Wait, is there a way to do it so that redstone will activate when there is at least 1 person from team X, at least 1 person from team Y, at least and 1 person from team Z?
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I understand I may come along as aggressive in my criticism, if I give any. I do not intend to do so, I am merely trying to give suggestions by going straight to the point. I appreciate what you are doing and I only wish to help by providing my opinion, not degrade you in any way.
/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.
Well, the /testfor command cannot test if a player has a certain item, the only way of knowing is using /clear <player> <ItemID> in a command block, with a comparator next to it and then another command block with /give <player> <itemID> [quantity] [data] if you want to give back the item.
Hey guys. Sorry about my absence. I currently don't have a working computer, so those of you requiring some assistance may either want to find help somewhere else, or wait a while for me to get myself set back up. As I'm sure you've noticed, this message has terrible grammar, because I am sending it from my phone. Thank you to everyone for their suggestions, patience and thank you minihilly for the /playsound tutorial. Hopefully I'll see you all soon! ~Feare_104
Hey there,
Sooo you have your stuff together and I am a novice to the command block. So I was wondering if I could ask for some help. Currently I am trying to set up a store front system that does NOT use the closest player (had some issues with other players being teleported to places they didn't want to go) instead I was wondering if it was possible to set it so that it will check an exact xyz with a radius of 1 and the block they stand on
i.e [ ] [ ] [ ]
[ ] [X] [ ]
[ ] [ ] [ ]
If I were to stand on the X in the image above and press the button it would only give an item or take xp from players in that radius.
Thanks Feare! I used this in my COD based map, if you want to see the first realease, it is called MZombies, and can be found on planet minecraft. It should be named "Flure des Blutes - 1.0 Release" or something around there. I have given credit to you somewhere there. Thanks for the tutorials, and there is more on the way!
I am making a minigame where players can buy new items when they have a certain amount of points on the scoreboard. I have setup the command block that takes the points away from the player, but I am confused as to how I can stop the redstone signal continuing to the command block that gives them the item if they do not have enough points.
At the moment, the player presses the button and gets the items no matter how many points they have, and I was wondering if there was a way around this!
Good tutorial, but Im trying to make an adventure map, i want to make it so that players CANT remove blocks, and if they do, it respawns and says, "You cannot destroy blocks!"
Hey there,
Sooo you have your stuff together and I am a novice to the command block. So I was wondering if I could ask for some help. Currently I am trying to set up a store front system that does NOT use the closest player (had some issues with other players being teleported to places they didn't want to go) instead I was wondering if it was possible to set it so that it will check an exact xyz with a radius of 1 and the block they stand on
i.e [ ] [ ] [ ]
[ ] [X] [ ]
[ ] [ ] [ ]
If I were to stand on the X in the image above and press the button it would only give an item or take xp from players in that radius.
Guys, I want to make something like this:
1)Teams won't teleport to coordinates until ALL people choosed in what team they are.
2) After team "Hunters" defeated team "Tigers" and ALL people from "Tigers are dead, all players will be teleported to lobby.
How can I do that? :/
I attempted to make something like this a while back. It didn't really work out. Maybe you could keep experimenting with different circuits?
anyone got any idea how to make a player receive something when they are at a specific y level? the way the selection area works makes it a headache and i'm wondering if anyone has done something similar already.
Scenario: player falls to y20 and teleports to the top of the map again.
Make a circuit, running the command /tp @a[x=0,y=0,z=0,r=0]
Thanks Feare! I used this in my COD based map, if you want to see the first realease, it is called MZombies, and can be found on planet minecraft. It should be named "Flure des Blutes - 1.0 Release" or something around there. I have given credit to you somewhere there. Thanks for the tutorials, and there is more on the way!
No problem! Thank you, I'll check it out when I have time!
I am making a minigame where players can buy new items when they have a certain amount of points on the scoreboard. I have setup the command block that takes the points away from the player, but I am confused as to how I can stop the redstone signal continuing to the command block that gives them the item if they do not have enough points.
At the moment, the player presses the button and gets the items no matter how many points they have, and I was wondering if there was a way around this!
Is there any way to let the testfor command go for a minimum Y value?
like /testfor @p[x,y,z,r=7] where the comparator would not output a signal when @p is under y value but in the searching radius?
I don't quite understand what you mean.. Could you provide me with some more information?
Is there a way for command blocks to respond if all the mobs in a certain radius are dead? I am making a minigame that is similar to The Binding of Isaac. It's a roguelike with randomly generated maps. I want to be able to open the doors the room they're in after they have killed all the mobs in the room. Also, the minigame is going to be multiplayer, otherwise I would just give the person a score on a scoreboard and then use that to open the doors.
Is there a way for command blocks to respond if all the mobs in a certain radius are dead? I am making a minigame that is similar to The Binding of Isaac. It's a roguelike with randomly generated maps. I want to be able to open the doors the room they're in after they have killed all the mobs in the room. Also, the minigame is going to be multiplayer, otherwise I would just give the person a score on a scoreboard and then use that to open the doors.
No, but you can use spawners with custom position data. Place a spawner in the room and set the spawn radius to 10 (or what the radius of the room is), and set the spawn limit to 1. When it becomes 0, it'll spawn a mob in a custom position. You can use pressure plates or tripwire hooks to detect that specific mob.
Hi,
I'm working on a map which involves major usage of Command blocks. I've perfected a very basic system of using Levels as currency, and if you were to have a certain amount, you would receive an enchanted Tool (Either a Sword or Bow). I've only tried using one enchant per tool. Is there any way I could use command blocks to put multiple enchantments onto a Bow or Sword? Thanks for reading.
-DFT
Is it possible for you to make a pair of piston doors that open with radius detection? I am making a custom map with an elevator and I thought it would be a cool feature
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Come on lets play some games
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I understand I may come along as aggressive in my criticism, if I give any. I do not intend to do so, I am merely trying to give suggestions by going straight to the point. I appreciate what you are doing and I only wish to help by providing my opinion, not degrade you in any way.
Well, the /testfor command cannot test if a player has a certain item, the only way of knowing is using /clear <player> <ItemID> in a command block, with a comparator next to it and then another command block with /give <player> <itemID> [quantity] [data] if you want to give back the item.
Hope I helped
Thx a lot!!
Sooo you have your stuff together and I am a novice to the command block. So I was wondering if I could ask for some help. Currently I am trying to set up a store front system that does NOT use the closest player (had some issues with other players being teleported to places they didn't want to go) instead I was wondering if it was possible to set it so that it will check an exact xyz with a radius of 1 and the block they stand on
i.e [ ] [ ] [ ]
[ ] [X] [ ]
[ ] [ ] [ ]
If I were to stand on the X in the image above and press the button it would only give an item or take xp from players in that radius.
Thanks,
Dphish
At the moment, the player presses the button and gets the items no matter how many points they have, and I was wondering if there was a way around this!
Any help would be great!
It worked..... Fudge.... I feel very.... Dumb, Now
I don't think so..
Easy peasy.
Give: /xp 5l @p
Take: /xp -5l @p
Variables can be used.
~Feare_104
Haha, I'm glad!
I attempted to make something like this a while back. It didn't really work out. Maybe you could keep experimenting with different circuits?
Make a circuit, running the command /tp @a[x=0,y=0,z=0,r=0]
I can't do Youtube videos. I might when I *finally* get my new computer.
Have you tried this?
/testfor @p[score_NAME_min=0]
Variables may change.
No problem! Thank you, I'll check it out when I have time!
I have replied to your PM.
I don't quite understand what you mean.. Could you provide me with some more information?
Thanks y'all!!
~Feare_104
No, but you can use spawners with custom position data. Place a spawner in the room and set the spawn radius to 10 (or what the radius of the room is), and set the spawn limit to 1. When it becomes 0, it'll spawn a mob in a custom position. You can use pressure plates or tripwire hooks to detect that specific mob.
I'm working on a map which involves major usage of Command blocks. I've perfected a very basic system of using Levels as currency, and if you were to have a certain amount, you would receive an enchanted Tool (Either a Sword or Bow). I've only tried using one enchant per tool. Is there any way I could use command blocks to put multiple enchantments onto a Bow or Sword? Thanks for reading.
-DFT
I make texture packs for fun! It's like a hobby.