The Meaning of Life, the Universe, and Everything.
Join Date:
10/21/2016
Posts:
143
Member Details
Behold! Our engineers have built a ship. But not just a ship... a flying ship! Unfortunately, dear friends, the enemy advanced just as well and has come to claim our lands. We must not fear, however, and in turn raise our forces to the sky to battle the conquerors. Hear me, heroes, for you are the last hope of our people.
------
A PvP styled map is being built for you all to enjoy. Events take place in The Void, where both the attacking and defending forces collide and fight for their and others' lives. To succeed in your mission, you will be placed on a flying ship and fight for the side you choose.
------
Building Team:
The Meaning of Life, the Universe, and Everything.
Join Date:
10/21/2016
Posts:
143
Member Details
NOTE: As much as I wanted to add particles and cool effects, I will (for not, at least) refrain from doing so, to minimize load on both client and server machines. Even though, I will still add atmospheric effects (say, thunder?)
UPDATE:
Pickup event handlers are done:
* On artifact pickup the player will receive two effects: Slowness 2 and Glowing
* On item drop on the ground, effects will be removed naturally and the artifact despawns (respawns in it's default location)
* On item drop to another player, effects will be removed naturally and applied to the new carrier
Capture event handlers are done:
* When inserted into the "capture chest", the item will be removed from it, respawned at it's default location and all players will be notified that the artifact has been captured.
* If an item not eligible as an artifact (say, a piece of wood slab instead), it will be deleted and the player will be notified, quote:
"This is not the item we're looking for, and neither should you!"
Construction builds:
* Added relic rooms on both ships. Both differ by looks and structure on the outside and the inside. For an instance, the BLUE side has sort-of "peaceful" environment, with water and grass, yet the RED side has magma blocks stuffed in, with nether altar, instead of quartz.
* Platform bridges were fully built but removed because they didn't really "fit" and look "natural". Instead:
* Added an pressure-plate-activated (Elytra balancing issues) levitate platform, to move between ships without Elytra flygrounds. Uncolored (as-in neutral)
* Added side structures to Tigohar to fit the new levitation platform movement
* Finished Tigohar zeppelin balloon shackles
The Meaning of Life, the Universe, and Everything.
Join Date:
10/21/2016
Posts:
143
Member Details
UPDATE:
I've made a backup yesterday, and unfortunately it erased all changelog records and utility commands. I'm rewriting them right now, so everything will be just as planned for release, but expect a delay. On the bright side, the format is much clearer to the reader to understand the command execution sequence should anyone want to replicate the mechanic.
Now, to the important stuff:
* Reworked artifact pickup event
* Effects applied to the carrier
* Actionbar announcement the carrier has picked up the artifact
* Reworked artifact capture event
* Announcement when artifact is captured (put in the container)
* Whisper to player if an item he tried to capture if not the artifact
* Replaced unenchanted indicator items with enchanted where equipment items are enchanted as well
* Added pickable item (Iron Axe) to disable shields
* Shields have been recolored to match team color. Blue and Red for Umeclya and Tigohar, respectively
NOTE:
Equipment on each ship is bound to their respective teams. Example: players from the red team cannot take items from the blue ship or use their perks
The Meaning of Life, the Universe, and Everything.
Join Date:
10/21/2016
Posts:
143
Member Details
UPDATE:
Had found an issue with how Minecraft naturally is: if you click the item, it no longer is in inventory, so I had to completely rework how the artifact is picked and captured, but it made it into the actual map already (as opposed to previous version). Will continue testing until release though, just to make sure.
If anyone knows a solution to the problem I described (or a workaround) - please share.
Here we go:
* Reworked artifact pickup system: player has to step on a pressure plate. Applied effects Slowness 2 and Glowing, small announcement on top of the actionbar is displayed - "<playername> is empowered with magic!"
* Reworked artifact capture system: (again) player steps on a pressure plate, all effects are removed, counts towards objective points (num. of captures), and a subtitle announcement is displayed - "The mysterious power has been sealed"
* Added ~2m. cooldown Totem that spawns in the center of the map on a platform
* Added a ~1m. cooldown Iron Axe that spawns on both ships at the "nose"
* Refined team join system. Requires testing, though with my initial test runs it functioned properly.
-----
In the near future I will launch a test server so people can connect and help me test out features and balance the map/item distribution/etc. should the need arise.
Server Info:
Capture objectives count, but not towards any team winning.
Sounds effects not implemented
Totem/Axe spawn not implemented
Picking up/Capturing an objective requirement is being a member of a team (Tigohar(RED)/Umeclya(BLUE))
Weather = Thunder
Players spawn in an iron box, with color-coded wool blocks for each ship (BLUE/RED teams, respectively).
Colored wool represents an eligible place for team entry: [r=2]
On each ship is a similar iron "teleport", that teleports players to the spawnbox if they want to switch teams, or whatever else.
The Meaning of Life, the Universe, and Everything.
Join Date:
10/21/2016
Posts:
143
Member Details
Server is up, you can now join. IP is in my previous post.
A small update:
There are several places where you can get stuck if you fly way-way bad, but they'll get fixed, I promise. For now though, if you're stuck - jump into the void.
I've found gearing-up process is a tiny bit weird, but I won't know for sure without feedback.
Found lots of viable flying paths I didn't even think of, so that's a good thing.
The Meaning of Life, the Universe, and Everything.
Join Date:
10/21/2016
Posts:
143
Member Details
UPDATE:
* Added Iron Axe spawns (~2 minutes respawn time) in the center of both ships
* Added Totem spawn (~5 minutes respawn time) between both ships on a platform, reachable from either the levitation platform or Elytra flygrounds
* Added pre-match start barrier walls so people don't run around until match begins
* Added countdown texts and sound effects (5 ... 1 > "The match has begun!"), after which barrier walls will despawn and match will (obviously) begin
* Tweaked capture objective system: added separate entity to count objectives to
* Added requirements: min. 1 player on each team and 5 flags captured to start and end the match, respectively. When after 5 flag captures - teams and objectives will be cleared and all players will be teleported to the *new* (temporary) starting area
Totem re-spawn will be indicated by two lightning bolts striking at both ends of the platform for a clear indication the item is ready
Equipment on both ships is restricted to their respective teams. I.e., a player from the red team is not eligible to pickup items from the blue team starting area and vice-versa
NOTE: All these changes will be updated on the server PTR once I get a hold of a few other things I need to test.
The Meaning of Life, the Universe, and Everything.
Join Date:
10/21/2016
Posts:
143
Member Details
UPDATE:
* Completely reworked the starting area: now players spawn on a flying thingy, where you'll be able to get a novice guide (a book explaining what's on the map, where you can get stuff and what is the objective)
* Finished debugging everything, including the starting area.
* Had to forfeit on sound effects for now, but will definitely add lightning bolts that strike around the map for a more "immersive" experience
* Launches with "clear" weather as opposed to initially planned "thunder".
I will fix some issues I found within the map which are not critical and do not appear during the game, but they are bothering me, so... yea.
I'll be preparing a thread for the upcoming release of the map and until then you can freely test the map. The server is up and running, you can find the info in the first or the seventh post.
The Meaning of Life, the Universe, and Everything.
Join Date:
10/21/2016
Posts:
143
Member Details
UPDATE:
* Adding two domination points for both teams. Upon capture will grant 6 hearts of absorption for one minute (will test length and status effect in game balance tests). Requires a player to stand on a plate for ~30 seconds until finished. If interrupted - progress resets to 0
* Reworked flag capture: now if one blue team has taken red flag, the red team cannot capture the blue flag, and vice-versa
* Reworked flag pickup. Not pick-able only once per instance (i.e. by one played), until the flag has been lost (player killed) or captured
* Reworked equipment distribution - now players will receive full equipment (Iron Sword, Shield, Leather Gear + Elytra (as chest), Golden Apple, Regeneration Potion and a Carrot upon joining a team)
* Reworked team distribution:
Upon joining all players join a neutral team to prevent PvP in the starting area
Upon one player joining each team (2 in total) the match will begin. Other players will join without announcement texts and sound effects (as if you just teleported)
Upon joining one team you'll not be able to switch until after the match has ended (say, if you were solo and chose blue, but later chose red when someone entered - you can't)
* Reworked match starting:
Countdowns announcements are now global, as opposed to local, same for everything relevant (barrier spawns, for example)
* Reworked world objectives:
Instead of removing/adding objectives each event, they are now present by default and the only change is the score
Objective score bound to players are only for display. All actual /testfor-s are by specific entities. Actually, this applies to anything with a score.
* Reworked match ending:
All scores are cleared for everything, sidebars are cleared, effects are cleared, inventory is emptied, and then all players join the neutral team and are teleported to the starting area.
-----
Soon enough I'll start testing a hopefully later today I'll update the server and the download link with updated material.
The new system is much more elaborate and complex, and it's easier to keep track of everything, so these kind of features that were previously impossible (at the earlier stage) are going to appear as often as I can integrate them.
The Meaning of Life, the Universe, and Everything.
Join Date:
10/21/2016
Posts:
143
Member Details
UPDATE:
11-12-16 - 09-07
Implemented team distribution:
* Upon joining a team, player will receive standard equipment and his spawnpoint will be set to the team's spawn position.
* Upon resurrection players will be granted gear by stepping on a pressure plate closest to them (indicated by a floating colored chest), just like when they joined (full standard equipment)
* Upon match ending gear will be stripped, all acquired points and effects will be cleared. Players will be spawned in the starting area in a neutral team (described above).
11-12-16 - 11-04
Implemented map start event:
If at least one player is present in both teams - Red and Blue, if not - players in their respective teams will wait until at least 1 of the opposite team will join the match in their invisible boxes
11-12-16 - 16-06
Implemented map end event:
Resets to default state after 10 flags have been captured by one of the teams
11-12-16 - 18-00
Domination game mode has been discontinued for now. Work is being done, however. Will add after enough people test this map with actual feedback.
The Meaning of Life, the Universe, and Everything.
Join Date:
10/21/2016
Posts:
143
Member Details
UPDATE:
Added chat texts, added actionbar flag carrier tracker and re-added subtitle text:
* Actionbar tracker: displays the name of the flag carrier. Name is pained with RED for blue team, and BLUE for red team. Displays only to relevant teams.
* Chat texts upon flag pickup and capture for all players. Teams are colored respectively.
* Subtitle announcement has been re-done, displays a different message and is no longer "bold".
Added item clearing clock (every 10 seconds) to prevent junk pickup:
* Removes all items except: Golden Apples, Potions, Lingering Potions, Carrots, Iron Axes and Totems of the Undying.
@@TEXT_TEAM_BLUE
/tellraw @a ["",{"text":"The red flag has been picked up by "},{"selector":"@a[score_pHasDebuff_R_min=1]"}]
/title @a actionbar ["",{"selector":"@p[score_pHasDebuff_B_min=1]"},{"text":" has the blue flag!"}]
/title @a subtitle ["",{"text":"The flag has been captured by the "},{"text":"BLUE","color":"blue"},{"text":" team"}]
/tellraw @a ["",{"text":"The flag has been captured by the "},{"text":"BLUE","color":"blue"},{"text":" team"}]
@@ON_EVENT_MAP_END_BLUE
/title @a subtitle ["",{"text":"The ","bold":true},{"text":"blue","color":"blue","bold":true},{"text":" team has won!","bold":true}]
@@TEXT_TEAM_BLUE
/tellraw @a ["",{"text":"The blue flag has been picked up by "},{"selector":"@a[score_pHasDebuff_B_min=1]"}]
/title @a actionbar ["",{"selector":"@p[score_pHasDebuff_R_min=1]"},{"text":" has the red flag!"}]
/title @a subtitle ["",{"text":"The flag has been captured by the "},{"text":"RED","color":"red"},{"text":" team"}]
/tellraw @a ["",{"text":"The flag has been captured by the "},{"text":"RED","color":"red"},{"text":" team"}]
@@ON_EVENT_MAP_END_RED
/title @a subtitle ["",{"text":"The ","bold":true},{"text":"red","color":"red","bold":true},{"text":" team has won!","bold":true}]
Behold! Our engineers have built a ship. But not just a ship... a flying ship! Unfortunately, dear friends, the enemy advanced just as well and has come to claim our lands. We must not fear, however, and in turn raise our forces to the sky to battle the conquerors. Hear me, heroes, for you are the last hope of our people.
------
A PvP styled map is being built for you all to enjoy. Events take place in The Void, where both the attacking and defending forces collide and fight for their and others' lives. To succeed in your mission, you will be placed on a flying ship and fight for the side you choose.
------
Building Team:
Check out my ongoing project: https://github.com/srQianna/Adventure
Looks nice. ^ ^
NOTE: As much as I wanted to add particles and cool effects, I will (for not, at least) refrain from doing so, to minimize load on both client and server machines. Even though, I will still add atmospheric effects (say, thunder?)
UPDATE:
Pickup event handlers are done:
* On artifact pickup the player will receive two effects: Slowness 2 and Glowing
* On item drop on the ground, effects will be removed naturally and the artifact despawns (respawns in it's default location)
* On item drop to another player, effects will be removed naturally and applied to the new carrier
Capture event handlers are done:
* When inserted into the "capture chest", the item will be removed from it, respawned at it's default location and all players will be notified that the artifact has been captured.
* If an item not eligible as an artifact (say, a piece of wood slab instead), it will be deleted and the player will be notified, quote:
"This is not the item we're looking for, and neither should you!"
Construction builds:
* Added relic rooms on both ships. Both differ by looks and structure on the outside and the inside. For an instance, the BLUE side has sort-of "peaceful" environment, with water and grass, yet the RED side has magma blocks stuffed in, with nether altar, instead of quartz.
* Platform bridges were fully built but removed because they didn't really "fit" and look "natural". Instead:
* Added an pressure-plate-activated (Elytra balancing issues) levitate platform, to move between ships without Elytra flygrounds. Uncolored (as-in neutral)
* Added side structures to Tigohar to fit the new levitation platform movement
* Finished Tigohar zeppelin balloon shackles
Check out my ongoing project: https://github.com/srQianna/Adventure
Here are some preview screenshots:
Check out my ongoing project: https://github.com/srQianna/Adventure
UPDATE:
I've made a backup yesterday, and unfortunately it erased all changelog records and utility commands. I'm rewriting them right now, so everything will be just as planned for release, but expect a delay. On the bright side, the format is much clearer to the reader to understand the command execution sequence should anyone want to replicate the mechanic.
Now, to the important stuff:
* Reworked artifact pickup event
* Effects applied to the carrier
* Actionbar announcement the carrier has picked up the artifact
* Reworked artifact capture event
* Announcement when artifact is captured (put in the container)
* Whisper to player if an item he tried to capture if not the artifact
* Replaced unenchanted indicator items with enchanted where equipment items are enchanted as well
* Added pickable item (Iron Axe) to disable shields
* Shields have been recolored to match team color. Blue and Red for Umeclya and Tigohar, respectively
NOTE:
Equipment on each ship is bound to their respective teams. Example: players from the red team cannot take items from the blue ship or use their perks
Check out my ongoing project: https://github.com/srQianna/Adventure
UPDATE:
Had found an issue with how Minecraft naturally is: if you click the item, it no longer is in inventory, so I had to completely rework how the artifact is picked and captured, but it made it into the actual map already (as opposed to previous version). Will continue testing until release though, just to make sure.
If anyone knows a solution to the problem I described (or a workaround) - please share.
Here we go:
* Reworked artifact pickup system: player has to step on a pressure plate. Applied effects Slowness 2 and Glowing, small announcement on top of the actionbar is displayed - "<playername> is empowered with magic!"
* Reworked artifact capture system: (again) player steps on a pressure plate, all effects are removed, counts towards objective points (num. of captures), and a subtitle announcement is displayed - "The mysterious power has been sealed"
* Added ~2m. cooldown Totem that spawns in the center of the map on a platform
* Added a ~1m. cooldown Iron Axe that spawns on both ships at the "nose"
* Refined team join system. Requires testing, though with my initial test runs it functioned properly.
-----
In the near future I will launch a test server so people can connect and help me test out features and balance the map/item distribution/etc. should the need arise.
Server Info:
Sounds effects not implemented
Totem/Axe spawn not implemented
Picking up/Capturing an objective requirement is being a member of a team (Tigohar(RED)/Umeclya(BLUE))
Weather = Thunder
Players spawn in an iron box, with color-coded wool blocks for each ship (BLUE/RED teams, respectively).
Colored wool represents an eligible place for team entry: [r=2]
On each ship is a similar iron "teleport", that teleports players to the spawnbox if they want to switch teams, or whatever else.
Server IP: 5.29.24.94
=====
Thank you, rabidgoodra27 & MrKukurykpl
Check out my ongoing project: https://github.com/srQianna/Adventure
No prob! Can't wait to see this finished!
Server is up, you can now join. IP is in my previous post.
A small update:
There are several places where you can get stuck if you fly way-way bad, but they'll get fixed, I promise. For now though, if you're stuck - jump into the void.
I've found gearing-up process is a tiny bit weird, but I won't know for sure without feedback.
Found lots of viable flying paths I didn't even think of, so that's a good thing.
Check out my ongoing project: https://github.com/srQianna/Adventure
UPDATE:
* Added Iron Axe spawns (~2 minutes respawn time) in the center of both ships
* Added Totem spawn (~5 minutes respawn time) between both ships on a platform, reachable from either the levitation platform or Elytra flygrounds
* Added pre-match start barrier walls so people don't run around until match begins
* Added countdown texts and sound effects (5 ... 1 > "The match has begun!"), after which barrier walls will despawn and match will (obviously) begin
* Tweaked capture objective system: added separate entity to count objectives to
* Added requirements: min. 1 player on each team and 5 flags captured to start and end the match, respectively. When after 5 flag captures - teams and objectives will be cleared and all players will be teleported to the *new* (temporary) starting area
Totem re-spawn will be indicated by two lightning bolts striking at both ends of the platform for a clear indication the item is ready
Equipment on both ships is restricted to their respective teams. I.e., a player from the red team is not eligible to pickup items from the blue team starting area and vice-versa
NOTE: All these changes will be updated on the server PTR once I get a hold of a few other things I need to test.
Check out my ongoing project: https://github.com/srQianna/Adventure
UPDATE:
* Completely reworked the starting area: now players spawn on a flying thingy, where you'll be able to get a novice guide (a book explaining what's on the map, where you can get stuff and what is the objective)
* Finished debugging everything, including the starting area.
* Had to forfeit on sound effects for now, but will definitely add lightning bolts that strike around the map for a more "immersive" experience
* Launches with "clear" weather as opposed to initially planned "thunder".
I will fix some issues I found within the map which are not critical and do not appear during the game, but they are bothering me, so... yea.
I'll be preparing a thread for the upcoming release of the map and until then you can freely test the map. The server is up and running, you can find the info in the first or the seventh post.
Check out my ongoing project: https://github.com/srQianna/Adventure
Started it, try now.
Will run the server until 10PM of tomorrow (12.12.16) (GMT+2), and I'll provide download links for the map.
Check out my ongoing project: https://github.com/srQianna/Adventure
UPDATE:
Rewriting following:
* Objective pickup / capture - DONE
* Map match start - DONE
* Player team join - DONE
Check out my ongoing project: https://github.com/srQianna/Adventure
UPDATE:
* Adding two domination points for both teams. Upon capture will grant 6 hearts of absorption for one minute (will test length and status effect in game balance tests). Requires a player to stand on a plate for ~30 seconds until finished. If interrupted - progress resets to 0
* Reworked flag capture: now if one blue team has taken red flag, the red team cannot capture the blue flag, and vice-versa
* Reworked flag pickup. Not pick-able only once per instance (i.e. by one played), until the flag has been lost (player killed) or captured
* Reworked equipment distribution - now players will receive full equipment (Iron Sword, Shield, Leather Gear + Elytra (as chest), Golden Apple, Regeneration Potion and a Carrot upon joining a team)
* Reworked team distribution:
Upon joining all players join a neutral team to prevent PvP in the starting area
Upon one player joining each team (2 in total) the match will begin. Other players will join without announcement texts and sound effects (as if you just teleported)
Upon joining one team you'll not be able to switch until after the match has ended (say, if you were solo and chose blue, but later chose red when someone entered - you can't)
* Reworked match starting:
Countdowns announcements are now global, as opposed to local, same for everything relevant (barrier spawns, for example)
* Reworked world objectives:
Instead of removing/adding objectives each event, they are now present by default and the only change is the score
Objective score bound to players are only for display. All actual /testfor-s are by specific entities. Actually, this applies to anything with a score.
* Reworked match ending:
All scores are cleared for everything, sidebars are cleared, effects are cleared, inventory is emptied, and then all players join the neutral team and are teleported to the starting area.
-----
Soon enough I'll start testing a hopefully later today I'll update the server and the download link with updated material.
The new system is much more elaborate and complex, and it's easier to keep track of everything, so these kind of features that were previously impossible (at the earlier stage) are going to appear as often as I can integrate them.
Check out my ongoing project: https://github.com/srQianna/Adventure
UPDATE:
11-12-16 - 09-07
Implemented team distribution:
* Upon joining a team, player will receive standard equipment and his spawnpoint will be set to the team's spawn position.
* Upon resurrection players will be granted gear by stepping on a pressure plate closest to them (indicated by a floating colored chest), just like when they joined (full standard equipment)
* Upon match ending gear will be stripped, all acquired points and effects will be cleared. Players will be spawned in the starting area in a neutral team (described above).
11-12-16 - 11-04
Implemented map start event:
If at least one player is present in both teams - Red and Blue, if not - players in their respective teams will wait until at least 1 of the opposite team will join the match in their invisible boxes
11-12-16 - 16-06
Implemented map end event:
Resets to default state after 10 flags have been captured by one of the teams
11-12-16 - 18-00
Domination game mode has been discontinued for now. Work is being done, however. Will add after enough people test this map with actual feedback.
Check out my ongoing project: https://github.com/srQianna/Adventure
UPDATE:
Added chat texts, added actionbar flag carrier tracker and re-added subtitle text:
* Actionbar tracker: displays the name of the flag carrier. Name is pained with RED for blue team, and BLUE for red team. Displays only to relevant teams.
* Chat texts upon flag pickup and capture for all players. Teams are colored respectively.
* Subtitle announcement has been re-done, displays a different message and is no longer "bold".
Added item clearing clock (every 10 seconds) to prevent junk pickup:
* Removes all items except: Golden Apples, Potions, Lingering Potions, Carrots, Iron Axes and Totems of the Undying.
P.S. Added U2 download link: http://www.minecraftforum.net/forums/mapping-and-modding/maps/2770684-sunrise-end-skyreaver
Check out my ongoing project: https://github.com/srQianna/Adventure
Note: same list is included in the world download archive, but I'll post it anyway, if people wanna help me optimize it:
Here's the full list of commands:
WORLD EVENTS
/scoreboard objectives add eventMapStart dummy
/scoreboard objectives add eventMapItems dummy
/scoreboard objectives add pTeamCount_S dummy
/scoreboard objectives add pTeamCount_B dummy
/scoreboard objectives add pTeamCount_R dummy
/scoreboard objectives add pTeamAssigned_B dummy
/scoreboard objectives add pTeamAssigned_R dummy
/scoreboard objectives add pHasFlag_B dummy
/scoreboard objectives add pHasFlag_R dummy
/scoreboard objectives add pHasDebuff_B dummy
/scoreboard objectives add pHasDebuff_R dummy
/scoreboard objectives add pCapturedFlag_B dummy
/scoreboard objectives add pCapturedFlag_R dummy
/scoreboard teams add pTeamNeutral
/scoreboard teams option pTeamNeutral friendlyfire false
/scoreboard teams option pTeamNeutral nametagVisibility never
/scoreboard teams option pTeamNeutral deathMessageVisibility never
/scoreboard teams add pTeamBlue
/scoreboard teams option pTeamBlue color blue
/scoreboard teams option pTeamBlue friendlyfire true
/scoreboard teams option pTeamBlue nametagVisibility hideForOtherTeams
/scoreboard teams option pTeamBlue deathMessageVisibility hideForOtherTeams
/scoreboard teams add pTeamRed
/scoreboard teams option pTeamRed color red
/scoreboard teams option pTeamRed friendlyfire true
/scoreboard teams option pTeamRed nametagVisibility hideForOtherTeams
/scoreboard teams option pTeamRed deathMessageVisibility hideForOtherTeams
/summon Armor_Stand -43.5 22 -1.5 {CustomName:eMapStart}
/summon Armor_Stand -42.5 19 -40.5 {CustomName:pCountTeamBlue}
/summon Armor_Stand -42.5 19 54.5 {CustomName:pCountTeamRed}
/summon Armor_Stand -43.5 22 -3.5 {CustomName:pCountTeamSum}
/summon Armor_Stand -41.5 18 -40.5 {CustomName:pCountCapture_R}
/summon Armor_Stand -41.5 18 54.5 {CustomName:pCountCapture_B}
/summon Armor_Stand 20.5 5 -37.5 {CustomName:eTeamCustomB}
/summon Armor_Stand 19.5 5 -37.5 {CustomName:eTeamCustomR}
EVENT_MAP_START
/scoreboard teams join pTeamCountDisp @e[name=pCountTeamBlue]
/scoreboard teams join pTeamCountDisp @e[name=pCountTeamRed]
/summon Armor_Stand -43.5 22 -1.5 {CustomName:eMapStart}
/scoreboard set players @e[name=eMapStart] eventMapStart 0
/scoreboard players test @e[name=pCountTeamSum] pTeamCount_S 2 24
/scoreboard players set @e[name=eMapStart] eventMapStart 1
/fill -15.5 5 -40.5 -16.5 5 -40.5 redstone_block
@@EVENT_START_COUNTDOWN
/title @a subtitle {"text":"Match will begin in...","bold":true}
/title @a clear
/fill -20.5 5 -40.5 -20.5 5 -40.5 redstone_block
/fill -20.5 5 -40.5 -20.5 5 -40.5 air
/title @a title {"text":"5","color":"gold","bold":true}
/playsound entity.wither.spawn ambient @a 40.5 21 -40.5 1 1
/playsound entity.wither.spawn ambient @a 40.5 21 54.5 1 1
/title @a title {"text":"4","color":"gold","bold":true}
/playsound entity.wither.spawn ambient @a 40.5 21 -40.5 1 1
/playsound entity.wither.spawn ambient @a 40.5 21 54.5 1 1
/title @a title {"text":"3","color":"gold","bold":true}
/playsound entity.wither.spawn ambient @a 40.5 21 -40.5 1 1
/playsound entity.wither.spawn ambient @a 40.5 21 54.5 1 1
/title @a title {"text":"2","color":"gold","bold":true}
/playsound entity.wither.spawn ambient @a 40.5 21 -40.5 1 1
/playsound entity.wither.spawn ambient @a 40.5 21 54.5 1 1
/title @a title {"text":"1","color":"gold","bold":true}
/playsound entity.wither.spawn ambient @a 40.5 21 -40.5 1 1
/playsound entity.wither.spawn ambient @a 40.5 21 54.5 1 1
/title @a clear
/title @a subtitle {"text":"The match has begun!","bold":true}
/fill -41.5 8 -40.5 -41.5 8 -40.5 redstone_block
/title @a reset
/fill 39.5 21 -42.5 44.5 22 -38.5 air
/fill 39.5 21 52.5 44.5 22 56.5 air
/fill -41.5 8 -40.5 -41.5 8 -40.5 air
@@EVENT_END_COUNTDOWN
@@TEAM_BLUE
/fill 39.5 21 -42.5 44.5 22 -38.5 air
@@TEAM_RED
/fill 39.5 21 52.5 44.5 22 56.5 air
EVENT_MAP_END
/scoreboard players set @e[name=pCountTeamBlue] pTeamCount_B 0
/scoreboard players set @e[name=pCountTeamRed] pTeamCount_R 0
/scoreboard players set @e[name=pCountTeamSum] pTeamCount_S 0
/scoreboard teams empty pTeamBlue
/scoreboard teams empty pTeamRed
/scoreboard players set @a pTeamAssigned_B 0
/scoreboard players set @a pTeamAssigned_R 0
/scoreboard players set @a pHasFlag_R 0
/scoreboard players set @a pHasFlag_B 0
/scoreboard players set @a pHasDebuff_B 0
/scoreboard players set @a pHasDebuff_R 0
/scoreboard players set @a pCapturedFlag_B 0
/scoreboard players set @a pCapturedFlag_R 0
/fill 44.5 21 -38.5 44.5 22 -42.5 barrier
/fill 43.5 21 -42.5 39.5 22 -42.5 barrier
/fill 39.5 21 -41.5 39.5 22 -38.5 barrier
/fill 40.5 21 -38.5 43.5 22 -38.5 barrier
/fill 44.5 21 56.5 44.5 22 52.5 barrier
/fill 43.5 21 52.5 39.5 22 52.5 barrier
/fill 39.5 21 53.5 39.5 22 56.5 barrier
/fill 40.5 21 56.5 43.5 22 56.5 barrier
/clear @a
/scoreboard teams join pTeamNeutral @a
/scoreboard players set @e[name=eMapStart] eventMapStart 0
/tp @a 177.5 70 8.5
/give @p written_book 1 0 {pages:["{\"text\":\"Keep in inventory!\"}"],title:"Novice Guide"}
/scoreboard teams join pTeamBlue @e[name=eTeamCustomB]
/scoreboard teams join pTeamRed @e[name=eTeamCustomR]
EVENT_MAP_ITEMS(CLEAR)
/scoreboard players set @e[type=Item] eventMapItems 0
/scoreboard players set @e[type=Item,score_eventMapItems=0] eventMapItems 1
/scoreboard players set @e[type=Item,score_eventMapItems_min=1] eventMapItems 2 {Item:{id:minecraft:totem}}
/scoreboard players set @e[type=Item,score_eventMapItems_min=1] eventMapItems 2 {Item:{id:minecraft:iron_axe}}
/scoreboard players set @e[type=Item,score_eventMapItems_min=1] eventMapItems 2 {Item:{id:minecraft:lingering_potion}}
/scoreboard players set @e[type=Item,score_eventMapItems_min=1] eventMapItems 2 {Item:{id:minecraft:potion}}
/scoreboard players set @e[type=Item,score_eventMapItems_min=1] eventMapItems 2 {Item:{id:minecraft:golden_apple}}
/scoreboard players set @e[type=Item,score_eventMapItems_min=1] eventMapItems 2 {Item:{id:minecraft:carrot}}
/kill @e[type=Item,score_eventMapItems=1]
TEAM OBJECTIVES
TEAM_BLUE
@@pHasFlag_B = 0 //BLUE_RELIC_PICKED
/testfor @p[r=2,team=pTeamRed,score_pHasDebuff_B=0]
/scoreboard players set @p[team=pTeamRed] pHasFlag_B 1
/effect @a[score_pHasFlag_B_min=1] glowing 1000000 1 1 1
/effect @a[score_pHasFlag_B_min=1] slowness 1000000 1 1 1
/scoreboard players set @p[score_pHasFlag_B_min=1] pHasDebuff_B 1 {ActiveEffects:[{Id:2b},{Id:24b}]}
/title @a actionbar {"text":"","bold":true,"extra":[{"selector":"@p[score_pHasDebuff_B_min=1]"},{"text":" is empowered with magic!"}]}
/fill 13.5 16 -40.5 13.5 16 -40.5 air //Место подбирания
/fill 17.5 17 -40.5 17.5 17 -40.5 air //Место захвата
/fill 12.5 5 -40.5 12.5 5 -40.5 air
/fill 19.5 5 -40.5 19.5 5 -40.5 redstone_block
/testfor @a[team=pTeamRed] {ActiveEffects:[{Id:2b},{Id:24b}]}
/scoreboard players set @a[team=pTeamRed] pHasFlag_B 0
/scoreboard players set @a[team=pTeamRed] pHasDebuff_B 0
/fill 13.5 16 -40.5 13.5 16 -40.5 stone_pressure_plate
/fill 17.5 17 -40.5 17.5 17 -40.5 stone_pressure_plate
/fill 12.5 5 -40.5 12.5 5 -40.5 redstone_block
@@pHasDebuff_R = 1 //RED_RELIC_CAPTURED
/testfor @p[r=3,team=pTeamBlue,score_pHasDebuff_R_min=1]
/scoreboard players add @p[score_pHasDebuff_R=1_min,score_pHasFlag_R_min=1] pCapturedFlag_R 1
/scoreboard players set @p[score_pCapturedFlag_R_min=1,score_pHasDebuff_R_min=1,score_pHasFlag_R_min=1] pHasFlag_R 0
/scoreboard players set @p[score_pCapturedFlag_R_min=1,score_pHasDebuff_R_min=1] pHasDebuff_R 0
/effect @p[score_pCapturedFlag_R_min=1] clear
/title @a rest
/title @a subtitle {"text":"A mysterious powered has been consumed by the Blue team","bold":true}
/testforblock 25.5 15 55.5 air -1
/fill 25.5 15 55.5 25.5 15 55.5 stone_pressure_plate
/fill 36.5 18 54.5 36.5 18 54.5 stone_pressure_plate
/playsound entity.wither.death ambient @a[team=pTeamBlue] 17.5 17 -40.5 1 1 1
/fill 18.5 5 -40.5 18.5 5 -40.5 redstone_block
TEAM_RED
@@pHasFlag_R = 0 //RED_RELIC_PICKED
/testfor @p[r=2,team=pTeamBlue,score_pHasDebuff_R=0]
/scoreboard players set @p[team=pTeamBlue] pHasFlag_R 1
/effect @a[score_pHasFlag_R_min=1] slowness 1000000 1 1
/effect @a[score_pHasFlag_R_min=1] glowing 1000000 1 1
/scoreboard players set @p[score_pHasFlag_R_min=1] pHasDebuff_R 1 {ActiveEffects:[{Id:2b},{Id:24b}]}
/title @a actionbar {"text":"","bold":true,"extra":[{"selector":"@p[score_pHasDebuff_R_min=1]"},{"text":" is empowered with magic!"}]}
/fill 25.5 15 55.5 25.5 15 55.5 air
/fill 36.5 18 54.5 36.5 18 54.5 air
/fill 24.5 5 55.5 24.5 5 55.5 air
/testfor @a[team=pTeamBlue] {ActiveEffects:[{Id:2b},{Id:24b}]}
/scoreboard players set @a[team=pTeamBlue] pHasFlag_R 0
/scoreboard players set @a[team=pTeamBlue] pHasDebuff_R 0
/fill 25.5 15 55.5 25.5 15 55.5 stone_pressure_plate
/fill 36.5 18 54.5 36.5 18 54.5 stone_pressure_plate
/fill 24.5 5 55.5 24.5 5 55.5 redstone_block
@@pHasDebuff_B = 1 //BLUE_RELIC_CAPTURED
/testfor @p[r=2,team=pTeamRed,score_pHasDebuff_B_min=1]
/scoreboard players add @p[score_pHasDebuff_B_min=1,score_pHasFlag_B_min=1] pCapturedFlag_B 1
/scoreboard players set @p[score_pCapturedFlag_B_min=1,score_pHasDebuff_B_min=1,score_pHasFlag_B_min=1] pHasFlag_B 0
/scoreboard players set @p[score_pCapturedFlag_B_min=1,score_pHasDebuff_B_min=1] pHasDebuff_B 0
/effect @p[score_pCapturedFlag_B_min=1] clear
/title @a rest
/title @a subtitle {"text":"A mysterious powered has been consumed by the Red team","bold":true}
/testforblock 17.5 17 -50.5 air -1
/fill 17.5 17 -40.5 17.5 17 -40.5 stone_pressure_plate
/fill 17.5 5 -39.5 17.5 5 -39.5
PLAYER TEAM JOIN
TEAM_BLUE
@@TEAM_BLUE_SPAWN_POS /spawnpoint @a[team=pTeamBlue] 40.5 21 -40.5
@@TEAM_BLUE_TELEPORT /tp @p 40.5 21 -40.5
/scoreboard players set @p[r=2,score_pTeamAssigned_B=0] pTeamAssigned_R 2
/scoreboard players set @p[r=10,score_pTeamAssigned_R=2] pTeamAssigned_B 1
/scoreboard players add @e[name=pCountTeamBlue] pTeamCount_B 1
/scoreboard players add @e[name=pCountTeamSum] pTeamCount_S 1
/clear @p[r=2,score_pTeamAssigned_B=1]
/replaceitem entity @p[score_pTeamAssigned_B=1] slot.armor.head leather_helmet 1 0 {display:{color:3029133}}
/replaceitem entity @p[score_pTeamAssigned_B=1] slot.armor.chest elytra 1 0
/replaceitem entity @p[score_pTeamAssigned_B=1] slot.armor.legs leather_leggings 1 0 {display:{color:3029133}}
/replaceitem entity @p[score_pTeamAssigned_B=1] slot.armor.feet leather_boots 1 0 {display:{color:3029133}}
/give @p[score_pTeamAssigned_B=1] iron_sword 1 0 {ench:[{id:34,lvl:3}]}
/give @p[score_pTeamAssigned_B=1] bow 1 0 {ench:[{id:34,lvl:3},{id:51,lvl:1}]}
/give @p[score_pTeamAssigned_B=1] arrow 1 0
/replaceitem entity @p slot.weapon.offhand shield 1 0 {ench:[{id:34,lvl:3}],BlockEntityTag:{Base:4}}
/give @p[score_pTeamAssigned_B=1] golden_apple 1 0
/give @p[score_pTeamAssigned_B=1] potion 1 0 {Potion:regeneration}
/give @p[score_pTeamAssigned_B=1] carrot 1 0
/scoreboard teams join pTeamBlue @p[score_pTeamAssigned_B=1]
/spawnpoint @p[team=pTeamBlue] 40.5 21 -40.5
/tp @a[score_pTeamAssigned_B=1] 40.5 21 -40.5
/scoreboard players test @e[name=pCountTeamSum] pTeamCount_S 2 24
/scoreboard players test @e[name=pCountTeamRed] pTeamCount_R 1 12
/scoreboard players test @e[name=pCountTeamBlue] pTeamCount_B 1 12
/scoreboard players test @e[name=eMapStart] eventMapStart 0 1
/scoreboard players set @e[name=eMapStart] eventMapStart 2
/fill -15.5 5 -40.5 -16.5 5 -40.5 redstone_block
TEAM_RED
@@TEAM_RED_SPAWN_POS /spawnpoint @a[team=pTeamRed] 40.5 21 54.5
@@TEAM_RED_TELEPORT /tp @p 40.5 21 54.5
/scoreboard players set @p[r=2,score_pTeamAssigned_R=0] pTeamAssigned_B 2
/scoreboard players set @p[r=10,score_pTeamAssigned_B=2] pTeamAssigned_R 1
/scoreboard players add @e[name=pCountTeamRed] pTeamCount_R 1
/scoreboard players add @e[name=pCountTeamSum] pTeamCount_S 1
/clear @p[r=2,score_pTeamAssigned_R=1]
/replaceitem entity @p[score_pTeamAssigned_R=1] slot.armor.head leather_helmet 1 0 {display:{color:10040115}}
/replaceitem entity @p[score_pTeamAssigned_R=1] slot.armor.chest elytra 1 0
/replaceitem entity @p[score_pTeamAssigned_R=1] slot.armor.legs leather_leggings 1 0 {display:{color:10040115}}
/replaceitem entity @p[score_pTeamAssigned_R=1] slot.armor.feet leather_boots 1 0 {display:{color:10040115}}
/give @p[score_pTeamAssigned_R=1] iron_sword 1 0 {ench:[{id:34,lvl:3}]}
/give @p[score_pTeamAssigned_R=1] bow 1 0 {ench:[{id:34,lvl:3},{id:51,lvl:1}]}
/give @p[score_pTeamAssigned_R=1] arrow 1 0
/replaceitem entity @p slot.weapon.offhand shield 1 0 {ench:[{id:34,lvl:3}],BlockEntityTag:{Base:1}}
/give @p[score_pTeamAssigned_R=1] golden_apple 1 0
/give @p[score_pTeamAssigned_R=1] potion 1 0 {Potion:regeneration}
/give @p[score_pTeamAssigned_R=1] carrot 1 0
/scoreboard teams join pTeamRed @p[score_pTeamAssigned_R=1]
/spawnpoint @a[team=pTeamRed] 40.5 21 54.5
/tp @a[score_pTeamAssigned_R=1] 40.5 21 54.5
/scoreboard players test @e[name=pCountTeamSum] pTeamCount_S 2 24
/scoreboard players test @e[name=pCountTeamBlue] pTeamCount_B 1 12
/scoreboard players test @e[name=pCountTeamRed] pTeamCount_R 1 12
/scoreboard players test @e[name=eMapStart] eventMapStart 0 1
/scoreboard players set @e[name=eMapStart] eventMapStart 2
/fill -15.5 5 -40.5 -16.5 5 -40.5 redstone_block
TEXTS & ANNOUNCEMENTS
@@TEXT_TEAM_BLUE
/tellraw @a ["",{"text":"The red flag has been picked up by "},{"selector":"@a[score_pHasDebuff_R_min=1]"}]
/title @a actionbar ["",{"selector":"@p[score_pHasDebuff_B_min=1]"},{"text":" has the blue flag!"}]
/title @a subtitle ["",{"text":"The flag has been captured by the "},{"text":"BLUE","color":"blue"},{"text":" team"}]
/tellraw @a ["",{"text":"The flag has been captured by the "},{"text":"BLUE","color":"blue"},{"text":" team"}]
@@ON_EVENT_MAP_END_BLUE
/title @a subtitle ["",{"text":"The ","bold":true},{"text":"blue","color":"blue","bold":true},{"text":" team has won!","bold":true}]
@@TEXT_TEAM_BLUE
/tellraw @a ["",{"text":"The blue flag has been picked up by "},{"selector":"@a[score_pHasDebuff_B_min=1]"}]
/title @a actionbar ["",{"selector":"@p[score_pHasDebuff_R_min=1]"},{"text":" has the red flag!"}]
/title @a subtitle ["",{"text":"The flag has been captured by the "},{"text":"RED","color":"red"},{"text":" team"}]
/tellraw @a ["",{"text":"The flag has been captured by the "},{"text":"RED","color":"red"},{"text":" team"}]
@@ON_EVENT_MAP_END_RED
/title @a subtitle ["",{"text":"The ","bold":true},{"text":"red","color":"red","bold":true},{"text":" team has won!","bold":true}]
Check out my ongoing project: https://github.com/srQianna/Adventure
RIP MP/Solo PvE idea. I've tested the solo version and it's too easy to be interesting, so those two are discarded.
Check out my ongoing project: https://github.com/srQianna/Adventure
Need help in setting up objectives display list, can't get a hold of displaying two objectives (flag score counts) into a sidebar slot :<
Check out my ongoing project: https://github.com/srQianna/Adventure
You cannot do that. I know, it sucks. You can, however, use dummy names for different "objectives".
If you could post an example template that'd be lovely
Check out my ongoing project: https://github.com/srQianna/Adventure