I'm working on a 4 man PvP Free For All map with 8 unique different classes. I'm wondering if it is possible to create classes with these abilities. If you know how to make one of these please tell me. I've put X's next to things I am unsure how to do. Also if you have any other brilliant class ideas please tell me.
-Mage
Throws Fireballs (3 second cool down)
Summons lighting (4 second cool down)
Blink (teleports player 10 blocks in the direction he is looking) (5 second cool down)
Stone Sword
Armor not decided
-Demo Man
Throws TNT explosives (4 second cool down) X
Rocket Launcher (1 rocket every 7 seconds, maximum of 5 rockets at a time) X
Sticky Grenade (4 second cool down)
Stone Sword
Armor not decided
-Archer
Poison Arrows (If possible) (15% chance) X
Stun Arrows (If possible) (10 % chance) X
Critical Shot (If possible) (25% chance) X
Stone Sword
Armor not decided
Mage:
Fireball, I showed you this video already. Cooldown would just be a command trying to clear 0 snowballs. As long as the command had an output (meaning there was one snowball in the inventory) nothing happens. When the output turns off (the clear command is failing because no snowballs in inventory) then there's a short timer (5 seconds) then mage is given another snowball.
Lightning rod: there's a version of it in this game:
It's a summon lightning executed on the fishing rod entity. How to do? Have the fishing rod be at zero durability, and whenever the lightning execute happens, comparator output to a timer of ~3 seconds to clear the player of a fishing rod. To give the fishing rod back, use the exact same system as the mage snowball. Test for fish rod, give fishing rod if test fails after 5 seconds.
Blink? This one is possible, but I'm not going to go into the details. Just use enderpearl and have a long delay cooldown. same cooldown system as mage fireball.
Demoman grenades:
rocket launcher... What do you want with this?. My guess would be something like this:
I'd specify the arrows, so have the bow be power X or something, then use the appropriate damage tag to specify the arrow shot from that bow. The damage tag specification is so nothing is mixed up. Without it, the mechanism will think normal arrows are bazooka arrows aswell.
Flamethrower. While this make little sense to me as "demoman" have a link:
As to the archer one. Here's where it gets pretty fancy. This is not going to be very easy at all, but it is possible. What I'd say is too use noricum's random number generator:
This is going to be hard to explain. What I'd say, is every time anyone shoots an arrow (because it's random the bazooka activating this wouldn't be an issue), have the random number generator produce one number. Have the random number generator give all players a score of "rand_100" that number. Then have a series of command blocks detecting what range that number is. As an example, for the crit arrows would be 25% chance. So command block would be spamming "/scoreboard players test @a rand_100 0 24" This is testing if the random number generator put out a score between 0 and 24. If there are 100 numbers that can be given by the random gen, then the chance of this command block going off is 25%. So, if the command block does detect a number in this range, then it turns on an output. This output turns on the machine that gives you crit arrows. I'm not totally sure what you mean by crit arrows, but if you find a mechanism that does what you want that's fine. Once you find a crit mechanism, make it toggleable with a redstone signal. Then hook the toggle up to the random number testing command block. So, as long as the output for the specific 25% command block is on, then your crit arrow is on too. From there, just make other command blocks that test for a range, and hook them up to the corresponding toggle arrow mechanisms. I hope this was clear. The command for testing range is "/scoreboard players test @a rand_100 RANGE RANGE" The two "RANGE"s are for the two number to detect between. Remember not to overlap number, or the arrow will have multiple effects that may not be compatible with eachother, and that would cause weird stuff.
Also, about the Blink ability. This can be done, however I do not think it is worth the time. There would have to be lots of directional redstone, which is hard to use
Also, about the Blink ability. This can be done, however I do not think it is worth the time. There would have to be lots of directional redstone, which is hard to use
My thoughts would be to use crushedpixel's directional filter, sending a witherskull in the direction faced. Witherskull would have an age timer, once the age timer reached a certain amount, the player would be tped. It wouldn't be instant though, it would take ~2-3 ticks to complete. 1/8 of a second delay isn't too shabby though.
Alas, that's not something I think OP could do yet, and an enderpearl is close to being just as good.
My thoughts would be to use crushedpixel's directional filter, sending a witherskull in the direction faced. Witherskull would have an age timer, once the age timer reached a certain amount, the player would be tped. It wouldn't be instant though, it would take ~2-3 ticks to complete. 1/8 of a second delay isn't too shabby though.
Alas, that's not something I think OP could do yet, and an enderpearl is close to being just as good.
I will figure out the wither skull tp if its the last thing i do >.<
Just wondering, what happens if the wither skull hits a player/mob/wall mid flight? Will it go through or stop?
WHY DOES WITHER SKULL KEEP DISAPPEARING WHEN I SUMMON? I tried using the {Time:1} tag but it doesnt work how to fix? thanks nvm i got it just needed the direction tag. Also after i teleport to the wither skull it blows up. =/ Now all i need help with is the direction you face after teleporting and the direction you teleport in.
EDIT: it was working for a while but now it says that the Entity UUID provided is invalid for the command /tp @p @e[type=WitherSkull] any idea why? Ok so i got it to work again
And how do i make the wither skull shoot in the direction im facing?
The key for the direction is crushedpixel's directional filter. It's used in the flamethrower video, as well as crushedpixel's "throwing knives" video. As far as I know, it works using fallingSand, so you'll have to tweak it a little bit in order for it to work with summoning a witherskull with the right velocity. I actually don't know exactly how pixel's directional filter works, so that's something you're on your own for, unless someone else can help you.
As for the witherskull hitting things, I'm not sure. I do know fallingSand passes through players but interacts with the hitbox of blocks. I'm not sure about witherskulls. I mean, players can walk all around/through the "floating text" so there's a possibility of it not being able to collide with players. Something that would be worth noting to that effect would be maybe having the witherskull not summoned directly on the player, but about ~30 blocks above the player, using relative coordinates. Then you would be teleported below the witherskull, again using coordinates relative to the witherskull. Therefore, as long as the walls aren't incredibly high, the skull would have no walls/players/entities to collide with.
SOMETHING IMPORTANT TO NOTE: Witherskulls are not killed by the "/kill @e" command. The only way to kill witherskulls is by teleporting them to the void. To do this, type "/tp @e[type=WitherSkull] 0 -300 0" I'd also recommend doing this after every "blink".
A video I found by dragnoz involving sneaking is pretty close to what you wanted for "assassin" class, so here you go:
i used /kill @e[type=WitherSkull] and it worked so yeah..
Also I'm trying to mess around with filters but they make no sense to me >.< I think i got it... I imported the schematic for the direction filter or whatever but what do i do with it now? It just makes lag and then crashes my world. Ok i'm pretty sure i got it.
I figured it out (with some help from a genius) =D Only thing is that it teleports you 1 block in the air and also makes u face the opposite direction after teleporting. Anyone know how to fix? I also need a better trigger than an Exp bottle... I am also unsure how to implement the ~ ~30 ~ thing into the filter.Ok so i managed to spawn the wither skull 50 blocks above me but how do i teleport myself 50 blocks under the wither skull? /execute @e[type=WitherSkull] ~ ~ ~ tp @p ~ ~-50 ~ this isnt working btw.
Okay so the Mage class is finally complete =) (but i still need a better trigger for the Blink and also need to make it so that the player doesn't automatically face South after Blinking if possible)
I was thinking i would change the Demoman's flamethrower to a sticky grenade. Good idea?
Is there anyway to make Fireballs hurt more?
Why doesn't this command work: /execute @e[type=Item] {Item:{id:minecraft:tnt}} ~ ~ ~ summon Fireball ~ ~1 ~ {ExplosionPower:0,direction:[0.0,-2.0,0.0]} I ended up just using a scoreboard to identify the tnt
How do i make the assassain have only 3 hearts? Sethbling's Zelda heart concept doesnt use command blocks =/
I've come to realize that if 2 or more people were to choose the same class something would end up breaking. Should i make it so that its one person per class?
-Mage
Throws Fireballs (3 second cool down)
Summons lighting (4 second cool down)
Blink (teleports player 10 blocks in the direction he is looking) (5 second cool down)
Stone Sword
Armor not decided
-Demo Man
Throws TNT explosives (4 second cool down) X
Rocket Launcher (1 rocket every 7 seconds, maximum of 5 rockets at a time) X
Sticky Grenade (4 second cool down)
Stone Sword
Armor not decided
-Archer
Poison Arrows (If possible) (15% chance) X
Stun Arrows (If possible) (10 % chance) X
Critical Shot (If possible) (25% chance) X
Stone Sword
Armor not decided
I'll work on it for ya.
Fireball, I showed you this video already. Cooldown would just be a command trying to clear 0 snowballs. As long as the command had an output (meaning there was one snowball in the inventory) nothing happens. When the output turns off (the clear command is failing because no snowballs in inventory) then there's a short timer (5 seconds) then mage is given another snowball.
Lightning rod: there's a version of it in this game:
It's a summon lightning executed on the fishing rod entity. How to do? Have the fishing rod be at zero durability, and whenever the lightning execute happens, comparator output to a timer of ~3 seconds to clear the player of a fishing rod. To give the fishing rod back, use the exact same system as the mage snowball. Test for fish rod, give fishing rod if test fails after 5 seconds.
Blink? This one is possible, but I'm not going to go into the details. Just use enderpearl and have a long delay cooldown. same cooldown system as mage fireball.
Demoman grenades:
rocket launcher... What do you want with this?. My guess would be something like this:
I'd specify the arrows, so have the bow be power X or something, then use the appropriate damage tag to specify the arrow shot from that bow. The damage tag specification is so nothing is mixed up. Without it, the mechanism will think normal arrows are bazooka arrows aswell.
Flamethrower. While this make little sense to me as "demoman" have a link:
As to the archer one. Here's where it gets pretty fancy. This is not going to be very easy at all, but it is possible. What I'd say is too use noricum's random number generator:
This is going to be hard to explain. What I'd say, is every time anyone shoots an arrow (because it's random the bazooka activating this wouldn't be an issue), have the random number generator produce one number. Have the random number generator give all players a score of "rand_100" that number. Then have a series of command blocks detecting what range that number is. As an example, for the crit arrows would be 25% chance. So command block would be spamming "/scoreboard players test @a rand_100 0 24" This is testing if the random number generator put out a score between 0 and 24. If there are 100 numbers that can be given by the random gen, then the chance of this command block going off is 25%. So, if the command block does detect a number in this range, then it turns on an output. This output turns on the machine that gives you crit arrows. I'm not totally sure what you mean by crit arrows, but if you find a mechanism that does what you want that's fine. Once you find a crit mechanism, make it toggleable with a redstone signal. Then hook the toggle up to the random number testing command block. So, as long as the output for the specific 25% command block is on, then your crit arrow is on too. From there, just make other command blocks that test for a range, and hook them up to the corresponding toggle arrow mechanisms. I hope this was clear. The command for testing range is "/scoreboard players test @a rand_100 RANGE RANGE" The two "RANGE"s are for the two number to detect between. Remember not to overlap number, or the arrow will have multiple effects that may not be compatible with eachother, and that would cause weird stuff.
Cheers, ~Fugu
Already made the fireball. Not that tough. As I said, everything i need help with is marked with an X.
<b>:D</b>
My thoughts would be to use crushedpixel's directional filter, sending a witherskull in the direction faced. Witherskull would have an age timer, once the age timer reached a certain amount, the player would be tped. It wouldn't be instant though, it would take ~2-3 ticks to complete. 1/8 of a second delay isn't too shabby though.
Alas, that's not something I think OP could do yet, and an enderpearl is close to being just as good.
I will figure out the wither skull tp if its the last thing i do >.<
Just wondering, what happens if the wither skull hits a player/mob/wall mid flight? Will it go through or stop?
WHY DOES WITHER SKULL KEEP DISAPPEARING WHEN I SUMMON? I tried using the {Time:1} tag but it doesnt work how to fix? thanksnvm i got it just needed the direction tag.Also after i teleport to the wither skull it blows up. =/Now all i need help with is the direction you face after teleporting and the direction you teleport in.EDIT:
it was working for a while but now it says that the Entity UUID provided is invalid for the command /tp @p @e[type=WitherSkull] any idea why?Ok so i got it to work againAnd how do i make the wither skull shoot in the direction im facing?
As for the witherskull hitting things, I'm not sure. I do know fallingSand passes through players but interacts with the hitbox of blocks. I'm not sure about witherskulls. I mean, players can walk all around/through the "floating text" so there's a possibility of it not being able to collide with players. Something that would be worth noting to that effect would be maybe having the witherskull not summoned directly on the player, but about ~30 blocks above the player, using relative coordinates. Then you would be teleported below the witherskull, again using coordinates relative to the witherskull. Therefore, as long as the walls aren't incredibly high, the skull would have no walls/players/entities to collide with.
SOMETHING IMPORTANT TO NOTE: Witherskulls are not killed by the "/kill @e" command. The only way to kill witherskulls is by teleporting them to the void. To do this, type "/tp @e[type=WitherSkull] 0 -300 0" I'd also recommend doing this after every "blink".
A video I found by dragnoz involving sneaking is pretty close to what you wanted for "assassin" class, so here you go:
Cheers, ~Fugu
i used /kill @e[type=WitherSkull] and it worked so yeah..
Also I'm trying to mess around with filters but they make no sense to me >.<I think i got it...I imported the schematic for the direction filter or whatever but what do i do with it now? It just makes lag and then crashes my world.Ok i'm pretty sure i got it.I figured it out (with some help from a genius) =D Only thing is that it
teleports you 1 block in the air and alsomakes u face the opposite direction after teleporting. Anyone know how to fix? I also need a better trigger than an Exp bottle...I am also unsure how to implement the~ ~30 ~ thing into the filter.Ok so i managed to spawn the wither skull 50 blocks above me but how do i teleport myself 50 blocks under the wither skull? /execute @e[type=WitherSkull] ~ ~ ~ tp @p ~ ~-50 ~ this isnt working btw.Okay so the Mage class is finally complete =) (but i still need a better trigger for the Blink and also need to make it so that the player doesn't automatically face South after Blinking if possible)
Is there anyway to make Fireballs hurt more?
Why doesn't this command work: /execute @e[type=Item] {Item:{id:minecraft:tnt}} ~ ~ ~ summon Fireball ~ ~1 ~ {ExplosionPower:0,direction:[0.0,-2.0,0.0]}I ended up just using a scoreboard to identify the tntHow do i make the assassain have only 3 hearts? Sethbling's Zelda heart concept doesnt use command blocks =/
I've come to realize that if 2 or more people were to choose the same class something would end up breaking. Should i make it so that its one person per class?