Hey guys, I've been working on a really good PvP map but I can't seem to fix one issue. I have four teams but I don't know how to make them identifiable. Can anyone give me a list of commands to create four teams using scoreboard? (red, blue, light-green, and orange) I need players to respect teams (no team killing), their nametag changed to their chosen team color, and if at all possible, to be removed from their team on death. If someone were to add kills I'd very much appreciate the kills to be counted until death. Thank you!
I think I can help you out with this:
For each team, do:
/scoreboard teams add [Color]
/scoreboard teams option [Color] color [color;red,blue,green,etc.]
/scoreboard teams option [Color] friendlyFire false
For the rest of what you need, I'd need to go on a server and do it directly.
Use deathCount and killCount as the criteria for the objectives. You can display the killCount in the sidebar, although it would be cooler if you displayed it by the experience bar. To remove someone who dies, set everyone's spawn location to a pressure plate. Make them leave the team and clear their kills before teleporting them back to the hub. To display people's scores on the exp bar, make it so every time someone gets a kill they are given 1 level and their kill score is reset. If you need any help with the commands, feel free to let me know or you can also look on the wiki for scoreboards and command useage for detecting levels or scores.
No, 0ct0ber, that's not the best way to do it. The best way to do it is to have a second objectives called Deaths which keeps track of a player's death count. Whenever this increases to 1, a player's kills are set to 0 and their death score is removed.
Can you please elaborate on what defines "the best way to do it" or "not the best way"? Srating a claim without proper evidence to back that claim up is what unprofessional people do. Should I respond "no my way is better" even if I think that's true? No, you and I both know that would sound ridiculous.
The difference between my method and your method is per-death score reset or infinite clock detection. When this is combined with other clocks it could add lag, and obviously piles up on the spawn chunk in addition. My method uses one clock, and since a death room is required, the player can easily switch to spectator mode or retry or return to the hub with interact signs or buttons.
So there is no difference at all except for how the responding commands are activated.
Also remember you said you would have to go on the server and do it yourself. You showed him the teams yourself, but said it was too tough to explain and you would have to do it by hand. Seeing this I gave this helpful comment. I'm just helping you out, so don't act like I'm a competitor in your way.
The best way to use it is the most efficient, multiplayer-friendly way.
Then by your definition, your method is not "the best way", and mine is not worse. Both are equally efficient- all that changes, as I had previously stated— is if a loop is run or people get teleported by the vanilla method of spawn point to reset their scores after death. The pro of my method is that a clock for respawning isn't required. The con of it is that a room is required, but that also means an easier way for players to choose to go back into the game as a spectator or return to the hub.
Then by your definition, your method is not "the best way", and mine is not worse. Both are equally efficient- all that changes, as I had previously stated— is if a loop is run or people get teleported by the vanilla method of spawn point to reset their scores after death. The pro of my method is that a clock for respawning isn't required. The con of it is that a room is required, but that also means an easier way for players to choose to go back into the game as a spectator or return to the hub.
Yours is not as multiplayer-friendly. If two people die at the same time, only one of them will be affected by the pressure pad, and if there is no room to walk, the pressure pad will be jammed.
Not if there is a button or sign which they can click in the room, so they don't get reset instantly but instead have the option to leave or spectate. Also a clock can turn on only when the pressure plate is pressed
How much experience do you have with command blocks? A clock doesn't need redstone input to turn on. Buttons aren't a good way to go in a room, because if there are two people, and one person presses it but the other person is closer, the other person will be affected.
For each team, do:
/scoreboard teams add [Color]
/scoreboard teams option [Color] color [color;red,blue,green,etc.]
/scoreboard teams option [Color] friendlyFire false
For the rest of what you need, I'd need to go on a server and do it directly.
What is life when we bake cookies and cook bacon?
What is life when we bake cookies and cook bacon?
The difference between my method and your method is per-death score reset or infinite clock detection. When this is combined with other clocks it could add lag, and obviously piles up on the spawn chunk in addition. My method uses one clock, and since a death room is required, the player can easily switch to spectator mode or retry or return to the hub with interact signs or buttons.
So there is no difference at all except for how the responding commands are activated.
Also remember you said you would have to go on the server and do it yourself. You showed him the teams yourself, but said it was too tough to explain and you would have to do it by hand. Seeing this I gave this helpful comment. I'm just helping you out, so don't act like I'm a competitor in your way.
What is life when we bake cookies and cook bacon?
Then by your definition, your method is not "the best way", and mine is not worse. Both are equally efficient- all that changes, as I had previously stated— is if a loop is run or people get teleported by the vanilla method of spawn point to reset their scores after death. The pro of my method is that a clock for respawning isn't required. The con of it is that a room is required, but that also means an easier way for players to choose to go back into the game as a spectator or return to the hub.
That has already been stated.
Yours is not as multiplayer-friendly. If two people die at the same time, only one of them will be affected by the pressure pad, and if there is no room to walk, the pressure pad will be jammed.
What is life when we bake cookies and cook bacon?
What is life when we bake cookies and cook bacon?