I'm stuck with my custom advancement, it's not triggering by itself, I can grant myself everything and it shows up perfectly fine, but when I enter the proper area for it to trigger (my spawn) it will not trigger and give the advancement on its own.
This most likely finds nothing because it's written using integers, not doubles (like 0.0). Also, specifying "min" and "max" the same makes it check the exact point that is specified. When a player is spawned, and his spawnpoint is set at 0,0 he will appear at 0.5,0.5, so you should put `"max": 0.5, "min": 0.5` for each coordinate. If it doesn't work, maybe increasing the range, so it's not just a point (like putting `"max": 0.49, "min": 0.51`) will help.
Also, please first check if it works in vanilla minecraft! Your usage of `/spawn` indicates, that you are using plugins, which may (or may not) interfere with advancements.
I'm not sure if anyone will reply to this but I have a question about advancements. is it possible to make it so that an advancement is given once a player completes a quest created in the plugins named Quests/BetonQuests? I'm working on an MMO server and thought it would be cool to make some custom advancements for some of the major quests/events.
This thread is fairly old, but I thought I'd leave a comment here and see if anybody still happens to be watching it.
I'm creating a custom modpack, and I'd like to make my own set of advancements for it using the Triumph mod, but I'm finding it difficult to get mods to play along with Minecraft's triggers. The format for Triumph advancements is almost exactly the same as regular advancement files, and Triumph references the same triggers that regular advancements do. This leads me to believe I may have to make my own triggers for the mods, or find triggers in the mods' source code, if I want to make advancements for modded items/entities.
For instance, I'd like to make an advancement for taming a chocobo from the Chocobocraft 3 mod. I tried the vanilla "minecraft:tame_animal" trigger, and the advancement shows in-game, but it doesn't trigger when I tame a chocobo.
I'd also like to make advancements for when players enter dungeons generated by mods. This is already possible with regular villages, desert temples, etc. using the "minecraft:location" trigger, but I'm not sure how to incorporate modded dungeons, since the location trigger only supports vanilla "features" to my knowledge.
Another example of an advancement I might want to make is one for opening another player's backpack while they're wearing it (possible through the fantastic Wearable Backpacks mod). All a player has to do is right click the backpack model on another player's back, and it opens...but I can't think of an existing trigger that fits that scenario.
Is there any way to create a custom trigger and/or condition, or is what I'm trying to do simply not possible?
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