Check out http://www.minecraft...making-map-152/ i will be adding help on command blocks saying at the end thanks to Feare_104 check out his minecraftfourms user
That potion problem has already been solved, mrcheeseface2.
Looks good You might want to make it a bit prettier though..
Also, for you guys wanting that "Mystery Box" tutorial, I'll post it up here soon!
I'm looking for a straight, comprehensive list of ALL arguments for the command block.
I don't mean a list of every single possible input you could have (that would obviously go on forever) but I notice you have different inputs like "testfor" that you mention in passing, but don't elaborate on. So... how many different arguments are there? I'd like to see just a list of all of them together, maybe with a brief explanation of how to use them.
I've read the whole guide and checked the wiki tutorial, the command block wiki, and everywhere else I know to look.
hello me again,
im almost done with my map and the week thing is working very well
but i have a question
i cant get events to happen on a certain day
i want apples dropping using a dispensor
at day 6 each week
can someone tell me how to do that ?
The best way to do this would probably like this:
Original System:
New System: The Command Block shown in the red outline should run this command:
/testfor @a[score_week_min=5]
Off that Command Block, have a comparator, then a repeater, and link it up to the dispensers as desired!
I have a question. Could you tp multiple people at once with a command block? I didn't see anything that would suggest such a thing
Try using different player arguments: @p is for the nearest player, @a for all players and @r for a random player. For any other information that may help, go to the OP, go into Command Basics and then scroll down to theTargeting Arguments section.
I'm looking for a straight, comprehensive list of ALL arguments for the command block.
I don't mean a list of every single possible input you could have (that would obviously go on forever) but I notice you have different inputs like "testfor" that you mention in passing, but don't elaborate on. So... how many different arguments are there? I'd like to see just a list of all of them together, maybe with a brief explanation of how to use them.
I've read the whole guide and checked the wiki tutorial, the command block wiki, and everywhere else I know to look.
Sure thing.
List of commands for use on the Command Block:
/testfor ~ Tests if a player/s has a certain item, is in a certain area, or has a specific amount of Experience Orbs/Levels or Score.
/clear ~ Is used to clear a players inventory, or to remove ALL of one item.
/difficulty ~ Changes the difficulty to that of which is specified after the initial command.
/effect ~ Adds an certain effect to a player for a specified amount of time.
/enchant ~ Enchants the item the player/s is/are currently holding.
/gamemode ~ Changes the player/s to the specified gamemode.
/gamerule ~ Changes the gamerule specified to either true or false.
/give ~ Gives a player/s a certain item.
/say ~ Broadcasts the message displayed in the Command Block. Player arguments (@a,@p,@r) can be used to display a name in the broadcast.
/scoreboard ~ Uses arguments from the Scoreboard.
/spawnpoint ~ Sets the spawnpoint at the current location. If followed by X Y Z coordinates, this will set the player/s at a certain block.
/time ~ Argument "set" (/time set) <number | day | night> .
/toggledownfall ~ Toggles rain/snow.
/tp @# x y z~ Teleports specified player/s to a set of X Y Z coordinates.
/weather <clear | rain | thunder> [seconds] ~ Used to change the weather, and set it's duration.
/xp <amount> [playername] ~ Gives the player/s a specified number of Experience Orbs.
/xp <amount>L [playername] ~ Gives the player/s a specified number of Experience Levels.
Is there any kinds of detector things to extend the testfor commands? I'm making a map that includes a buy & sell shop with xp. I'm having trouble with the selling mechanism. I'm trying this command: testfor @p[post something that detects items or their ID here=###]
I'm making a map where every time you get a hidden gold nugget(s), you get a point on the scoreboard. I need help learning how to make it let you add points every time you get a gold nugget(s). If you can o this please tell me how.
I'm having some trouble. Okay so i don't know if i messed something up or something is bugged. But from what i have researched, "/testfor @a[x=501,y=65,z=749,r=1]" is supposed to work, correct? See i'm making a map with check points and i want it wireless so it's nicer. So what i had planned is to have a testfor command being powerd by a clock test if somebody has reached a point, then it would set there spawn. But that command doesn't seem to work. I think i either messed up the command or something's bugged. Please help
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Just use a simple item-despawning chain.
~Feare_104
It's a pleasure!
~Feare_104
~Feare_104
Okey dokey!
~Feare_104
That potion problem has already been solved, mrcheeseface2.
Looks good
Also, for you guys wanting that "Mystery Box" tutorial, I'll post it up here soon!
~Feare_104
Preliminary:
Run these commands in order:
Command One: /scoreboard objectives add Money totalKillCount Money
Command Two: /scoreboard objectives setdisplay sidebar Money
You can change the scoreboard sections to whatever you like. Just remember to refer back to the Scoreboard section in the OP if you need any help!
Step One:
Step Two:
THIS IS A STICKY PISTON
Step Three:
Step Four:
Step Four (Close Up):
Step Five:
Make the Noteblocks whatever tune you want them
Step Six:
Step Seven:
Command: /say @p[score_Money=39] : Damn it..
Step Eight:
Command: /scoreboard players remove @p[score_Money_min=40] Money 40
Step Nine:
The layout so far:
Step Ten:
THESE ARE NORMAL PISTONS
Step Eleven:
Step Twelve:
Mystery Box Activated:
Once used, the Mystery Box deactivates:
Step Thirteen:
Build another Mystery Box and link the two in the format shown here:
And there you have a working Mystery Box! If you'd rather not spend time building it, the MCEdit schematic can be downloaded here!
Enjoy!
~Feare_104
I don't mean a list of every single possible input you could have (that would obviously go on forever) but I notice you have different inputs like "testfor" that you mention in passing, but don't elaborate on. So... how many different arguments are there? I'd like to see just a list of all of them together, maybe with a brief explanation of how to use them.
I've read the whole guide and checked the wiki tutorial, the command block wiki, and everywhere else I know to look.
ThanatosMace
The best way to do this would probably like this:
Original System:
New System:
The Command Block shown in the red outline should run this command:
/testfor @a[score_week_min=5]
Off that Command Block, have a comparator, then a repeater, and link it up to the dispensers as desired!
Try using different player arguments: @p is for the nearest player, @a for all players and @r for a random player. For any other information that may help, go to the OP, go into Command Basics and then scroll down to the Targeting Arguments section.
Happy to be of service!
Sure thing.
List of commands for use on the Command Block:
/testfor ~ Tests if a player/s has a certain item, is in a certain area, or has a specific amount of Experience Orbs/Levels or Score.
/clear ~ Is used to clear a players inventory, or to remove ALL of one item.
/difficulty ~ Changes the difficulty to that of which is specified after the initial command.
/effect ~ Adds an certain effect to a player for a specified amount of time.
/enchant ~ Enchants the item the player/s is/are currently holding.
/gamemode ~ Changes the player/s to the specified gamemode.
/gamerule ~ Changes the gamerule specified to either true or false.
/give ~ Gives a player/s a certain item.
/say ~ Broadcasts the message displayed in the Command Block. Player arguments (@a,@p,@r) can be used to display a name in the broadcast.
/scoreboard ~ Uses arguments from the Scoreboard.
/spawnpoint ~ Sets the spawnpoint at the current location. If followed by X Y Z coordinates, this will set the player/s at a certain block.
/time ~ Argument "set" (/time set) <number | day | night> .
/toggledownfall ~ Toggles rain/snow.
/tp @# x y z~ Teleports specified player/s to a set of X Y Z coordinates.
/weather <clear | rain | thunder> [seconds] ~ Used to change the weather, and set it's duration.
/xp <amount> [playername] ~ Gives the player/s a specified number of Experience Orbs.
/xp <amount>L [playername] ~ Gives the player/s a specified number of Experience Levels.
Thanks, and I hope that all helps!
~Feare_104
~Feare_104
That is awesome, thank you! Very well done!
ThanatosMace
Haha, it's a pleasure, and thank you!
~Feare_104 ^.^
*pulls hair out*
This was helpful <3
http://www.youtube.com/watch?v=MdiGHdDKx1M