One thing to consider though, if it is a single player map, any player that joins will have the exact same tags you have. So you have to remove them with an external tool such as NBTExplorer.
If you want to test for dying or rejoining the map, there are scoreboard types for death and games quit.
You need to put your testing tags inside the Item:{} tag. And put the lore inside quotation marks.
/scoreboard players set @e[type=Item] CRAFTING 5 {Item:{id:armor_stand,Count:1b,tag:{display:{Name:"Red Teleporter",Lore:["Teleports You To The Red Beacon"]}}}}
Maybe by changing the data ID of the block but I don't think you can do it without /setblock...
So, does somebody know how to change the data of a block with /blockdata? (like a stair orientation or a wool colour)
There is no way to do that. /blockdata is supposed to change the tile entity of a block, if it has one. Regular blocks like stairs don't have a tile entity. The only way to change them is by replacing the block.
A dispenser has a tile entity though, but there is no tag to make it active, like there is for command blocks.
These commands will mark the player with the highest score with "winner". (If there are multiple, it will randomly choose one)
Make sure to remove that tag again later (!)
Explaination: aThe first command lets every player set everyones highest score to their kill score if it is higher than the previous highest score. We end up with everyone having the overall high-score as their highest score.
Next, we make everyone subtract their kills score from their highest score. We end up with the difference of both scores.
If the difference equals 0, we know that that player has the highscore.
Failed to execute detect as ... means you didn't detect the block when you opened the command block. There's no problem in the execute detect, just maybe after.
The command block [2A] summons an area effect cloud entity (abbreviated with AEC) inside the next command block. AECs have the property that they have an ever increasing tag called age, that kills them once it hits 0. And they are completely invisible and have no hitbox or collision. The latter makes them perfect for command contraptions.
The AEC has a negative age value of the amount of ticks it should wait. One tick before this time is over, the AEC has a value of -1. The command blocks in 1. detect that and mark the entity with a tag. The command blocks will then activate the command block inside the AEC through setting their active state to always active and resetting it again. And that's it. The command block activates in the next tick.
2
I just have to use the oppertunity xD
Commands: https://goo.gl/VzE1Po
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Okay, nevermind. That doesn't quite work.
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I assume that the silverfish is the upper entity, so instead of Passengers use
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This is how to do the first joining thing:
One thing to consider though, if it is a single player map, any player that joins will have the exact same tags you have. So you have to remove them with an external tool such as NBTExplorer.
If you want to test for dying or rejoining the map, there are scoreboard types for death and games quit.
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Oh and also id:armor_stand needs to be prefixed with "minecraft:"
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Should do it
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You need to put your testing tags inside the Item:{} tag. And put the lore inside quotation marks.
This should work
1
There is no way to do that. /blockdata is supposed to change the tile entity of a block, if it has one. Regular blocks like stairs don't have a tile entity. The only way to change them is by replacing the block.
A dispenser has a tile entity though, but there is no tag to make it active, like there is for command blocks.
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Actually -1 is still supported, but the official way is to use an asterisk. Its just a matter of time when they will remove the old method.
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Not for simple redstone sensitive blocks such as dispensers.
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Unfortunately, this is not as easy as it would seem.
First, create a new dummy objective. I'm gonna call it highest.
Next, set up these commands:
These commands will mark the player with the highest score with "winner". (If there are multiple, it will randomly choose one)
Make sure to remove that tag again later (!)
Explaination: aThe first command lets every player set everyones highest score to their kill score if it is higher than the previous highest score. We end up with everyone having the overall high-score as their highest score.
Next, we make everyone subtract their kills score from their highest score. We end up with the difference of both scores.
If the difference equals 0, we know that that player has the highscore.
0
0
"-1" no longer works. Since 1.11 you have to use an asterisk *
0
In 1.11 they changed it so that you have to specify x, y, z, and r. This for example would work:
5
This is a guide on how to add a command for adding delay to your command chain into your world.
All credits go to Mr. lorgon111, who came up with this contraption.
Step 1 - The Engine
In this step you build three command blocks that allow this system to run everywhere in your world.
The first command block [1A] is set to 'Repeat', 'Unconditional' and 'Always Active' and faces into the next two command blocks [1B, 1C].
Both of them are set to 'Chain', 'Unconditional' and 'Always Active'. Here are the commands:
(Get the module here: https://goo.gl/gzDtOx)
Step 2 - The Delay Command Block
It this step you add a simple delay into a chain.
2A. Place one more chain command block at the end of your command chain.
2B. This one points into an impulse command blocks set to 'Needs Redstone'.
2C. After that, continue with the command chain.
Put this command into the command block 2A:
You have two variables in here, $L and $N. Replace them depending on your needs
$N is the amount of delay in game ticks. 20 game ticks are equal to one second.
$L is the location of the command block that is going to be activated.
You can now continue putting commands into the following command blocks 2B and 2C
Example:
This command would therefore activate the command block in positive X in 3 seconds:
Step 3 - Explaination
The command block [2A] summons an area effect cloud entity (abbreviated with AEC) inside the next command block. AECs have the property that they have an ever increasing tag called age, that kills them once it hits 0. And they are completely invisible and have no hitbox or collision. The latter makes them perfect for command contraptions.
The AEC has a negative age value of the amount of ticks it should wait. One tick before this time is over, the AEC has a value of -1. The command blocks in 1. detect that and mark the entity with a tag. The command blocks will then activate the command block inside the AEC through setting their active state to always active and resetting it again. And that's it. The command block activates in the next tick.