Alright thanks. I will check it out later
- Cloud7050
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Member for 9 years, 8 months, and 10 days
Last active Wed, Dec, 29 2021 01:30:30
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zombiemasher302 posted a message on Ortland Adventure Map V7.0- LightVsDark -300+ Missions in freeplayPosted in: Maps
Alright thanks. I will check it out later -
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Meroopa posted a message on Mahaway's LegendPosted in: Maps
How did you make command blocks such that it can give command points whenever a mob is killed? How does it even test for? Also, bug in 1.8.8, somehow @e[type=WitherSkull] is an invalid UUID format. So the crafting table is useless unless you /spawnpoint, then go there, then /kill to go back.
Have you tried playing it in 1.8.1? If yes, was it working fine? If you weren't too far in the map I recommend restarting it and use the crafting bench in the tutorial, sometimes this bug happens when you don't use it in the tuto. I'll work on fixing that.
As for the command I used a scoreboard that counts the zombie kills of a player. Then, using a /testfor , I reset that score to one and give 10 points to another scoreboard which is the one you see on your right. Hope that helps you if not just send me a message I'll send you some screenshots.
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moldybread1 posted a message on Moldy's CTM Series - Sea of Cinders now on Realms!Posted in: Maps
Thanks for replying! I totally suck at scoreboard and i didn't even know you could have different scoreboard values for same-named mobs at the same time! Wonder how you do that though.. Also snowballs don't usually work when thrown directly into the ground near you or into a mob
So if you make a mobspawner with mcedit from a mob, it'll keep the UUID for the mob and every mob spawned from it will be treated as the same by command blocks. All you need to do is use an nbtedit plugin to delete the UUID's from the spawner and you can have different values for mobs that spawn from the spawner.
As far as the snowballs go, they work by summoning armor stands when a snowball is detected and teleporting the armorstands to the snowball. Then when it sees there are no snowballs in the air, it executes a command at the armor stand (since it should be the last place a snowball was). It doesn't work if there isn't enough time between the throw and the hit. Unfortunately I don't think there is any real way around it, so I think what I said in a lore book is that the "Spectral Blasts" only "activate" after a certain range. -
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moldybread1 posted a message on Moldy's CTM Series - Sea of Cinders now on Realms!Posted in: Maps
I'm guessing the spectra work with mobs that have full resistance and only instant_damage mobs in the radius of the flying snowball. But how do you /give the bolded dark blue snowballs? I can't seem to /give items with coloured names, or did you mcedit the command block with §? please let me know!
I used an nbtedit plugin for mcedit to give snowballs with colored names. I had to copy paste § into the command block text. And if I recall correctly, the spectral mobs have really high resistance but I don't use instant damage to take down their health. Instead there is a health scoreboard and every time a snowball hits something all the mobs in a 3 block radius get 1 added to their health score. Then I just have command blocks that kill things with specific names depending on their health score. For example, the cave spider spectre is called "DarkSpectre" or something like that, and I have a command block that kills all mobs named "DarkSpectre" with a health score of 2. That way I can have different health values for different spectres. -
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Mithey posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!Posted in: Maps
I made every boss have 100 health in total but made them have super armor/resistance. From there I did this from 1-100:
/testfor @e[name=boss] {Health:1s}
<comparator after command block>
/scoreboard players set BossHealth bossBar 1
I also set up a clock so that it would constantly check those things. And of course the bossBar would be displayed on the side of the screen. -
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karate532 posted a message on Escape PrisonPosted in: MapsHello Thanks for the advice
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Slugsie posted a message on XRay Mod (1.6.4 - 1.11) ( Vanilla/Forge/LiteLoader )Posted in: Minecraft ModsPlease bring back the old Fly method - double tap space to begin/end flying. Maybe have it as an option seeing as how some people have said they like the new way. I'll probably have to go back to an older version until then as I really dislike the way it works now.
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AmbientOcclusion posted a message on XRay Mod (1.6.4 - 1.11) ( Vanilla/Forge/LiteLoader )Posted in: Minecraft ModsQuote from Superduck12345»
For some reason when I attempt to download the 1.6.4 to 1.8.8 version of X-Ray, The downloading process is fine but when I open up the file I just downloaded for some reason no profiles come up, I'm very confused. Also I REALLY ENJOY THIS MOD! the picture along with this post Is what I c when I click on the file.
You're not the first person to report this - I'll look into it and hopefully have a fix for it tomorrow.
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Versepelles posted a message on Versepelles' Boss Battles! (Newest Boss: Ancient Wither)Posted in: Maps
This will affect all currently loaded item frames. To undo this, simply replace the 1 with a 0. To set only frames within a specific radius, use this command:
/entitydata @e[type=ItemFrame,r=5] {Invulnerable:1}
Change the 5 to whatever radius you need.
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afj_5 posted a message on Chosen One Adventure Series (1188 Downloads!)Posted in: Mapsinteresting map maybe color code the characters speech too much dialogue thats white! kind of hard to read sometimes! but a nice mystery map! destroyed the whole base at the end!
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Gonna try your map. Looks good!
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Update: Is The Server Online Right Now? I Can't Connect To It ;connection refused;