We (my friends and I) want to shoot an arrow named "GreenArrow" that constantly summons enderpearls named "GreenPearl". Those pearls should execute a command at armorstands within 1 block. that command is /setblock ~ ~-1 ~ wool 5
To do this, we have 4 command blocks, and 2 dummy scoreboard objectives. the dummy objectives are as follows
/scoreboard objectives add GreenArrow dummy
/scoreboard objectives add GreenPearl dummy
the 4 command blocks that are repeating and always active, are as such:
/scoreboard players set @e[type=Arrow] GreenArrow 1 {CustomName:"GreenArrow"}
And no, they aren't to teleport players. They are for added effect. If you'd read the entire thing, you'll see that they are for using the setblock command.
theusaofyoutube
Thanks, I'll try those. Also, We have around 500 armour stands. So not having armour stands isn't a problem. lol.
If you summon an arrow with this command:
/summon arrow ~ ~200 ~ {CustomName:"GreenArrow"}
When it reaches the armour stands, then wool actually turns green. However, player-fired arrows don't work.
And no, they aren't to teleport players. They are for added effect. If you'd read the entire thing, you'll see that they are for using the setblock command.
Oh, I see what u r doing.
Also, I spotted your mistake:
But skeletons shoot at the players... you should create an objective using the stat.useItem.minecraft:bow criteriatype so only players that just shot an arrow change only the nearest arrow.
Would be better if you just add pickup:1 into the scoreboard addition.
I.E.
/scoreboard players set @e[type=Arrow] GreenArrow 1 {pickup:1,CustomName:"GreenArrow"}
Also, if u guys don't realize, this command is wrong! Look at the argument above, "Arrow". This is not 1.11 command.
So you want me to make a complete list of command?
Tell me if u want to, I can just simply add some score on it.
1. Yours also make all arrows from players being changed.
2. type=Arrow does not work on arguements in 1.11. Cuz u said, it's case-sensitive(Actually the old one is also case sensitive, it can't be small letters.).
3. If it's just detect if it is shot by a player, yours and mine will work. (although mine's shorter )
Let's end this thread, make another scommand that set the score of players who hold the green bow to 1.(Or 5 to be secure.)
1) I guarantee that entity names are no longer case sensitives.
2) If you test if the arrow is pickupable, then all players with any bow will shoot green arrows. With my way, you can use selectors to detect if the arrow is shot directly from the player, and also has a green bow in his hand. For that you will have to use scoreboard tags and execute+selectors anyway.
1) I've never say that entity savegame IDs are not case-sensitive. It was, it is, it probably won't.
2) Instead of arguing who's right, why not we provide a full command list to get this question solved-,-
I'm not arguing. I'm just stating that UR RONG BOI
I don't care if I am right or wrong now.
But if your full command goes wrong, you
better snip off this reply you just said.
No matter if it's a careless mistake or not.
Hey fellas
We (my friends and I) want to shoot an arrow named "GreenArrow" that constantly summons enderpearls named "GreenPearl". Those pearls should execute a command at armorstands within 1 block. that command is /setblock ~ ~-1 ~ wool 5
To do this, we have 4 command blocks, and 2 dummy scoreboard objectives. the dummy objectives are as follows
/scoreboard objectives add GreenArrow dummy
/scoreboard objectives add GreenPearl dummy
the 4 command blocks that are repeating and always active, are as such:
/scoreboard players set @e[type=Arrow] GreenArrow 1 {CustomName:"GreenArrow"}
/execute @e[type=arrow,score_GreenArrow_min=1] ~ ~ ~ summon ender_pearl ~ ~ ~ {CustomName:"GreenPearl"}
/scoreboard players set @e[type=ender_pearl] GreenPearl 1 {CustomName:"GreenPearl"}
/execute @e[type=ender_pearl,score_GreenPearl_min=1] ~ ~ ~ execute @e[type=armor_stand,r=1] ~ ~ ~ setblock ~ ~-1 ~ wool 5
Shouldn't this work? When we fire arrows with the CustomName:"GreenArrow", no enderpearls are summoned, as it doesn't detect them for some reason.
It may be that the arrows collide with the ender pearls, causing them to be deleted. try summoning them 1 or half a block under the arrow.
Also, i have had problems with scoreboards where it would put a fake player on the scoreboard, preventing real entities being detected.
Try /scoreboard objectives setDisplay sidebar GreenArrow and see if the player "@e[type=Arrow]" (literally) is on it.
Also, it could be that there are no armor stands nearby?
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I'm sorry but if you want the ender preals to teleport players, only plugins and mods can help.
Why? Because the ender pearl needs an owner in order to be "alive". Omit that Owner tag= instant despawn.
Again, never test it, so if I do make a mistake, don't flamethrow me.
YMbrothers that's completely incorrect.
And no, they aren't to teleport players. They are for added effect. If you'd read the entire thing, you'll see that they are for using the setblock command.
theusaofyoutube
Thanks, I'll try those. Also, We have around 500 armour stands. So not having armour stands isn't a problem. lol.
If you summon an arrow with this command:
/summon arrow ~ ~200 ~ {CustomName:"GreenArrow"}
When it reaches the armour stands, then wool actually turns green. However, player-fired arrows don't work.
Oh, I see what u r doing.
Also, I spotted your mistake:
Make Arrow lowercase.
Thanks, I'll try it and give the results
Nothing changed
Ah, found another problem? Are you /entitydata the arrow when it is being fired? Otherwise the name of the arrow will be : "" or "undefined"
Bows that are named dont shoot named arrows. Named arrow items dont shoot as a named arrow.
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Oh yeah, the arrow shot by the player needs a custom name?
/entitydata is needed.
Where should the /entitydata be added?
-Friend of Maxride
Anywhere.
But it must set that arrow to the custom name.
Conceptual example:
/entitydata @e[type=arrow] {CustomName:"GreenArrow"}
^There are several ways to allow only the arrows from the green bow to change,
don't see the above command as a direct solution.
A better way to only name arrows summoned by Players:
/execute @a ~ ~ ~ /entitydata @e[type=Arrow,c=1,r=2] {CustomName:"Name"}
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Would be better if you just add pickup:1 into the scoreboard addition.
I.E.
/scoreboard players set @e[type=Arrow] GreenArrow 1 {pickup:1,CustomName:"GreenArrow"}
Also, if u guys don't realize, this command is wrong! Look at the argument above, "Arrow". This is not 1.11 command.
(pickup:2 if it's infinity bow-,-)
So you want me to make a complete list of command?
Tell me if u want to, I can just simply add some score on it.
1. Yours also make all arrows from players being changed.
2. type=Arrow does not work on arguements in 1.11. Cuz u said, it's case-sensitive(Actually the old one is also case sensitive, it can't be small letters.).
3. If it's just detect if it is shot by a player, yours and mine will work. (although mine's shorter )
Let's end this thread, make another scommand that set the score of players who hold the green bow to 1.(Or 5 to be secure.)
You know what to do, finish it.
1) I've never say that entity savegame IDs are not case-sensitive. It was, it is, it probably won't.
2) Instead of arguing who's right, why not we provide a full command list to get this question solved-,-
I don't care if I am right or wrong now.
But if your full command goes wrong, you
better snip off this reply you just said.
No matter if it's a careless mistake or not.
So snip that reply off or provide a correct list of commands.
So we/you can end this thread.