I'm pretty sure the comparator is limited to fifteen, like every redstonish thing. I once tried messing around with a command blocks NBT file, setting the 'sucsessCount' (cant remember the exact name) to 17. The SucsessCount tag keeps track of how strong a comparators signal should be. The comparator still had a signal sthrenght of 15. Of course the limit is anoying, but it shouldnt be a problem unless you're working on some massive project wich needs at least 15 players to start, for example.
EDIT: I just saw the pool, i think you create a new section explaining how to use players that don't exist, and how to show team scores. It's kind of complicated, but really nice if you get it working! Nice post anyways! Keep it up
Yea that's what I thought.. Thanks I'll change that!
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i remember reading about the comparators ability to store internally more then 15, so that subtraction mode could do say 20 success minus 15 to output a signal of 5
i remember reading about the comparators ability to store internally more then 15, so that subtraction mode could do say 20 success minus 15 to output a signal of 5
Ah well that's interesting! I'll edit that into the OP.
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By using the /give command, it is possible to get a stack that has more than the normal maximum for an item. For example, beds normally do not stack, however you can use /give <Player> bed 27 to get a stack of 27 beds. If you put the resulting stack of 27 beds in a chest, it will then output a signal strength of 15. Using this technique, and increasing the number to greater than 27, you can create chests (and other containers) which are more than 100% full. While you cannot store a signal with strength larger than 15 in redstone wire, redstone comparators can internally have a strength of more than 15. This internal strength can then be subtracted to reach signal strengths that wire can carry. For example, if you put 29 beds in a chest, set a comparator examining the chest to subtraction mode, and subtract a signal of maximum strength (15), the comparator will output a signal strength of 1.
So i'm Making a smoke bomb sort of concept, when you throw a splash potion of invisibility then it adds 1 to the score board. so the score board i'm using is; /scoreboard objectives add SmokeBomb stat.useItem 373:16430
and /testfor @a[score_SmokeBomb=1] but they don't seem to be working. anyhelp?
So i'm Making a smoke bomb sort of concept, when you throw a splash potion of invisibility then it adds 1 to the score board. so the score board i'm using is; /scoreboard objectives add SmokeBomb stat.useItem 373:16430
and /testfor @a[score_SmokeBomb=1] but they don't seem to be working. anyhelp?
I'm not sure if the useItem works for potions. Instead make it a dummy:
I am making something and i want to track how many sheep a player killed. But I want to track about every colour. Something like this:
/scoreboard objectives add BSheep stat.killEntity.Sheep(Blue)
Is there any way to to do that
I don't think so, because there is only on valid mob with the name sheep. Can you give me more information on how the game works? I may be able to help. Is it single-player or multi-player?
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So i'm Making a smoke bomb sort of concept, when you throw a splash potion of invisibility then it adds 1 to the score board. so the score board i'm using is; /scoreboard objectives add SmokeBomb stat.useItem 373:16430
and /testfor @a[score_SmokeBomb=1] but they don't seem to be working. anyhelp?
You cannot define damage values in that manner (or at all) in the objective type. Keeping it to 373 doesn't work either due to a bug, which I recommend upvoting: https://mojang.atlassian.net/browse/MC-31047
You cannot define damage values in that manner (or at all) in the objective type. Keeping it to 373 doesn't work either due to a bug, which I recommend upvoting: https://mojang.atlas...browse/MC-31047
Samuel has a good work-around, though.
That would explain why my bow objective wasn't working
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First they are in the Lobby. When the game starts in a scoreboard I randomly chose colour for every player and then I telport all the players to the Arena. There is a place for every colour. After that I spawn the sheep (20 in every colour). And if all of your sheep are killed you lose.
How big is the arena and what is it made of? Do the different colored sheep mingle with each other? How do the players kill the sheep?
Thanks for the info, I already have a few ideas, I'm just trying to find the most efficient.
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They kill the sheep with swords or hands or potions they cannot fire them beacause they have fire resistance. Also if there is a way to just check how many sheep from each colour are alive it would be better but I don't think that there is a way to that so I want to count for every player how many sheep he have killed but I can easy manage with that. The arena is around 115x150 . The sheep can walk all around the map so yes the can mingle. Also can you explain your ideas. And is it possible to spawn a mob that cannot jump?
I think jump boost 128 limits jumping, that or 127.
This is the most efficient idea I can think off. Create a scoreboard for each color, but make it a dummy
/scoreboard objectives add whiteSheep dummy
/scoreboard objectives add orangeSheep dummy
/scoreboard objectives add greenSheep dummy
etc.
Also create the same amount of objectives to track which players are protecting which sheep:
You can change the radius to make sure it covers the whole first lobby. Make two lobbies, one on one side of the map, one on the other side. The repeat that same process with all the colors (tedious, but effective).
Once all players have a color, set everyone's sheep score the to number of sheep being spawned.
/scoreboard players set @p[score_whiteSheepPlayer_min=1] whiteSheep "##"
/scoreboard players set @p[score_orangeSheepPlayer_min=1] orangeSheep "##"
/scoreboard players set @p[score_greenSheepPlayer_min=1] greenSheep "##"
Also make sure nobody has shears or looting.
Then have a clock hooked up to some command blocks, each one saying
clear @p wool 0
which should clear white wool. Have a comparator coming out of it leading to a command block:
I've got the basic scoreboard set up where you kill an enitity, you get a point. However, I want for my map to have the ability to give extra coins for different mobs. Example, you get 1 coin for a zombie, but 3 for a creeper. I'm using the objective name Coins, can I run multiple command blocks under Coins for the mobs? If not, how do I get this concept to work?
I've got the basic scoreboard set up where you kill an enitity, you get a point. However, I want for my map to have the ability to give extra coins for different mobs. Example, you get 1 coin for a zombie, but 3 for a creeper. I'm using the objective name Coins, can I run multiple command blocks under Coins for the mobs? If not, how do I get this concept to work?
Thanks for your help in advance.
That's pretty easy. Set up a separate scoreboard for each mob
Then have a clock with one testfor per mob objective:
testfor @p[score_creeperKills_min=1]
testfor @p[score_zombieKills_min=1]
testfor @p[score_skeletonKills_min=1]
Each one would run into a set of commands. For creeper:
scoreboard players remove @p creeprKills 1
scoreboard players add @p Coins 3
Tell me if it's multiplayer, because it will be a little more complicated than that if it is.
Make sure the clock turns the comparator of every time the command block isn't activated, by putting a torch on the testfor-s and a redstone dust touching both the torch and the comparator coming out. If you're having trouble understanding, I can make an example in a few hours.
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Then have a clock with one testfor per mob objective:
testfor @p[score_creeperKills_min=1]
testfor @p[score_zombieKills_min=1]
testfor @p[score_skeletonKills_min=1]
Each one would run into a set of commands. For creeper:
scoreboard players remove @p creeprKills 1
scoreboard players add @p Coins 3
Tell me if it's multiplayer, because it will be a little more complicated than that if it is.
Make sure the clock turns the comparator of every time the command block isn't activated, by putting a torch on the testfor-s and a redstone dust touching both the torch and the comparator coming out. If you're having trouble understanding, I can make an example in a few hours.
A warning: each command block being activated is in its "own world". Your /scoreboard commands will NOT target the players who have the kills previously targeted by the /testfor command, only the nearest player. However, because you can add the same parameters from the /testfor into the other commands, you can skip the /testfor entirely.
So the mechanism would be:
(The torch/dust is to turn the comparator into a pulse rather than constant signal)
If a player kills a creeper, their creeperKills objective increases as you've stated earlier. With the mechanism, they will have their Coins objective increased by 3. If that happens, they will then have their creeperKills score decreased by 1. This will cycle through until the player has 0 creeperKills, thus keeping the scores accurate. This also supports multiplayer.
The Coins giving has to come first, otherwise there wouldn't be a player to target for the second command. The clock is slow enough to allow the creeperKills score to be decreased before checking for more players.
A warning: each command block being activated is in its "own world". Your /scoreboard commands will NOT target the players who have the kills previously targeted by the /testfor command, only the nearest player. However, because you can add the same parameters from the /testfor into the other commands, you can skip the /testfor entirely.
So the mechanism would be:
(The torch/dust is to turn the comparator into a pulse rather than constant signal)
If a player kills a creeper, their creeperKills objective increases as you've stated earlier. With the mechanism, they will have their Coins objective increased by 3. If that happens, they will then have their creeperKills score decreased by 1. This will cycle through until the player has 0 creeperKills, thus keeping the scores accurate. This also supports multiplayer.
The Coins giving has to come first, otherwise there wouldn't be a player to target for the second command. The clock is slow enough to allow the creeperKills score to be decreased before checking for more players.
That's why I asked if it was multi-player, as the edition I showed only worked in single-player.
Your design would be okay, but what happens if it gives someone coins, then a player kills a creeper, and it removes his creeper kill without giving him points? That's the reason I used testfor, but I can see a way to use yours, just make a little more convenient. Instead of having the second comparator, put the LEFT command block where the comparator is. Both should effect the player.
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and /testfor @a[score_SmokeBomb=1] but they don't seem to be working. anyhelp?
then have a redstone clock clearing the invisibility effect:
then have a comparator comign out of that block. That comparator will activate any other commands needed like:
or:
If you want them to keep the invisibility however give them a potion of something else like haste:
/give @p potion 1 16430 {display:{Name:Smoke Bomb},CustomPotionEffects:[{Id:3,Amplifier:1,Duration:21}]}and then have the circle clear that effect instead:
(If the give command two blocks above doesn't work, tell me and I'll fix it ;D)
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Retired StaffYou cannot define damage values in that manner (or at all) in the objective type. Keeping it to 373 doesn't work either due to a bug, which I recommend upvoting: https://mojang.atlassian.net/browse/MC-31047
Samuel has a good work-around, though.
Thanks for the info, I already have a few ideas, I'm just trying to find the most efficient.
This is the most efficient idea I can think off. Create a scoreboard for each color, but make it a dummy
etc.
Also create the same amount of objectives to track which players are protecting which sheep:
Before the game, have some command blocks give each player a color:
then:
You can change the radius to make sure it covers the whole first lobby. Make two lobbies, one on one side of the map, one on the other side. The repeat that same process with all the colors (tedious, but effective).
Once all players have a color, set everyone's sheep score the to number of sheep being spawned.
Also make sure nobody has shears or looting.
Then have a clock hooked up to some command blocks, each one saying
which should clear white wool. Have a comparator coming out of it leading to a command block:
The clock will also be checking for anyone with a score of 0:
If this doesn't make sense, I can make an example prototype for you in a few hours, although I'm a little preoccupied at the moment.
Thanks for your help in advance.
http://www.minecraftforum.net/topic/2114709-the-doom-of-the-doctor/
Then have a clock with one testfor per mob objective:
Each one would run into a set of commands. For creeper:
Tell me if it's multiplayer, because it will be a little more complicated than that if it is.
Make sure the clock turns the comparator of every time the command block isn't activated, by putting a torch on the testfor-s and a redstone dust touching both the torch and the comparator coming out. If you're having trouble understanding, I can make an example in a few hours.
http://www.minecraftforum.net/topic/2114709-the-doom-of-the-doctor/
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Retired StaffA warning: each command block being activated is in its "own world". Your /scoreboard commands will NOT target the players who have the kills previously targeted by the /testfor command, only the nearest player. However, because you can add the same parameters from the /testfor into the other commands, you can skip the /testfor entirely.
So the mechanism would be:
(The torch/dust is to turn the comparator into a pulse rather than constant signal)
Command block on the RIGHT:
Command block on the LEFT:
Summary:
If a player kills a creeper, their creeperKills objective increases as you've stated earlier. With the mechanism, they will have their Coins objective increased by 3. If that happens, they will then have their creeperKills score decreased by 1. This will cycle through until the player has 0 creeperKills, thus keeping the scores accurate. This also supports multiplayer.
The Coins giving has to come first, otherwise there wouldn't be a player to target for the second command. The clock is slow enough to allow the creeperKills score to be decreased before checking for more players.
Your design would be okay, but what happens if it gives someone coins, then a player kills a creeper, and it removes his creeper kill without giving him points? That's the reason I used testfor, but I can see a way to use yours, just make a little more convenient. Instead of having the second comparator, put the LEFT command block where the comparator is. Both should effect the player.