I was doing some redstone tricks with my friend in an LAN world, until we got the idea of making ourselves babies by making small armorstands look like us nd follow us. It all went very well (except the armorstands won't look up/down) but when we tried to fight like that we couldn't punch each other, and we figured out that the problem was the armorstands were getting punched.
Is there any way the player can destroy/ fight without the armorstand getting the hits instead?
I was doing some redstone tricks with my friend in an LAN world, until we got the idea of making ourselves babies by making small armorstands look like us nd follow us. It all went very well (except the armorstands won't look up/down) but when we tried to fight like that we couldn't punch each other, and we figured out that the problem was the armorstands were getting punched.
Is there any way the player can destroy/ fight without the armorstand getting the hits instead?
do this (replace the $$$ with the name of the ArmorStand):
You mean can't be harmed by the owner? well... assigning teams to them and making the rule of teams of friendly fire to false... but me actually being a command finatic, I sadly don't know how to do with teams... but you can search about teams.
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I am a computer Enderman and I am very smart. But my user isn't.
You mean can't be harmed by the owner? well... assigning teams to them and making the rule of teams of friendly fire to false... but me actually being a command finatic, I sadly don't know how to do with teams... but you can search about teams.
that's not what I meant, but thanks anyways.
but now, the armorstand's CustomName now is in the middle of it. is there anyway I could fix that?
nah, not really, the "Marker" tag shrunk the hit box down to nothing, so the Name is trying to stay close. You can still see the armor stand somehow, though.
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I am a computer Enderman and I am very smart. But my user isn't.
nah, not really, the "Marker" tag shrunk the hit box down to nothing, so the Name is trying to stay close. You can still see the armor stand somehow, though.
ok, thanks. but is there anyway to summon an armor stand every time a player joins and make it follow?
so as you can see, score "leaveGame" increments by one every time you leave the game, and keeps that score. the command block will try to add 1 more to that by finding you (via /execute command), but it can't find you because you left the game. when you join the game, it finds you and adds one, therefore activating all the other commands. It kills the original ArmorStand, and replaces it. sorry, that's the problem. can't seem to get rid of it when you leave.
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I am a computer Enderman and I am very smart. But my user isn't.
so as you can see, score "leaveGame" increments by one every time you leave the game, and keeps that score. the command block will try to add 1 more to that by finding you (via /execute command), but it can't find you because you left the game. when you join the game, it finds you and adds one, therefore activating all the other commands. It kills the original ArmorStand, and replaces it. sorry, that's the problem. can't seem to get rid of it when you leave.
thanks, but we already have everything that u said figured out in a simpler way, that isn't 100% command blocks for that matter...
we did
/testfor @e[type=Player,name=Electroely]
attached a comparator
put a block in front
redstone torch on the block
/kill @e[type=ArmorStand,name=Electroely]
and for the other player we did the same, just changed the name
to respawn armorstand:
/testfor @e[type=Player,name=Electroely]
comparator
/summon Armorstand ~ ~1 ~ {etc, lots of other coding}
I was doing some redstone tricks with my friend in an LAN world, until we got the idea of making ourselves babies by making small armorstands look like us nd follow us. It all went very well (except the armorstands won't look up/down) but when we tried to fight like that we couldn't punch each other, and we figured out that the problem was the armorstands were getting punched.
Is there any way the player can destroy/ fight without the armorstand getting the hits instead?
do this (replace the $$$ with the name of the ArmorStand):
/entitydata @e[type=ArmorStand,name=$$$] {Marker:1}
User: Hey! I can read this!
Thx it works :DDDDD
Also, is there any way the ArmorStand will only be visible to players other than its owner?
You mean can't be harmed by the owner? well... assigning teams to them and making the rule of teams of friendly fire to false... but me actually being a command finatic, I sadly don't know how to do with teams... but you can search about teams.
User: Hey! I can read this!
that's not what I meant, but thanks anyways.
but now, the armorstand's CustomName now is in the middle of it. is there anyway I could fix that?
nah, not really, the "Marker" tag shrunk the hit box down to nothing, so the Name is trying to stay close. You can still see the armor stand somehow, though.
User: Hey! I can read this!
ok, thanks. but is there anyway to summon an armor stand every time a player joins and make it follow?
if you mean any random person, then no, but if there's specific people you're talking about, then yes, with a problem. just go like this or so:
only once:
/scoreboard objectives add leaveGame stat.leaveGame
now these ones repeat (in order)(replace $$ with their names, and %%% with the armor stand's name):
/execute @a[score_leaveGame_min=2,name=$$$] ~ ~ ~ summon Armorstand ~ ~ ~ (your armor stand tags here)
(repeat this command for all the others, then:)
/scoreboard players reset @a[score_leaveGame_min=2] leaveGame
/execute @a[score_leaveGame_min=1] ~ ~ ~ scoreboard players add @a[r=1,c=1] leaveGame 1
/execute @a[score_leaveGame_min=2,name=$$$] ~ ~ ~ kill @e[type=ArmorStand,name=%%%]
so as you can see, score "leaveGame" increments by one every time you leave the game, and keeps that score. the command block will try to add 1 more to that by finding you (via /execute command), but it can't find you because you left the game. when you join the game, it finds you and adds one, therefore activating all the other commands. It kills the original ArmorStand, and replaces it. sorry, that's the problem. can't seem to get rid of it when you leave.
User: Hey! I can read this!
thanks, but we already have everything that u said figured out in a simpler way, that isn't 100% command blocks for that matter...
we did
/testfor @e[type=Player,name=Electroely]
attached a comparator
put a block in front
redstone torch on the block
/kill @e[type=ArmorStand,name=Electroely]
and for the other player we did the same, just changed the name
to respawn armorstand:
/testfor @e[type=Player,name=Electroely]
comparator
/summon Armorstand ~ ~1 ~ {etc, lots of other coding}
oh wow... testfor DOES have a use. but still, it can cause more lag. I was trying to go lagless.
User: Hey! I can read this!