Command Blocks: more commands
#1
Posted 27 August 2012 - 02:02 AM
however, in all the lists of their commands i have found, i have noticed that they could use a few more commands or parameters within a commands, which would be very useful for adventure maps:
new commands:
/spreadfire off/on/ --- pretty self explanatory, turns off the ability for fire to "spread" from one block to another in that world
/naturalspawn <monstername> on/off - toggles the natural spawning of a specified monster (natural spawning = any non mob egg/spawn cage spawn), so "/naturalspawn creeper off" would prevent creepers spawning in an area a distance away with the correct light level.
/explosionblockbreak on/off - explosions (ghast fireballs, creepers, wither hits, tnt, beds in the nether) will explode and damage players but not break any blocks
/icemelt on/off - ice will not melt, regardless of light level around it.
/crafting on/off - toggles whether players can craft items in their 2x2 inventory grid or a 3x3 table, useful if crafting items could bypass an intended section of a map
/tradechange on/off - toggles whether or not villager trades will appear or dissapear(or have a chance to) after use
----
paramaters:
#<number> : sets a range on which the command will function
/tp <player>#100 <coordinates> will teleport a player to coordinates ONLY if the player is within 100 blocks of the command block
can also be used after @r, @a, @p, so... @a#50 will affect "all" players within the "50" block radius, based on the rest of the command, or @r#25 would affect a random player in 25 blocks
used with say, /say #50 <message> would broadcast the message to all players within 50 blocks, not all on the sever.
(yes, only one parameter right now, i had more but they have slipped my mind. will add when i remember, but the range parameter seemed the most useful anyway)
the reaosn i mentioned these in response to command blocks rather than simply server command etc, is that most of them would probably be used by map makers to set rules on their map, so you dont have to program your own server (determine which commands are needed before you start playing). many of these would remove the need for mods or plugins in adventure and survival maps or servers, allowing a vanilla server to have a more tailored feel to it while being supported better.
#3
Posted 27 August 2012 - 02:08 AM
Ric_Adbur, on 27 August 2012 - 02:06 AM, said:
#5
Posted 27 August 2012 - 02:14 AM
Ric_Adbur, on 27 August 2012 - 02:10 AM, said:
This mod is amazing, it's like a mini Bukkit (but will probably become more popular during the 1.4 release). It really is neat, I'll try it out.
#6
Posted 27 August 2012 - 02:22 AM
While I do agree that these commands would be useful, it would probably be far less time and hassle to implement these, instead of just creating a situation where, for example, you simply do not allow burnable materials to be near where fire could spread, instead of turning fire spread off.

Resurget ex Favilla - Rise from the Ashes
#7
Posted 02 December 2012 - 04:13 AM
#8
Posted 02 December 2012 - 07:13 AM
#9
Posted 02 December 2012 - 09:01 AM
arsonistpanda, on 27 August 2012 - 02:02 AM, said:
Already got it. /gamerule doFireTick [true|false]
/naturalspawn <monstername> on/off - toggles the natural spawning of a specified monster (natural spawning = any non mob egg/spawn cage spawn), so "/naturalspawn creeper off" would prevent creepers spawning in an area a distance away with the correct light level.
Kind of got it, again, with /gamerule doMobSpawning
/explosionblockbreak on/off - explosions (ghast fireballs, creepers, wither hits, tnt, beds in the nether) will explode and damage players but not break any blocks
Already got it (except tnt and beds, and also anti endermen). /gamerule mobGriefing [true|false]
/icemelt on/off - ice will not melt, regardless of light level around it.
Eh
/crafting on/off - toggles whether players can craft items in their 2x2 inventory grid or a 3x3 table, useful if crafting items could bypass an intended section of a map
Don't give them the items. Turn block drops off. Simple.
/tradechange on/off - toggles whether or not villager trades will appear or dissapear(or have a chance to) after use
Possible using 3rd parties, isn't it?
#10
Posted 01 January 2013 - 04:50 AM
#12
Posted 05 February 2013 - 02:06 AM
#14
Posted 05 February 2013 - 03:15 AM
*ba-dum crash*
#15
Posted 05 February 2013 - 03:16 AM
#16
Posted 05 February 2013 - 04:22 AM
Protocol_Gaming, on 05 February 2013 - 03:15 AM, said:
GodsOnion, on 05 February 2013 - 03:16 AM, said:
Badgerz said:
Catelite said:
15avigil said:
#17
Posted 06 February 2013 - 01:50 AM











