It may be important to note that while @p and @a usually mean 'closest player' and 'all players', it is different in the testfor command. In the testfor @p is used for 'any player' and @a is 'how many players'
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Some things to fix:
1) Update your gamerule page, there are more than just the ones you have right now
2) The spawnpoint is wrong. /spawnpoint sets a certain players spawnpoint, not a spawnpoint of the whole world. If I am misunderstanding what you're saying and you are indeed saying the same thing as me, then you need to use some better description.
3) Item IDs DO NOT change in different worlds, they are always the same
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For anyone that knows anything about using player's statistics in a scoreboard, is there anyway to testfor when a player's score in a statistic has gone up by at least one?
This is a good thread, but there isn't much on custom items (such as /give commands with damage values, custom names, etc) or specifics on summoning (ie, summoning a slime on a bat or summoning a cow with resistance etc)
Can you put something about these in?
Also, something else to add, cyan have wireless redstone happening by having a set up like this:
Button, solid block, redstone torch (on block)
Air, command block 1, command block 2
Basically, command block 1 has. /setblock x y z minecraft:redstone_block
Then the second one has. /set block x y z 0
X, y and z has to be the same
This way, you have a redstone block appear at a location, then disappear after a second.
For anyone that knows anything about using player's statistics in a scoreboard, is there anyway to testfor when a player's score in a statistic has gone up by at least one?
If you are in the new snapshot, you can have it test for stuff like chicken kills. So what you can do is have the commands like this...
/testfor @a[score_ChickenKills_min=1]
Then have a comparator conected going into 2/more command blocks with commands...
/scoreboard @a[score_ChickenKills_min=1] set ChickenKills 0
And then the other command block can do whatever you want them to.
If you aren't in the new snapshot though, you can't specify very much, just what was mentions earlier.
Is it possible to set up a system where in a PvP Match the first person to ten kills wins the match and all are teleported back to lobby area and a message says "( Winner's name) has won on (map name)!"
You would have a command block constantly testing with...
/testfor @p[score_PlayerKills_min=10]
Then a comparator that goes into a bunch of command blocks with...
/say @p[score_PlayerKills_min=10] has won the game!
/scoreboard @a set PlayerKills 0
And
/tp @a xyz
is it possible to have a command block give or spawn items into an inventory other then a players, or spawn into the air and a hopper can pick them up?
You would need to update to the new snapshot or 1.7 to use the summon command, then through there you would summon a new chest (or anything) with the new items in their inventory, but I'm not entirely sure about this method
Please stop saying I'm missing things. I know. I haven't been on Minecraft for around four months, due to the fact I need a new computer. I'll update everything when I get the chance. For now, please just send me PM's. It'll be much easier.
If you are in the new snapshot, you can have it test for stuff like chicken kills. So what you can do is have the commands like this...
/testfor @a[score_ChickenKills_min=1]
Then have a comparator conected going into 2/more command blocks with commands...
/scoreboard @a[score_ChickenKills_min=1] set ChickenKills 0
And then the other command block can do whatever you want them to.
If you aren't in the new snapshot though, you can't specify very much, just what was mentions earlier.
Hope that helped
I figured something out similar to that before hand, just haven't had the chance to update my post on it. You can also track how many times you've gained a point in that statistic by connecting a comparator to another command block that adds a point to another scoreboard.
Yes just ignore this here, I posted something, and THEN my internet decided to show me there had been alot more posts than just until april 20th. I apologize.
For anyone out there though, I have a question. Someone might have asked this in comments, but the /enchant doesn't seem to work. Am I just doing something wrong. I tested the example feare gave /effect @p 16 2 with a diamond sword in the first toolbar slot and in my hand but it didn't work. Can someone with a lot more knowledge explain this to me?
For anyone out there though, I have a question. Someone might have asked this in comments, but the /enchant doesn't seem to work. Am I just doing something wrong. I tested the example feare gave /effect @p 16 2 with a diamond sword in the first toolbar slot and in my hand but it didn't work. Can someone with a lot more knowledge explain this to me?
Not sure if this is what you meant but /effect is for potion effects not item enchantments
Tell me if this has already been asked and answered, but how do you program it so that blocks disappear after a selected time, like say I had a spleef game that I wanted to have the blocks on the edge disappear every minute. How do I do it, and does it involve a clock circuit? Please respond, I could really use the help. Also, look at my future map that you would be helping make, Minigame Planet!
Tell me if this has already been asked and answered, but how do you program it so that blocks disappear after a selected time, like say I had a spleef game that I wanted to have the blocks on the edge disappear every minute. How do I do it, and does it involve a clock circuit? Please respond, I could really use the help. Also, look at my future map that you would be helping make, Minigame Planet!
Really the only way to do this is to use the /setblock command coming with 1.7 but it would take a long time and you would have to do it for every block and yes you would have to use a clock I would recomend using cobwebs becayse it takes 24 seconds for an item to fall through a cobweb
1) Update your gamerule page, there are more than just the ones you have right now
2) The spawnpoint is wrong. /spawnpoint sets a certain players spawnpoint, not a spawnpoint of the whole world. If I am misunderstanding what you're saying and you are indeed saying the same thing as me, then you need to use some better description.
3) Item IDs DO NOT change in different worlds, they are always the same
Well, this requires 2 command blocks:
put a redstone current to them like so:
C-|
|-C
(c represents a command block)
now put the closest command block as:
/clear @p(or <playername>) <itemid>, use http://minecraft.gam...com/Data_values to help you.
Then, put the next command block the following:
/give @p(or <playername>) <itemid>
got it?
Dragons click you!
Can you put something about these in?
Also, something else to add, cyan have wireless redstone happening by having a set up like this:
Button, solid block, redstone torch (on block)
Air, command block 1, command block 2
Basically, command block 1 has. /setblock x y z minecraft:redstone_block
Then the second one has. /set block x y z 0
X, y and z has to be the same
This way, you have a redstone block appear at a location, then disappear after a second.
If you are in the new snapshot, you can have it test for stuff like chicken kills. So what you can do is have the commands like this...
/testfor @a[score_ChickenKills_min=1]
Then have a comparator conected going into 2/more command blocks with commands...
/scoreboard @a[score_ChickenKills_min=1] set ChickenKills 0
And then the other command block can do whatever you want them to.
If you aren't in the new snapshot though, you can't specify very much, just what was mentions earlier.
Hope that helped
You would have a command block constantly testing with...
/testfor @p[score_PlayerKills_min=10]
Then a comparator that goes into a bunch of command blocks with...
/say @p[score_PlayerKills_min=10] has won the game!
/scoreboard @a set PlayerKills 0
And
/tp @a xyz
You would need to update to the new snapshot or 1.7 to use the summon command, then through there you would summon a new chest (or anything) with the new items in their inventory, but I'm not entirely sure about this method
Guys,
Please stop saying I'm missing things. I know. I haven't been on Minecraft for around four months, due to the fact I need a new computer. I'll update everything when I get the chance. For now, please just send me PM's. It'll be much easier.
Thanks,
~Feare_104
I figured something out similar to that before hand, just haven't had the chance to update my post on it. You can also track how many times you've gained a point in that statistic by connecting a comparator to another command block that adds a point to another scoreboard.
this deserves more recognition.
For anyone out there though, I have a question. Someone might have asked this in comments, but the /enchant doesn't seem to work. Am I just doing something wrong. I tested the example feare gave /effect @p 16 2 with a diamond sword in the first toolbar slot and in my hand but it didn't work. Can someone with a lot more knowledge explain this to me?
Not sure if this is what you meant but /effect is for potion effects not item enchantments
/enchant <Enchantment ID> <Level of Enchantment>
Check out the Enchantment IDs here Enchantment ID List - Minecraft Forum
For Example: Let's say you want an efficiency II diamond pick.
Hold the diamond pick in your hand and type this command
/enchant 32 2
and your item that you held in your hand will be enchanted with Efficiency II
Dragons click you!
Really the only way to do this is to use the /setblock command coming with 1.7 but it would take a long time and you would have to do it for every block and yes you would have to use a clock I would recomend using cobwebs becayse it takes 24 seconds for an item to fall through a cobweb
No but why would you ever need to have more than one command when you can link up several commandblocks
Yeah sry, I meant /enchant but that doesn't work for me. Any idea what might be wrong? I'm on a 1.6.4 server with no unusual plugins.