You could use scoreboard. This will require a clock of some kind. It could be stuck in the spawn chunks if you'd like. Basically, you'd start off by giving players a score for a scoreboard objective. This would be a score of 0. When they find the first objective, you'd test for that then give them a score of 1. When they find their second objective, you'd test for it and give them a score of 2 for the same scoreboard objective. Etc...
To test for whether they have an item, you could either test to see if they have it in anywhere in their inventory (lots of command blocks), or test to see whether they have it in a certain inventory slot (i.e. first box of the HUD), or indirectly (lazily), by testing to see whether a player has been within 4-6 blocks of the objective, using co-ordinates.
*facepalm*
Already have all that set up with scoreboard and trapped chests.
Problem is the "different signals if testfor works or doesn't" thing.
Hey guys, not sure if this has already been mentioned before ('cuz the forum search function is an even bigger piece of junk than it was before, grr,) but big heads up to everyone using Fileswap to host their maps: starting December 1st, they won't be offering free accounts anymore, so you need to download and swap your files to a new host before then. I'm just gonna swap back to Mediafire 'cuz simplicity.
The Meaning of Life, the Universe, and Everything.
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I'm excited that the thread is now growing a lot faster than it did before!
Anyways, my third map - Archangel Rising - is ALMOST done. It's pretty much just loot spawners and command blocks. If any of you have seen the post about my chess board, lemme tell you that I now think chess is the most annoying thing in the universe now. Just because I had to make it look good. I ended up scaling it down but I'm not sure if it's still good, so I'll post a before and after pic of them.
Before:
After:
Yeah, the reason I made it smaller was for a couple of reasons. Pretty much I'm ready to be done with CM3. I've been excited to release it for a pretty long time now and I keep telling people it's 99% done then I come across a problem that turns it into 90% done. The chess area was just too big and I couldn't figure out a good looking aesthetic for the area. I also couldn't think of a way for the chess boards to work without completely turning the area into an adventure map puzzle. I'm trying to keep it CTM dungeon style, not I MADE A CHESS GAME DOWNLOAD CAUSE SKYDOESMINECRAFT PLAYED IT. No, I don't want that. I made it smaller so command blocks work better and I can make a "special" addition to the board. I hope you guys like Harry Potter. This area will be MAGICAL. Anyways, I'm just changing it for aesthetics, command blocks, and just overall, trying not to burn myself out of mapping. After this area, I will finally be done with CM3, but I'll post about that soon.
Seems like there's quite a bit of pictures of people current projects. Might as well chip in as well. The areas aren't finalized yet but it's a first pass of the areas for now.
The Meaning of Life, the Universe, and Everything.
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Does anyone know if there is a way to test for a player with a specific potion effect? I want to teleport a player to a certain area when they get speed, something like that.
I really like that! The simplicity of the area is good, don't change the walls. Although I think you could make that underwater glowstone look a bit better, make it more of smattering instead of blobs here and there. Also work on the pathway a bit, currently that's the weakest bit of the area.
Chipmunk /testfor @p {ActiveEffects:[{Id:1b}]} should work fine, it depends on how you want it to get activated, if you use @a instead, remember to use zonal selector paramaters to avoid lag, the more restrictive, the better.
It definitely works, but with Mojang writing the new API stuff I'd reccomend using:
The reason for this is that this will be future compatible. A full list of the ids is up on the wiki I think, otherwise just use the name, without capitals and _ instead of space, for example:
night_vision
Also, I'm guessing you want to do something to the player, in which case this would work better:
/scoreboard players set @a didTrigger 1 {ActiveEffects:[{Id:minecraft:speed}]}
Don't forget to add didTrigger to the list of objectives:
/scoreboard objectives add didTrigger dummy
And then you'd probably want to setup two CMD blocks with something like:
/tp @a[score_didTrigger_min=1] x y z
/scoreboard players set @a didTrigger 0
*facepalm*
Already have all that set up with scoreboard and trapped chests.
Problem is the "different signals if testfor works or doesn't" thing.
My Thread: http://www.minecraftforum.net/topic/1881805-ctm-wip-lands-of-mystery-by-bnm-new-map-started/#entry23248316
Anyways, my third map - Archangel Rising - is ALMOST done. It's pretty much just loot spawners and command blocks. If any of you have seen the post about my chess board, lemme tell you that I now think chess is the most annoying thing in the universe now. Just because I had to make it look good. I ended up scaling it down but I'm not sure if it's still good, so I'll post a before and after pic of them.
Before:
After:
Yeah, the reason I made it smaller was for a couple of reasons. Pretty much I'm ready to be done with CM3. I've been excited to release it for a pretty long time now and I keep telling people it's 99% done then I come across a problem that turns it into 90% done. The chess area was just too big and I couldn't figure out a good looking aesthetic for the area. I also couldn't think of a way for the chess boards to work without completely turning the area into an adventure map puzzle. I'm trying to keep it CTM dungeon style, not I MADE A CHESS GAME DOWNLOAD CAUSE SKYDOESMINECRAFT PLAYED IT. No, I don't want that. I made it smaller so command blocks work better and I can make a "special" addition to the board. I hope you guys like Harry Potter. This area will be MAGICAL. Anyways, I'm just changing it for aesthetics, command blocks, and just overall, trying not to burn myself out of mapping. After this area, I will finally be done with CM3, but I'll post about that soon.
Adios!
- Chipmunk46
Fractured Realms
=Deserted Oasis=
=Sprungle Fire=
Special thanks to Axl Rosie for the sig.
I am again, I had stopped for quite some time after making my Titan's Revolt area.
Special thanks to Axl Rosie for the sig.
Obviously the thing in the background isn't done, but still THING!!!
I really like that! The simplicity of the area is good, don't change the walls. Although I think you could make that underwater glowstone look a bit better, make it more of smattering instead of blobs here and there. Also work on the pathway a bit, currently that's the weakest bit of the area.
It definitely works, but with Mojang writing the new API stuff I'd reccomend using:
The reason for this is that this will be future compatible. A full list of the ids is up on the wiki I think, otherwise just use the name, without capitals and _ instead of space, for example:
night_vision
Also, I'm guessing you want to do something to the player, in which case this would work better:
Don't forget to add didTrigger to the list of objectives:
And then you'd probably want to setup two CMD blocks with something like:
In my defense, I was really bored...
so when is cav feer too coming out?
With that much fangride-style interior design, we might see an alpha by late 2025.
I wuld hook u up wit a coppeh, but sdly i had to trayd the CAV FEER map flies 4 my lief wen the SOVIET POLICE atempttted 2 tak meh prisoner
Also, thanks for digging this up Infinity
Few months ago I started a CTM map. If you want you can see the progress of my map here:
http://www.minecraftforum.net/forums/mapping-and-modding/maps/2280684-abandoned-lands-ctm-collection
The first time I saw this, I was so thoroughly entertained I think I watched it about four times.