/scoreboard players test difficulty someScoreboard 4
if true do: /scoreboard players set difficulty someScoreboard 0
also you can create button for geting lower difficulty copy that and change add to remove and 4 to -1 (command with test) and 0 to 3 (command with set)
If you want to extract time limit from difficulty you can do some like that what I write but with small changes.
After score was changed you can set your systems that are operating gamemode on your map.
It's one of ways to do that so you can find more efficient way
Well, did not under stand this. This is not player gamemodes, but difficulties on the actual map.
You shoud add 1 because after easy you (I think) want normal difficulty. As you see after hard with index 3 is nothing so system shoud turn back to difficulty with index 0.
/scoreboard players test difficulty someScoreboard 4
if true do: /scoreboard players set difficulty someScoreboard 0
also you can create button for geting lower difficulty copy that and change add to remove and 4 to -1 (command with test) and 0 to 3 (command with set)
If you want to extract time limit from difficulty you can do some like that what I write but with small changes.
After score was changed you can set your systems that are operating gamemode on your map.
It's one of ways to do that so you can find more efficient way
You could also simply use different buttons to /scoreboard players set @a[c=1] someScoreboard <score>
If you want to change the world difficulty:
/difficulty <difficulty>
The suggestions for scoreboard to track your settings is a good one but you will need to learn how to work with the scoreboard and everyone seems to be doing a very poor job of explaining that. Don't know if I'll do much better but I will try.
Objectives are simply entries in the scoreboard. They don't actually correspond to anything in the game, just handy names to make sense of what is stored in that specific entry.
NameOfObjective would be the name you will be using to interact with that objective through commands.
ScoreType can be either dummy or trigger. A dummy objective can only be interacted with by admins and command blocks. A trigger objective can be changed by a command non-admins can use, these would be ways to give your players a means to change things through the /trigger command (not particularly useful).
OptionalDisplayName is a name that will be shown on the sidebar or tab menu. It's optional since leaving it out uses the objective name instead.
To set a score to a specific value you would use:
/scoreboard players set PlayerName ObjectiveName Value
PlayerName is the name of the player to set the score for. Note that this player doesn't have to be online and it can even be a non-existent players (sometimes called fake players).
ObjectiveName is the name of the score your setting. It must have been added to the scoreboard with 'objectives add' before you can actually set it. You will get an error in the console if you try to set a score that doesn't exist.
Value can be any numerical or text value you want. Numerical values can be operated upon with mathematical functions while text values can not.
The rest of the /scoreboard players commands have mathematical functions:
add: adds a value to the score, if no value is specified it adds 1.
remove: subtracts from the score value, if no value is specified it subtracts 1.
reset: removes the score from the player (not to be confused with remove, horrible naming scheme).
The operations group are probably the most useful for crafting things like settings systems. It allows you to add (+=), subtract (-=), multiply (*=), divide (/=) and modulo (%=) two scores together and stores the result in the first score, they look like this:
This will add the value of SomeScore from SomeOtherPlayer to the value of SomeScore from SomePlayer and put the result inside of SomeScore from SomePlayer.
To make commands run on players based on specific scores you have to use the target selectors. For example if I wanted a command to run only players with a SomeScore value of 3, I would use the selector @e[score_SomeScore=1,score_SomeScore_min=1]
In the selector score_ScoreName means select players with a value of this much or less. score_ScoreName_min means players with a value of this much or more. So you have to use both to narrow in on a specific value or can use them to narrow in on a range of values.
The suggestions for scoreboard to track your settings is a good one but you will need to learn how to work with the scoreboard and everyone seems to be doing a very poor job of explaining that. Don't know if I'll do much better but I will try.
Objectives are simply entries in the scoreboard. They don't actually correspond to anything in the game, just handy names to make sense of what is stored in that specific entry.
NameOfObjective would be the name you will be using to interact with that objective through commands.
ScoreType can be either dummy or trigger. A dummy objective can only be interacted with by admins and command blocks. A trigger objective can be changed by a command non-admins can use, these would be ways to give your players a means to change things through the /trigger command (not particularly useful).
OptionalDisplayName is a name that will be shown on the sidebar or tab menu. It's optional since leaving it out uses the objective name instead.
To set a score to a specific value you would use:
/scoreboard players set PlayerName ObjectiveName Value
PlayerName is the name of the player to set the score for. Note that this player doesn't have to be online and it can even be a non-existent players (sometimes called fake players).
ObjectiveName is the name of the score your setting. It must have been added to the scoreboard with 'objectives add' before you can actually set it. You will get an error in the console if you try to set a score that doesn't exist.
Value can be any numerical or text value you want. Numerical values can be operated upon with mathematical functions while text values can not.
The rest of the /scoreboard players commands have mathematical functions:
add: adds a value to the score, if no value is specified it adds 1.
remove: subtracts from the score value, if no value is specified it subtracts 1.
reset: removes the score from the player (not to be confused with remove, horrible naming scheme).
The operations group are probably the most useful for crafting things like settings systems. It allows you to add (+=), subtract (-=), multiply (*=), divide (/=) and modulo (%=) two scores together and stores the result in the first score, they look like this:
This will add the value of SomeScore from SomeOtherPlayer to the value of SomeScore from SomePlayer and put the result inside of SomeScore from SomePlayer.
To make commands run on players based on specific scores you have to use the target selectors. For example if I wanted a command to run only players with a SomeScore value of 3, I would use the selector @e[score_SomeScore=1,score_SomeScore_min=1]
In the selector score_ScoreName means select players with a value of this much or less. score_ScoreName_min means players with a value of this much or more. So you have to use both to narrow in on a specific value or can use them to narrow in on a range of values.
I understand Scoreboards, but I will mess around with it to get the result I need. The reason I did not understand what @NoMoreThanNothing meant was because how adding a score of 1 would make it check for 4.
I way overshot what I thought was your problem. After reading what he said, he was suggestion to test for a value of 4 in order to set it back to zero to perform the wrap-around overflow handling expected. I would instead suggest using modulo against 4 to constrain the range to 4. A way to set a hard constraint so the player doesn't set the system into a broken state it's not made to handle.
Here's what modulo does:
0 % 4 = 0
1 % 4 = 1
2 % 4 = 2
3 % 4 = 3
4 % 4 = 0
5 % 4 = 1
6 % 4 = 2
... and so on ...
In game development this is how smart developers handle arbitrary overflow wraparound.
I way overshot what I thought was your problem. After reading what he said, he was suggestion to test for a value of 4 in order to set it back to zero to perform the wrap-around overflow handling expected. I would instead suggest using modulo against 4 to constrain the range to 4. A way to set a hard constraint so the player doesn't set the system into a broken state it's not made to handle.
Here's what modulo does:
0 % 4 = 0
1 % 4 = 1
2 % 4 = 2
3 % 4 = 3
4 % 4 = 0
5 % 4 = 1
6 % 4 = 2
... and so on ...
In game development this is how smart developers handle arbitrary overflow wraparound.
Exactly /scoreboard players test difficulty someScoreboard 4 is command that is testing score for player which is between 4 and 2147483647, it'd be better when you take range -1 -1 as target to replace it with something else
I thing default_ex was talking about change command of command block with /scoreboard players test difficulty someScoreboard 4 to /scoreboard players operation difficulty someScoreboard %= valueOf4 someScoreboard and also destroy command block in conditional mode. (before using this you need (in this example) set for fake player valueOf4 4 in scoreboard someScoreboard)
One thing that would help this insanely is. its pictures. videos, etc. lol pls.
I was thinking about extract time diff. form this chain of command blocks. It could be done by adding to someScoreboard score of maximum time and remaning time which will be set on start of [where remaining time start going down] by maximum time which will be set on start of game.
Edit: I don't know what you are doing so you shoud do what you will understand...
i will be able to help you with this i just need to confirm a few things first:
when you say difficulty do you mean general game difficulty as in the Peaceful, Easy, Normal or Hard, or do you mean the difficulty of your own map?
(example using parkour... Easy having jump boost, Hard blocks being farther apart?)
and if you could include a basic timer length for each difficulty that would be great
hoody_1505
Alright. Its the difficulty of my own map. Easy, Medium, Hard, Ultra. Each mode has just like a harder map, so if you choose easy, it's a pretty easy little easy map. But if you choose Ultra, you are in some pretty rage-full time if you're not a pro. Time limits (this only applies if the actual time limit is on, so they can choose if it is a time limit or not.) Easy: 1 min Medium 50 secs Hard 40 secs Ultra 20 secs
I think Adrizz is looking for a copy paste solution rather than a theoretical explanation. You all have advanced to OOP and Adrizz is still working with procedural. Makes scene to me. Sorry had to chime in because I thought the thread was humorous to read.
So I am making a map, (to not spoil, Im going to take parkour settings as an example)
So I want people to be able to change difficulty, like easy to hard, with time limit or not, etc.
How could this be done`?
Well, did not under stand this. This is not player gamemodes, but difficulties on the actual map.
how the commands are set up.
I literally dont get how this works. If adding a score of 1, why should it test for 4?
lol idk
You could also simply use different buttons to /scoreboard players set @a[c=1] someScoreboard <score>
If you want to change the world difficulty:
/difficulty <difficulty>
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The suggestions for scoreboard to track your settings is a good one but you will need to learn how to work with the scoreboard and everyone seems to be doing a very poor job of explaining that. Don't know if I'll do much better but I will try.
http://minecraft.gamepedia.com/Scoreboard#Command_reference
Objectives are simply entries in the scoreboard. They don't actually correspond to anything in the game, just handy names to make sense of what is stored in that specific entry.
To add an objective to the scoreboard you use:
/scoreboard objectives add NameOfObjective ScoreType OptionalDisplayName
NameOfObjective would be the name you will be using to interact with that objective through commands.
ScoreType can be either dummy or trigger. A dummy objective can only be interacted with by admins and command blocks. A trigger objective can be changed by a command non-admins can use, these would be ways to give your players a means to change things through the /trigger command (not particularly useful).
OptionalDisplayName is a name that will be shown on the sidebar or tab menu. It's optional since leaving it out uses the objective name instead.
To set a score to a specific value you would use:
/scoreboard players set PlayerName ObjectiveName Value
PlayerName is the name of the player to set the score for. Note that this player doesn't have to be online and it can even be a non-existent players (sometimes called fake players).
ObjectiveName is the name of the score your setting. It must have been added to the scoreboard with 'objectives add' before you can actually set it. You will get an error in the console if you try to set a score that doesn't exist.
Value can be any numerical or text value you want. Numerical values can be operated upon with mathematical functions while text values can not.
The rest of the /scoreboard players commands have mathematical functions:
add: adds a value to the score, if no value is specified it adds 1.
remove: subtracts from the score value, if no value is specified it subtracts 1.
reset: removes the score from the player (not to be confused with remove, horrible naming scheme).
The operations group are probably the most useful for crafting things like settings systems. It allows you to add (+=), subtract (-=), multiply (*=), divide (/=) and modulo (%=) two scores together and stores the result in the first score, they look like this:
/scoreboard players operation SomePlayer SomeScore += SomeOtherPlayer SomeScore
This will add the value of SomeScore from SomeOtherPlayer to the value of SomeScore from SomePlayer and put the result inside of SomeScore from SomePlayer.
To make commands run on players based on specific scores you have to use the target selectors. For example if I wanted a command to run only players with a SomeScore value of 3, I would use the selector @e[score_SomeScore=1,score_SomeScore_min=1]
In the selector score_ScoreName means select players with a value of this much or less. score_ScoreName_min means players with a value of this much or more. So you have to use both to narrow in on a specific value or can use them to narrow in on a range of values.
I understand Scoreboards, but I will mess around with it to get the result I need. The reason I did not understand what @NoMoreThanNothing meant was because how adding a score of 1 would make it check for 4.
I way overshot what I thought was your problem. After reading what he said, he was suggestion to test for a value of 4 in order to set it back to zero to perform the wrap-around overflow handling expected. I would instead suggest using modulo against 4 to constrain the range to 4. A way to set a hard constraint so the player doesn't set the system into a broken state it's not made to handle.
Here's what modulo does:
0 % 4 = 0
1 % 4 = 1
2 % 4 = 2
3 % 4 = 3
4 % 4 = 0
5 % 4 = 1
6 % 4 = 2
... and so on ...
In game development this is how smart developers handle arbitrary overflow wraparound.
I literally dont understand
Both how this works and how to set it up
One thing that would help this insanely is. its pictures. videos, etc. lol pls.
You used the same thing, but I don't understand how it would work for 4 difficulties + either time limit or not
Hmm.
Current to my knowledge, i literally dont understand this, but I came with a solution, maybe it works, idk need help for that.
Click the image on attachments to see what i think
Tell me. Will this be able to work?
mind right now oh what you are saying:
Alright. Its the difficulty of my own map. Easy, Medium, Hard, Ultra. Each mode has just like a harder map, so if you choose easy, it's a pretty easy little easy map. But if you choose Ultra, you are in some pretty rage-full time if you're not a pro. Time limits (this only applies if the actual time limit is on, so they can choose if it is a time limit or not.) Easy: 1 min Medium 50 secs Hard 40 secs Ultra 20 secs
1.11.2 yes that is true
I think Adrizz is looking for a copy paste solution rather than a theoretical explanation. You all have advanced to OOP and Adrizz is still working with procedural. Makes scene to me. Sorry had to chime in because I thought the thread was humorous to read.