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    posted a message on Function Hit Detection [Help Needed]

    I have isolated an issue in a function system I'm making to the hit detection. it will not work as is.

    it works if the command that adds the hit tag is in a command block, but I have not been able to get it functional in functions alone.

    # Detects when Anvil hit takes damage #
    scoreboard players tag @e[name=AnvilHit,tag=!Hit] add Hit {HurtTime:10s}
    
    # When AnvilHit has Hit play sound based on Smithing_Tier #
    execute @e[tag=Hit] ~ ~ ~ playsound minecraft:block.anvil.land ambient @p[tag=Smithing_Tier4,r=2,c=1] ~ ~ ~ 5 0.6
    execute @e[tag=Hit] ~ ~ ~ playsound minecraft:block.anvil.land ambient @p[tag=Smithing_Tier3,r=2,c=1] ~ ~ ~ 5 0.7
    execute @e[tag=Hit] ~ ~ ~ playsound minecraft:block.anvil.land ambient @p[tag=Smithing_Tier2,r=2,c=1] ~ ~ ~ 5 0.8
    execute @e[tag=Hit] ~ ~ ~ playsound minecraft:block.anvil.land ambient @p[tag=Smithing_Tier1,r=2,c=1] ~ ~ ~ 5 0.9
    
    # Remove hit after command loop #
    scoreboard players tag @e[tag=Hit] remove Hit
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Golbez22's Command/Function Creation Workshop [Help Needed]

    Using tags I can target the armorstands datatags, but the furnace is still an issue


    add the tag:

    scoreboard players tag @e[name=AnvilDetected,tag=!Tempering] add Tempering {NoGravity:1b,Invulnerable:1b,ShowArms:1b,DisabledSlots:1973790,Pose:{RightArm:[270.0f,0.0f,90.0f],LeftArm:[270.0f,0.0f,0.0f]},Invisible:1b,HandItems:[{id:"minecraft:iron_sword",Count:1b,tag:{display:{Name:"Heated Iron Sword"}},Damage:250s},{}],CustomName:"AnvilDetected",ArmorItems:[{},{},{},{}]}

    remove the tag:


    scoreboard players tag @e[name=AnvilDetected,tag=Tempering] remove Tempering {NoGravity:1b,Invulnerable:1b,ShowArms:1b,DisabledSlots:1973790,Pose:{RightArm:[270.0f,0.0f,90.0f],LeftArm:[270.0f,0.0f,0.0f]},Invisible:1b,HandItems:[{id:"minecraft:iron_sword",Count:1b,tag:{display:{Name:"Tempered Iron Sword"}},Damage:250s},{}],CustomName:"AnvilDetected",ArmorItems:[{},{},{},{}]}

    my next step is to make a hit detector

    my idea is to use entity data to make a NoAI,Silent,invisible chicken summon onto my armorstand as a passenger, but is there a way to make the hits call the anvil clang?

    after the chicken dies I can use entitydata on the armorstand again targeting the fact that the tag Tempering is present and there is not a tagged chicken within 1 block to change the "Heated Iron Sword" into a "Tempered Iron Sword"

    preferably i'd like to randomly run a command at the end to put "quality" text into the tempered iron sword's lore so I can target keywords for stat changes in the final weapon. i don't have any ideas for that yet though.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Golbez22's Command/Function Creation Workshop [Help Needed]

    here is my testfor that finds if I put the heated sword on my anvil (invisible armorstand that can hold items in it's right hand)

    /testfor @e[name=AnvilDetected] {NoGravity:1b,Invulnerable:1b,ShowArms:1b,DisabledSlots:1973790,Pose:{RightArm:[270.0f,0.0f,90.0f],LeftArm:[270.0f,0.0f,0.0f]},Invisible:1b,HandItems:[{id:"minecraft:iron_sword",Count:1b,tag:{display:{Name:"Heated Iron Sword"}},Damage:250s},{}],CustomName:"AnvilDetected",ArmorItems:[{},{},{},{}]}

    this works but again I don't know how to target using testfor in a function. I really don't want to have to make this using command blocks so if anyone has a work around please let me know

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Golbez22's Command/Function Creation Workshop [Help Needed]

    So I'm working on a new function creation and I want to make if you put an iron sword in a furnace it outputs a named iron sword with 0 durability.
    I want this for a "true smithing" creation where you can improve iron tools by heating them, tempering them on an anvil, and then cooling them

    my closest test is blockdata:
    /blockdata ~ ~-1 ~ {Items:[{id:iron_sword,Slot:2,Count:1,Damage:250,tag:{display:{Name:"Heated Iron Sword"}}}]}


    which is correct, but it clears all items from the furnace, and the furnace becomes permanently lit if it is lit

    the second issue I have is triggering the command at the appropriate time the only moderate success was using command blocks where the repeating command was a testforblock with very specific tags for what was in each slot, and to my knowledge testfor is useless in functions since you can't chain using it's output

    either way, I just need a way to change a new iron sword into this named low durability version

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Can you use functions on realms?

    my testing so far seems like they will, but you don't have permission to use them

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Golbez22's Command/Function Creation Workshop [Help Needed]

    Have the furnace system working as functions now, and you can toggle the text visibility, also destroying the furnace clears the entities linked to it. being in the area of the smoke emitting entity causes nausea and blindness.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Vampire daylight sensor

    dirty solution loop these three commands in a chain:
    scoreboard players tag @a[score_Vampire_min=1,score_Vampire=1] add NoAir

    execute @a[score_Vampire_min=1,score_Vampire=1] ~ ~ ~ detect ~ ~2 ~ minecraft:air execute @a[score_Vampire_min=1,score_Vampire=1,r=1] ~ ~ ~ scoreboard players tag @a[r=1] remove NoAir

    /effect @e[score_Vampire_min=1,score_Vampire=1,tag=!NoAir] minecraft:poison 1 1 false

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Golbez22's Command/Function Creation Workshop [Help Needed]

    Well that would work even without the score just by using detect ~ ~[offset] ~ minecraft:furnace_lit -1 but the problem with that system is to my knowledge you can't have a score set as a coordinate [which would be amazing]. it would force me to make a full array of the command for every height:
    /execute @e[name=FurnaceChimney,tag=InPlace] ~ ~ ~ detect ~ (1-255) ~ minecraft:furnace_lit -1 particle largesmoke ~ ~.75 ~ -.3 .05 .4 .1 0 force

    I'm not very familiar with the volume modifiers like dx,dy,dz if there was a way to use that to detect the other entity FurnaceDetected then you could do it in one one command. I'm misguided but i'm gonna go try:
    /execute @e[name=FurnaceDetected,tag=Linked] ~ ~ ~ detect ~ ~ ~ minecraft:furnace_lit -1 /execute @e[name=FurnaceChimney,tag=InPlace,y=0,dy=255] ~ ~ ~ particle largesmoke ~ ~.75 ~ -.3 .05 .4 .1 0 force

    Edit: It Worked!

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Golbez22's Command/Function Creation Workshop [Help Needed]

    Well I have been working on some stuff on my minecraft realm. Pretty much small modules meant to make the game a little more immersive, or whatnot to my tastes. the one I'm bringing here today is pretty simple you need to vent smoke out of your furnaces. Everything is going pretty well, but I'm trying to find a reliable way to communicate between two entities without hardcoding so I can generate the systems in the background so players won't really notice.

    Here is a clip of my progress:


    If you have any pro tips for me let me know, I want to keep it away from chaining since i'm going to make it function based next update

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Help with creating rigid moving of multiple entities

    That is a strong maybe on joining my server. its a small server because I don't have the internet to host a international friendly server. there are currently 2 players from florida and one from the netherlands. the one from the netherlands usually lags. but anyone on the east coast of the US should be fine.


    the rest of the players are local to me in new hampshire and experience fairly stable connection.

    I would love to have a nice hosted server but alas no money for it. I keep a friendly community and would expect the same from you

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Help with creating rigid moving of multiple entities

    I have been building very unique features for my vanilla server (like crafting key molds, making alloys, lockable doors with unique keys, "Races" and racial abilities, windmills small and large,etc) and I've worked through many snags but I'm having trouble with devising a way to create structures using the armor stand method that can move and hold the shape I want them to.


    Section one:
    The first key issue is that even with the fastest (known/compact) clock objects will not teleport quick enough to look as if they are moving with the target


    while still they look fine


    But as soon as the target moves the teleporting entity drags behind


    The faster the target moves the more dramatic the distance



    This can be partially remedied by targeting a "anchor" entity because the collection of entities will still drag behind but they will all drag behind the exact same amount which keeps their shape(see section two for the problem with this). obviously I'd ideally want this dragging completely removed, so that is my first question Is there a way to keep entities locked to the position of a target without delay?


    Section 2:

    The second main problem I have is keeping position.
    by this I mean the way the initial "structure" is created is by summoning all of the components relative to the "anchor"
    this is achieved by:

    summoning the anchor:

    /summon ArmorStand ~ ~ ~ {CustomName:"anchor"}

    Summoning relative to the anchor:

    /execute @e[name=anchor] ~ ~ ~ /summon ArmorStand ~ ~ ~ {Data Tags}


    Eventually you have something like this


    its visually impressive, but 100% static (unmoving)


    if you do try moving it by teleporting it to the anchor which is following the target entity they will all just collapse onto the anchors position thus loosing shape. (no image for this sorry)

    If there is a way to move them I do not know it. my three thoughts where


    relative teleportation:

    to my knowledge there is not a way to teleport say 2 blocks away from a target using only relative coordinates
    IE: you cant

    /tp @e[name=part1] @e[name=anchor] ~ ~ ~2


    Building From Minecarts:

    since minecarts can display their custom blocks relative to them you could hypothetically build the structure making all parts relative to one block so that when all the carts are moved to the anchor the offset is a property of the minecart rather then actual change in position.
    I do not know if you could summon a custom armor stand in a minecart with a display offset, but if it's possible, then it is plausible


    Falling Sand-esque

    falling sand has been used a lot lately and their are tricks to make structures using it that depend on the sand self terminating. I don't like falling sand structures as they are ugly since they are not static they actually fall and are resummoned quickly to give the appearance of a solid. if their is a way to make armor stands self terminate then my problems with structure would be solved...just resummon the armor stands relative to the anchor as fast as possible. ....the only issue is "flashing" since it is happening roughly 20 times a second and my frames are always a solid 60 i can see the frames where their are no armorstands...roughly 3 flashes per second.


    all of these methods have flaws, or may not be possible so my question for this section is Is there a way to move armor stands as a group and have them keep their shape?


    If we can figure this out, then map makers, creative builders, andd servers everywhere can have essentially completely new objects added to the game that can act dynamically.

    I have seen many promising creation that point in this direction


    http://www.gfycat.com/CalmSingleHairstreak


    Posted in: Redstone Discussion and Mechanisms
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    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Checking now, had to change the first line to skins.1=2-5 but that may work

    Edit: no luck :/
    Posted in: Resource Packs
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    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Since I am no longer aware which thread is the active "Resource Pack author's guide to Mcpatcher" I'll just post my quick problem here:

    I am trying to make silverfish look like rats in all but the biomes they appear in naturally... I have a single silver fish texture and four rat varients. but in game only the silverfish shows

    here is my properties:

    skins.1=2 3 4 5
    maxHeight.1=60
    weights.1=100 100 1 1

    skins.2=1
    biomes.2=SwamplandM Swampland Ocean River FrozenOcean DeepOcean Taiga TaigaHills TaigaM MegaTaiga MegaSpruceTaiga ExtremeHills ExtremeHillsEdge ExtremeHills+ ExtremeHillsM ExtremeHills+M

    skins.3=1

    Can someone point out my error :) I have a role-play server quest depending on it ;P
    Posted in: Resource Packs
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    posted a message on [32x] Golbez22's Medieval Resource Pack
    your right the grass has been going through a change, but It is now a wip ...I will tackle this soon I promise, but this time I will be focusing on the grass as a pixel artist which means some more attention to detail. You will probably see this update before 1.8 :P
    Posted in: Resource Packs
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    posted a message on CTM: An outdated guide
    thanks
    Posted in: Resource Pack Discussion
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