How can I disable Sprint in adventure maps like Blindness Does but no blindness?
Is it a Texture for anti sprint? or a Command / commands needed for it?
In 1.7.2
I Want to make a Map where you dont have the Particale effects and the side effects when you have the buffs when you look at the inventory
I dont want slowness too i want them to be in normal speed
You could have a clock that runs on a interval same to that of a normal Vanilla regen and have it apply instant health that heal half a heart to players.
For the sprinting well you could use command blocks to apply saturation or hunger to keep the hunger stable enough to not deal damage but also not let players sprint, I know sethbling made a thing like that for health instead perhaps you could find a way to make it for hunger instead?
also you can just have a sign say to turn particles off in their settings....
Though there will be particle effects, there is a way to prevent sprinting through hunger while not having the player suffer from starvation.
First, you'll have to apply a maximum-level hunger effect:
/effect @a 17 1000000 255
Once this is done, you'll need to turn on the following mechanism:
Command in the command block:
/effect @a 23 1 0
This will ensure the player is not damaged through hunger but is also unable to sprint. As far as passive regeneration goes, according to the wiki, hunger restores 1 health point (half a heart) every 80 game ticks (40 redstone ticks). The instant health effect restores 4 health points (2 hearts), so you'll need a mechanism that can apply the instant health effect exactly every 320 game ticks (or 160 redstone ticks). Mechanisms I've tried aren't accurate, but may be accurate enough:
Objective:
/scoreboard objectives add HEAL dummy
Mechanism:
Command block on the TOP-RIGHT:
/scoreboard players add @a[score_HEAL=19] HEAL 1
Command block on the BOTTOM-RIGHT:
/effect @a[score_HEAL_min=20] 6 1 0
Command block on the LEFT:
/scoreboard players set @a[score_HEAL_min=20] HEAL 0
Summary:
Every 8 game ticks (4 redstone ticks), hoppers transfer an item. Since there are two hoppers, we're doubling the number of ticks to 16 game, 8 redstone. So every 8 redstone ticks, the HEAL score is increased by 1. Once it hits 20, that would match our 160 redstone ticks needed for 4 health (2 hearts) to be restored. The effect is applied, and if it is, all players with a score of 20 or greater will have that score set back to 0 to continue counting.
The above mechanisms will save on lag due to the use of hopper clocks, so lag isn't going to be an issue.
Obviously this won't be helpful if you want to avoid particle effects. But if that's what you're intending, then there is no other way. You'll have to suffer some bit with it or go without.
Is it a Texture for anti sprint? or a Command / commands needed for it?
In 1.7.2
yea, it shouldnt change game play THAT much
I dont want slowness too i want them to be in normal speed
Though there will be particle effects, there is a way to prevent sprinting through hunger while not having the player suffer from starvation.
First, you'll have to apply a maximum-level hunger effect:
Once this is done, you'll need to turn on the following mechanism:
Command in the command block:
This will ensure the player is not damaged through hunger but is also unable to sprint. As far as passive regeneration goes, according to the wiki, hunger restores 1 health point (half a heart) every 80 game ticks (40 redstone ticks). The instant health effect restores 4 health points (2 hearts), so you'll need a mechanism that can apply the instant health effect exactly every 320 game ticks (or 160 redstone ticks). Mechanisms I've tried aren't accurate, but may be accurate enough:
Objective:
Mechanism:
Command block on the TOP-RIGHT:
Command block on the BOTTOM-RIGHT:
Command block on the LEFT:
Summary:
Every 8 game ticks (4 redstone ticks), hoppers transfer an item. Since there are two hoppers, we're doubling the number of ticks to 16 game, 8 redstone. So every 8 redstone ticks, the HEAL score is increased by 1. Once it hits 20, that would match our 160 redstone ticks needed for 4 health (2 hearts) to be restored. The effect is applied, and if it is, all players with a score of 20 or greater will have that score set back to 0 to continue counting.
The above mechanisms will save on lag due to the use of hopper clocks, so lag isn't going to be an issue.
Obviously this won't be helpful if you want to avoid particle effects. But if that's what you're intending, then there is no other way. You'll have to suffer some bit with it or go without.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
You could still have hunger with the regen effect
I have created video about this. You can remove sprining with only 4 commands!
Youtube vid