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    posted a message on Scoreboard Testing Deaths help
    there is a criteria for teamkill.<color>

    http://minecraft.gamepedia.com/Scoreboard#Command_reference
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on inventory testfor help [SOLVED]
    The reason {Inventory:[{id:minecraft:arrow,Count:0b}]} didn't work was that you cant have a zero stack of item in your inventory.

    your best bet would be to test for when the player does have arrows, and hook it up to a NOT gate so that whenever it fails to find arrows you relieve our output.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Testfor any block
    /testforblock air x y z

    comparator

    torch

    output
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Some Awesome Command Block Codes
    Why does it say Dragnoz as author... You didn't steal this from him... did you?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Adding a Custom Name and Display name to a summon command. HELP
    I don't think custom NameVIsibile has any effect on item entities though...
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How do I make arrows fly straight in the direction I am facing?
    Well you can simply do an execute command on a player using the ry, and rym arguments. the summon an arrow with the restive movement.



    trigger (somthing the player does to run the command, you decide)

    /execute @a[ry=-135,rym=135] ~ ~ ~-1 summon Arrow ~ ~ ~ {Motion:[0.0d,0.0d,-3.0d],CustomName:"ArrowN"} (This is for north)

    this needs to trigger a clock running:

    /entitydata @e[name=ArrowN] {Motion:0.0d,0.0d,-3.0d} (this is necessary to keep it from falling).



    you can repeat the similar commands for the other directions:
    East:
    /execute @a[ry=-45,rym=-135] ~1 ~ ~ summon Arrow ~ ~ ~ {Motion:[3.0d,0.0d,0.0d],CustomName:"ArrowE"}
    /entitydata @e[name=ArrowE] {Motion:3.0d,0.0d,0.0d}
    South:
    /execute @a[ry=45,rym=-45] ~ ~ ~1 summon Arrow ~ ~ ~ {Motion:[0.0d,0.0d,3.0d],CustomName:"ArrowS"}
    /entitydata @e[name=ArrowS] {Motion:0.0d,0.0d,3.0d}
    West:
    /execute @a[ry=45,rym=135] ~-1 ~ ~ summon Arrow ~ ~ ~ {Motion:[-3.0d,0.0d,0.0d],CustomName:"ArrowW"}
    /entitydata @e[name=ArrowW] {Motion:-3.0d,0.0d,0.0d}
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Commandblock targeting not working
    Your gonna have to be more specific. They can only be used in a player targeter position with a command. for ewample:

    /tp <player>

    /tp @p

    As far as it not working on other maps do you have command blocks enable.

    Please show me what your trying to do so we can help.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How To Position Armor Stands At Player
    I'm not sure about the villager part, but yes I guess so. The way you position amour stands is as follows.
    1. Summon them with a name
    2. then use entity data to edit ther respective parts.
    /summon ArmorStand x y z {CustomName:"(easy to remember name here)"}
    /entitydata @e[type=ArmorStand,name=(name)] {Pose:{*:[0f,0f,0f]}}
    *can be Head:, Body:, RightArm:, LeftArm:, RightLeg:, LeftLeg:.
    The values that are followed by 'f' can slowly be adjusted to your liking for each respective part.
    I hope this was specific.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Command Block Issue
    If your using bukkit, a lot of these commands can be easily messed up by to server side console arguments.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Snowballs turning snow to ice and then ice to compact ice!
    Quote from wolvorine135»
    have the zombie move up and down on a delay so when a snowman shoots a snowball it turns to ice the first time then then zombie goes down then comes back up and snowman shoots snowball and turns Ice into compact ice

    What on earth are you talking about?
    Quote from writertyler»
    How would I go about making it still efficient where it works every time but not being so fast where there isn't a stage between snow and compact ice?

    Well it depend on the concept your using mind explain how the original mechanism works so we can brainstorm a solution to the original problem?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Become a Creeper in vanilla Minecraft!
    please enlighten me of your definition of too many?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on /Setblock Help
    damage values are additional sub categories for items.

    hit F3+H then hover over the item of choice. It will show the id then (if there are damge values) it will have a slash (/) then the damage vaule for that item. For example a command for lapis would be:

    /give 037801 minecraft:dye 1 4

    that 4 is the damage value for blue dye.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Player specific mob destruction
    Add the {Invulnerible:1} tag to to it. IT will make it invincible to every thing but players in creative mode.

    Other than that your gonna have to be pretty creative. By adding to the health (or HealF not sure) tag, or using the healf boost effect. I think also resistance 5 works too (but then you can't kill it). then again there is always the /kill command that always works no matter what. Im rambling aren't I?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Blocks that fly upwards
    Quote from xDarkFire13x»
    The problem, however. it that it'll delete all sand entities.

    you delete one at a time and only specified ones... using
    @e[type=FallingSand,r=#,c=#]
    radius...count..
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Armor Stand Help
    Armor stands are entity so they can phase through blocks. I'd tp the armor stand to the left temporarily, then place two barrier blocks (or glass if you want a case effect) at its original location, then teleport it back, then It's be untouchable by any adventures ;).
    Posted in: Redstone Discussion and Mechanisms
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