I'm working on a mini-game that involves the player shooting birds in the air (chickens), but I'm having a little trouble. I'm using a tall stack of armorstands with a chicken at the top, all riding on top of a creeper and ocelot (the Creeper is constantly trying to flee the ocelot on it's head, which makes it look like the chicken is flying in random directions).
The problem is, I've found you apparently can't shoot through armorstands; I originally had them all on a team with the collision rule disabled, which lets players walk through the whole mess without colliding, but when shooting from the ground, the arrows collide with the armorstands.
Any suggestions for a workaround? Here's the code to generate the chicken stack (I turned off the invisibility and slowed down the creeper for working convenience):
I've found a work around for those wondering; I don't actually need to have the chicken and creeper/ocelot all in one stack. What I've done is put the creeper/ocelot as one set and made the chicken entirely independent. Then I have a command block clock using command:
Using "teleport" instead of "tp" teleports the chicken continuously to 14 blocks directly above the creeper, instead of ever-increasing it's height by 14 blocks, like tp would. For anyone else trying something like this, to make things smooth, you need to disable gravity for the chicken, otherwise there will be a jitter in the chicken's movement (it will be perpetually falling).
I'm working on a mini-game that involves the player shooting birds in the air (chickens), but I'm having a little trouble. I'm using a tall stack of armorstands with a chicken at the top, all riding on top of a creeper and ocelot (the Creeper is constantly trying to flee the ocelot on it's head, which makes it look like the chicken is flying in random directions).
The problem is, I've found you apparently can't shoot through armorstands; I originally had them all on a team with the collision rule disabled, which lets players walk through the whole mess without colliding, but when shooting from the ground, the arrows collide with the armorstands.
Any suggestions for a workaround? Here's the code to generate the chicken stack (I turned off the invisibility and slowed down the creeper for working convenience):
Code for the team:
Set {Marker:1} to each of the ArmorStands; It should allow you to shoot through them.
Unfortunately that won't work here, when you use Marker, they lose their height when stacking them
I've found a work around for those wondering; I don't actually need to have the chicken and creeper/ocelot all in one stack. What I've done is put the creeper/ocelot as one set and made the chicken entirely independent. Then I have a command block clock using command:
Using "teleport" instead of "tp" teleports the chicken continuously to 14 blocks directly above the creeper, instead of ever-increasing it's height by 14 blocks, like tp would. For anyone else trying something like this, to make things smooth, you need to disable gravity for the chicken, otherwise there will be a jitter in the chicken's movement (it will be perpetually falling).