 1 {Item:{id:"minecraft:potion",tag:{Potion:"minecraft:leaping"},Damage:0s}}


    /tp @e[r=20,score_PotionTest_min=1,score_PotionTest=1] @p


    To try to teleport to me only leaping potions bottles but not working, command block "scorebord players set..." write in result case: "[01:58:12] The dataTag does not match for bd......."


    Ok, so because you are using EntityTag I am assuming the potion test thing is also for 1.9, but in case you were in 1.8, that is the reason it isn't working.


    Otherwise your command works as intended. Check to see if the item is within 2 blocks of the command block. If that doesn't work, you are testing for the wrong item. You are currently testing for a drinkable jump boost 1 potion that lasts for 3 minutes. For an extended potion, replace "leaping" with "long_leaping", and for a leaping 2 potion, replace "leaping" with "strong_leaping". Also, this is for the item form, not a thrown potion.


    Skyliner, is there a post about how potion effect's information are changing in the snapshots? I would find that helpful, thanks. :D

    Posted in: Commands, Command Blocks and Functions
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    posted a message on 1.9 - NBT Changes and Additions

    I have another question. Why didn't Mojang fix the bug where custom potion effects don't work on splash potions and lingering potions?


    What do you mean exactly? Can I have a link to the bug report?

    Posted in: Commands, Command Blocks and Functions
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    posted a message on 1.9 - NBT Changes and Additions

    You can get a horse spawn egg from the creative menu.


    Using entitydata I was able to get this command:

    /summon Item ~ ~1 ~ {Item:{id:"minecraft:spawn_egg",Damage:0s,Count:1b,tag:{EntityTag:{id:"EntityHorse"}}}}

    Posted in: Commands, Command Blocks and Functions
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    posted a message on How to use /stats as a replacement for the /testforblock command?

    To make the command stats work solely for that execute command, you would use the stats block command instead:

    /stats block ~ ~-2 ~ set SuccessCount @p objective

    The @p is the closest player to the command that is run in the block that you are targeting.


    Your stats command works as intended. Know that if the ArmorStand in the first selector does not exist yet, then the stats command will not run or be able to track it.

    /stats entity @e[type=ArmorStand,score_STS_Success_min=1,c=1] set SuccessCount @e[type=ArmorStand,score_STS_Success_min=1,c=1] STS_Brewing 

    Skyliner can you confirm my post? A lot of times I get confused with the stats command, but I think I know everything about it now.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Why Does This Kill Me??

    There isn't really a problem because I have decided to just not use it, but I am confused why a combination of a harmless and 3 heart-damaging effect will kill me if used in close proximity to each other.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Why Does This Kill Me??

    I have no idea why, but for some reason this kills me.


    /effect @p minecraft:instant_damage 1 254

    a couple ticks later:

    /effect @p minecraft:instant_damage 1 0


    An effect of 254 is harmless, but will shake your view.

    An effect of 0 is the lowest amount of damage you can do with instant damage and is equal to 3 hearts.

    When these are fired in the same tick, the first command seems to take precedence even though the other finishes last, but I understand why that happens.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on How do I test how many players are on a team
    Quote from Skylinerw»

    The following checks if there's at least 10 players on the team:

    /scoreboard players test #NUM OBJ 10 *


    The only problem with this is that you don't know how many players you want on a team, at least for Diamond Shark's case.


    So after the initial count which is:


    /execute @a[team=Red] ~ ~ ~ scoreboard players add teamRed TeamNumbers 1

    /execute @a[team=Blue] ~ ~ ~ scoreboard players add teamBlue TeamNumbers 1


    We will then:

    /scoreboard players operation deltaNumb TeamNumbers = teamRed TeamNumbers

    /scoreboard players operation deltaNumb TeamNumbers -= teamBlue TeamNumbers


    If he wants perfect teams, the deltaNumb should be 0, and if he wants near perfect teams, the deltaNumb can range from -1 to 1. If the number ends up being negative, blue is larger. If the number ends up being positive, red is larger. He can then eject a random player, or simply display a message saying which team has more players and that the game can't start until it is equal.


    Because the deltaNumb is a fake player, we will have to use the scoreboard players test function. Alternatively, you could set it up to be executable off of an armorstand.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Some Questions about Eyes of Ender

    That is a different effect than I was thinking. The particle effect from time trap starts with a portal and then does a thick witchMagic one.

    Because you sound interested, the witchMagic one was probably something like /particle witchMagic ~ ~ ~ 0 0 0 1 2000.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Some Questions about Eyes of Ender

    Which map did you see it in?

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Some Questions about Eyes of Ender

    How does EyeOfEnderSignal work? Can it realistically be used for anything?


    Right now when I summon one in, it goes flying in the -x, -z direction, which happens to be the opposite direction of the nearest stronghold. Is that a coincidence, or does it do that for all worlds? Or does it just fly in the -x, -z direction for all worlds?


    What is the difference between a player thrown eye of ender and a summoned one? Could you summon in an eye of ender signal that behaves like a player thrown one?


    When an eye of ender explodes, it has a cool particle effect. I want to create it, and I don't know how. I can use the ironcrack particle for the eye, but the portal particle seems tricky as it explodes both inward and outward, and seems to be constricted to a single y level.


    /particle portal ~ ~1 ~ xd yd zd speed count


    If the speed is 0, you can have it on one y level, but then it doesn't come in to the center. If the speed is 1, then it comes in, but it stretches on the y axis even though the yd value is 1. Making any of the values negative doesn't seem to have any effect; it will be the same as that value positive.

    Posted in: Commands, Command Blocks and Functions
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