So players can more easily keep track of one another while exploring and hunting together (and to use as a template for other player selected effects) I have done the following:
/scoreboard objectives add glowing trigger
/scoreboard players enable @s glowing
I've worked out how to set "minecraft:tick" inside a data pack thanks to posts in here. Those two commands, do I set them with "minecraft:load" in the same way as a "start_glowing" function? I understand those two commands would be a "fire & forget", once done they are no longer ever invoked.
I believe players could then invoke the following command:
/trigger glowing set 1 (or /trigger glowing set 0 to turn it off)
I already have the following tagged and working with "mineraft:tick":
execute at @a if block ~ ~ ~ grass_path run effect give @p speed 5 1 true
I then need the same sort of command, only it selects non-zero "glowing" players and gives them the glowing effect.
execute at @a if <test for glowing score> run effect give @p glowing 1 1 true
When I begin typing I get back "Expected '{' at position 21: ...@a[scores=<--[HERE]
/execute at @a[scores=
How do I pick all players with non-zero "glowing" scores in 1.13?
It turns out "effect give @a[scores={glowing=1..}] glowing 1 1 true" is what I was going for.
"execute as @a if block ~ ~ ~ grass_path run effect give @s speed 5 1 true" now fails to work, so I'm trying to understand why. I'll start a specific thread name with that issue...
So players can more easily keep track of one another while exploring and hunting together (and to use as a template for other player selected effects) I have done the following:
/scoreboard objectives add glowing trigger
/scoreboard players enable @s glowing
I've worked out how to set "minecraft:tick" inside a data pack thanks to posts in here. Those two commands, do I set them with "minecraft:load" in the same way as a "start_glowing" function? I understand those two commands would be a "fire & forget", once done they are no longer ever invoked.
I believe players could then invoke the following command:
/trigger glowing set 1 (or /trigger glowing set 0 to turn it off)
I already have the following tagged and working with "mineraft:tick":
execute at @a if block ~ ~ ~ grass_path run effect give @p speed 5 1 true
I then need the same sort of command, only it selects non-zero "glowing" players and gives them the glowing effect.
execute at @a if <test for glowing score> run effect give @p glowing 1 1 true
When I begin typing I get back "Expected '{' at position 21: ...@a[scores=<--[HERE]
/execute at @a[scores=
How do I pick all players with non-zero "glowing" scores in 1.13?
/execute if entity @a[scores={glowing=1}] run effect give @p minecraft:glowing 1 0 true
That's the winner. Now I have a /trigger for players to turn on glow for themselves if they wish.
Nope... it's only the winner for one player at a time. Hrm...
It turns out "effect give @a[scores={glowing=1..}] glowing 1 1 true" is what I was going for.
"execute as @a if block ~ ~ ~ grass_path run effect give @s speed 5 1 true" now fails to work, so I'm trying to understand why. I'll start a specific thread name with that issue...