Ps. To add on, its a place holder to 'place hold' a certain x,y, and z value in a command. It basically makes the command happen on the executed entity.
Well I think that it is quite unoriginal as so many people has made this and you haven't even improve it's version, ofc you might have thought of this your self but you should check around a bit
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Get any of your command blocks problem solved here:
The Meaning of Life, the Universe, and Everything.
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Pretty basic, but aint bad. Here is a suggestion: Use a /fill command block to add score on a random objective on EVERY arrow you shoot, That way they can be used by names/different powers so you can have both Lightning and Block arrows for example. Havent tried it but, it can work.
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So I just need to ask, does having multiple of these 'commands' interfere with one another? Lets say I want lightning arrows but also poison, if I set them both up what happens? Also, will this apply to all arrows shot?
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No offense but this system is quite basic as you just said these would interfere with each other if you want to see a better system pm me and after work tomorrow ill whitelist u on my server to have some fun with my creation
No offense but this system is quite basic as you just said these would interfere with each other if you want to see a better system pm me and after work tomorrow ill whitelist u on my server to have some fun with my creation
Actually, I built a arrow type system a week and a half ago that solves this problem. I used {SelectedItem:} to modify an arrowSelected objective, which then clears the current bow selected and gives the player the correct bow with the arrow. So selecting a fire arrow would clear the player's current bow and give them a "Bow w/ Fire Arrow".
Different arrow types can be found using the {Damage:} tag and modifying the power enchantment on bows. I also used the arrowSelected objective to subtract arrows using /clear from the correct arrow pile, and a haveArrow and nextArrow objective to assign the player the next available arrow when the current one they are using runs out.
If it's kinda confusing, I'll post the video about it in a couple days when it's finished.
I know this thread has flaws. I haven't been on the forums for a long time. if you have problems (which about everyone has) please PM me. I am sorry for the inconvenience. This was my absolute first thread.
-EmeraldMods
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You want these emeralds? Too bad! These are MY emeralds! I don't care if you have a egg or dragon in your signature. I'm not gonna click it.
How can this be adapted for multiplayer? So that not everyone's arrows trigger the effects and only a few people have elemental arrows? Maybe some kind of Lore-specific ID?
How can this be adapted for multiplayer? So that not everyone's arrows trigger the effects and only a few people have elemental arrows? Maybe some kind of Lore-specific ID?
If ya looked at the link above it would show ya. {Damage} values on bows work perfectly.
The problem being that I am something of a newbie when it comes to redstone and commands, so I am soliciting aid from the Forums. Your video and the involved commands are incredibly complex, at least for me. Maybe you could make a post where you talk people through the process of making the elemental arrows exclusive.
The problem being that I am something of a newbie when it comes to redstone and commands, so I am soliciting aid from the Forums. Your video and the involved commands are incredibly complex, at least for me. Maybe you could make a post where you talk people through the process of making the elemental arrows exclusive.
You can distinguish between different arrow types via the {Damage:} NBT tag that they all have. This tag is modified by the Power enchantment on the bow that the arrow is shot from, with the first level (Power I) changing it from {Damage:2d} to {Damage:3d} and every additional arrow an extra .5. Because of this, you can add arrow IDs to each individual arrow, and thus, make the possibility of multiple elemental arrows exist.
Let's say you have a Power I bow, which shoots arrows with the NBT tag of {Damage:3d}. You can go ahead and assign this ID via scoreboard commands.
/scoreboard players set @e[type=Arrow] arrowType 1 {Damage:3d}
After that, you can do whatever you want with it using it via the /execute command.
Of course, that only means that the bows modify the type of arrow shot. My system just makes it appear like the other way around. Does that clear it up a little?
What's you're saying makes sense. I'm just having trouble translating it into actual commands. What I mean when I ask for step by step is essentially something in the same style as the elemental arrows post. I don't want to trouble you or anything, I'm just not great with commands…
What's you're saying makes sense. I'm just having trouble translating it into actual commands. What I mean when I ask for step by step is essentially something in the same style as the elemental arrows post. I don't want to trouble you or anything, I'm just not great with commands…
Aww~ but translating it's the fun part of it! xD I did most of the work for ya already, you just need to use your selector @e[score_arrowType=1,score_arrowType_min=1] to do your commands. For example, if you want a Lightning Arrow to be shot from any bow with a power enchantment of 15, first you need to find the damage value of it. Power I is 3, Power II is 3.5, so on and so forth up until Power 15, which conveniently, is a {Damage:10d}.
So first, you assign the arrow ID to all Lightning Arrows. Also, if you want the effect to happen when the Lightning arrow hits the ground, you can add the inGround tag.
/scoreboard players set @e[type=Arrow] arrowType 1 {Damage:10d,inGround:1b}
Then, you do your effect, which is summoning the lightning bolt where the arrow lands.
It's making more sense, but I could still use help. Suppose I whitelist you on my server and give you op. Could you rig this up for me, a humble student of your command-making ways?
It's making more sense, but I could still use help. Suppose I whitelist you on my server and give you op. Could you rig this up for me, a humble student of your command-making ways?
Sure, that'll work. ^.^ I also have some elemental arrows that I've been wanting to test in multiplayer, and I'd love to test those out. Just whitelist AgtMulder99 and shoot me the IP and a time. I use PST.
-Master_Wilder [Redstone Major]
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Typed all commands and used the clock and stuff.
Can I have a pic as to how to set it up?
Thanks for the help
Complexity1084
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Check out my Elemental Parkour map: Check out my 🔰Days of Darkness🔰 map: http://www.minecraftforum.net/forums/mapping-and-modding/maps/2322796-multiplayer-the-days-of-darkness-help-wanted
Thanks in advance!
Actually, I built a arrow type system a week and a half ago that solves this problem. I used {SelectedItem:} to modify an arrowSelected objective, which then clears the current bow selected and gives the player the correct bow with the arrow. So selecting a fire arrow would clear the player's current bow and give them a "Bow w/ Fire Arrow".
Different arrow types can be found using the {Damage:} tag and modifying the power enchantment on bows. I also used the arrowSelected objective to subtract arrows using /clear from the correct arrow pile, and a haveArrow and nextArrow objective to assign the player the next available arrow when the current one they are using runs out.
If it's kinda confusing, I'll post the video about it in a couple days when it's finished.
-EmeraldMods
You want these emeralds? Too bad! These are MY emeralds!
I don't care if you have a egg or dragon in your signature. I'm not gonna click it.
http://www.minecraftforum.net/forums/minecraft-discussion/redstone-discussion-and/redstone-creations/2295615-100-multiplayer-compatible-selectable-elemental
If ya looked at the link above it would show ya. {Damage} values on bows work perfectly.
You can distinguish between different arrow types via the {Damage:} NBT tag that they all have. This tag is modified by the Power enchantment on the bow that the arrow is shot from, with the first level (Power I) changing it from {Damage:2d} to {Damage:3d} and every additional arrow an extra .5. Because of this, you can add arrow IDs to each individual arrow, and thus, make the possibility of multiple elemental arrows exist.
Let's say you have a Power I bow, which shoots arrows with the NBT tag of {Damage:3d}. You can go ahead and assign this ID via scoreboard commands. After that, you can do whatever you want with it using it via the /execute command.
Of course, that only means that the bows modify the type of arrow shot. My system just makes it appear like the other way around. Does that clear it up a little?
Aww~ but translating it's the fun part of it! xD I did most of the work for ya already, you just need to use your selector @e[score_arrowType=1,score_arrowType_min=1] to do your commands. For example, if you want a Lightning Arrow to be shot from any bow with a power enchantment of 15, first you need to find the damage value of it. Power I is 3, Power II is 3.5, so on and so forth up until Power 15, which conveniently, is a {Damage:10d}.
So first, you assign the arrow ID to all Lightning Arrows. Also, if you want the effect to happen when the Lightning arrow hits the ground, you can add the inGround tag. Then, you do your effect, which is summoning the lightning bolt where the arrow lands. Then, just kill the arrow.
It's making more sense, but I could still use help. Suppose I whitelist you on my server and give you op. Could you rig this up for me, a humble student of your command-making ways?
/execute @e[type=Arrow] {inGround:1b} ~ ~ ~ /tp @p ~ ~ ~
/kill @e[type=Arrow,c=1]
Well, I think I found what I'LL be in the after life. <3 Goats for life.
Can't, at least not for multiplayer. How can you tell the arrow will teleport the arrow-shooter and not just the closest person?
Sure, that'll work. ^.^ I also have some elemental arrows that I've been wanting to test in multiplayer, and I'd love to test those out. Just whitelist AgtMulder99 and shoot me the IP and a time. I use PST.