I need a couple people who are willing to help me with something I want to create! I would explain it all here, but it is a bit too much, I do think it will be somewhat simple task for you guys on your end. So if you're interested please either leave a comment below, or PM me! If you have a Skype leave it there, I also have a server we could work on.
Thanks,
ArcanicExplorer
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Ask in broad sweeping terms and I'll see if I can help
Okay guys, thank you both! It's a very short project in my eyes.
I'm basically recreating Call of Duty: World at War Nazi Zombies, and I need some elements worked out with the command blocks. Ex: a scoreboard & points system, random box, ability to purchase things with points, barriers, have either of you played it?
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I've seen playthoughs before, just ask away and we'll answer. I check my notification box very often, so I'll be sure to answer your question promptly.
Can I join? I know how to make a shopping feature almost completely (a redstone clock testing for a player at (X) (Y) (Z) and comparator taking it off the @p player's scoreboard and then repeatering it to /give @p them items
Okay guys, thank you both! It's a very short project in my eyes.
I'm basically recreating Call of Duty: World at War Nazi Zombies, and I need some elements worked out with the command blocks. Ex: a scoreboard & points system, random box, ability to purchase things with points, barriers, have either of you played it?
My friends and I played it for a while, it was fun while it lasted.
Use item frames to put your weapons in, probably with either signs or Wither Skulls w/ titles floating above them for names. If you want to be super super fancy, you can hide the WitherSkull titles until a player goes close to the frame.
Use stat.useItemFrame to detect when a player wants to buy a weapon on the wall. If the player doesn't have enough money, just kill the entity that the item frame drops and give them a handy little message.
Use stat.killEntity[X] to give money when you kill a mob. Keep the stat constantly resetting to zero so it only gives money when the mob is killed. You can transfer it to another objective if you want to do a total kills thing at the end.
Unlocking doors can easily use /fill x1 y1 z1 x2 y2 z3 and some particle effects. I'd probably use the same item frame tactic to unlock doors.
Random generator of course for the weapon box. Rebuilding can be done via holding a "Repair" action item and using {SelectedItem:}.
That's everything off the top of my head. xD I'll try to think of some more and go into any further explanations if you need help.
My friends and I played it for a while, it was fun while it lasted.
Use item frames to put your weapons in, probably with either signs or Wither Skulls w/ titles floating above them for names. If you want to be super super fancy, you can hide the WitherSkull titles until a player goes close to the frame.
Use stat.useItemFrame to detect when a player wants to buy a weapon on the wall. If the player doesn't have enough money, just kill the entity that the item frame drops and give them a handy little message.
Use stat.killEntity[X] to give money when you kill a mob. Keep the stat constantly resetting to zero so it only gives money when the mob is killed. You can transfer it to another objective if you want to do a total kills thing at the end.
Unlocking doors can easily use /fill x1 y1 z1 x2 y2 z3 and some particle effects. I'd probably use the same item frame tactic to unlock doors.
Random generator of course for the weapon box. Rebuilding can be done via holding a "Repair" action item and using {SelectedItem:}.
That's everything off the top of my head. xD I'll try to think of some more and go into any further explanations if you need help.
Can I join? I know how to make a shopping feature almost completely (a redstone clock testing for a player at (X) (Y) (Z) and comparator taking it off the @p player's scoreboard and then repeatering it to /give @p them items
If you guys want to go into detail and help get some credits for building it please PM me! I'm currently on my server setting up a very basic map to get a decent scale size.
Rollback Post to RevisionRollBack
If you liked or found my post helpful, please hit that green button down there! ↷
I need a couple people who are willing to help me with something I want to create! I would explain it all here, but it is a bit too much, I do think it will be somewhat simple task for you guys on your end. So if you're interested please either leave a comment below, or PM me! If you have a Skype leave it there, I also have a server we could work on.
Thanks,
ArcanicExplorer
Just ask your questions in this thread and i'll help out.
Don't thank me just press the green upward arrow.
The answer to the universe.
Okay guys, thank you both! It's a very short project in my eyes.
I'm basically recreating Call of Duty: World at War Nazi Zombies, and I need some elements worked out with the command blocks. Ex: a scoreboard & points system, random box, ability to purchase things with points, barriers, have either of you played it?
Don't thank me just press the green upward arrow.
The answer to the universe.
Please click my eggs, they would love it
Don't thank me just press the green upward arrow.
The answer to the universe.
My friends and I played it for a while, it was fun while it lasted.
Use item frames to put your weapons in, probably with either signs or Wither Skulls w/ titles floating above them for names. If you want to be super super fancy, you can hide the WitherSkull titles until a player goes close to the frame.
Use stat.useItemFrame to detect when a player wants to buy a weapon on the wall. If the player doesn't have enough money, just kill the entity that the item frame drops and give them a handy little message.
Use stat.killEntity[X] to give money when you kill a mob. Keep the stat constantly resetting to zero so it only gives money when the mob is killed. You can transfer it to another objective if you want to do a total kills thing at the end.
Unlocking doors can easily use /fill x1 y1 z1 x2 y2 z3 and some particle effects. I'd probably use the same item frame tactic to unlock doors.
Random generator of course for the weapon box. Rebuilding can be done via holding a "Repair" action item and using {SelectedItem:}.
That's everything off the top of my head. xD I'll try to think of some more and go into any further explanations if you need help.
Impressive!
If you guys want to go into detail and help get some credits for building it please PM me! I'm currently on my server setting up a very basic map to get a decent scale size.