• 2

    posted a message on How to use Command Blocks to set up Teleportation on realm?
    Quote from Maxaxik»

    You could use the /trigger command for that. It allows players to change their score without op rights. To set it up run this in chat

    [...]




    I just have to use the oppertunity xD

    Commands: https://goo.gl/VzE1Po

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on How can I detect that a mob is no longer a passenger?
    Quote from JannisX11»

    I assume that the silverfish is the upper entity, so instead of Passengers use

    {RootVehicle:{Entity:{id:"cow"}}}


    Okay, nevermind. That doesn't quite work.
    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on How can I detect that a mob is no longer a passenger?

    Tag all entities:

    /scoreboard players tag @e[type=silverfish] add riding {Passengers:[{id:"cow"}]}


    If they don't have the tag, kill them:

    /kill @e[type=silverfish,tag=!riding]

    Remove the tag:

    /scoreboard players tag @e remove riding


    I assume that the silverfish is the upper entity, so instead of Passengers use

    {RootVehicle:{Entity:{id:"cow"}}}
    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on Best Way To Test For Respawn/Joining A World?

    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.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on It wont Detect an item
    Quote from Twingemios»

    Its not working P.S. im in 1.11.2


    Oh and also id:armor_stand needs to be prefixed with "minecraft:"

    {Item:{id:minecraft:armor_stand,Count:1b,tag:{display:{Name:"Red Teleporter",Lore:["Teleports You To The Red Beacon"]}}}}
    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Need help with /replaceitem
    /scoreboard players tag @a add hasBow {SelectedItem:{id:"minecraft:bow"}}
    
    /replaceitem entity @a[tag=hasBow] slot.weapon [item]
    
    /scoreboard players tag @a[tag=hasBow] remove hasBow

    Should do it

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on It wont Detect an item

    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"]}}}}

    This should work

    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on Remote activation.
    Quote from Aeldrion»

    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.
    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Kill people by standing on blocks
    Quote from Aeldrion»

    Oh, thanks for the information! Now I have to update all of my creations :)

    (PS: F*CK 1.11 AAAAAH THEYRE RUINING EVERYTHING I DO F********CK)


    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.
    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on Remote activation.

    Not for simple redstone sensitive blocks such as dispensers.

    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on Scoreboard top player tagging (AKA Leaderboard)

    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:

    /execute @a ~ ~ ~ /scoreboard players operation @a highest > @a[c=1] kills
    
    /execute @a ~ ~ ~ /scoreboard players operation @a[c=1] highest -= @a[c=1] kills
    
    /scoreboard players tag @r[score_highest_min=0,score_highest=0] add winner
    
    /scoreboard players reset @a highest


    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.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Killing arrows that hit the ground
    /scoreboard players tag @e[type=arrow] add ground {inGround:1b}
    
    /kill @e[type=arrow,tag=ground]
    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Kill people by standing on blocks
    Quote from Aeldrion»

    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.

    /execute @a ~ ~ ~ detect ~ ~-1 ~ block data* /kill @p**


    *If you don't know what number you have to use here just use -1.

    **If it's for multiplayer you should use @a[c=1] so you don't kill every player


    "-1" no longer works. Since 1.11 you have to use an asterisk *
    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on /testfor command problem

    In 1.11 they changed it so that you have to specify x, y, z, and r. This for example would work:

    /testfor @a[x=45,y=67,z=-312,r=5]
    Posted in: Commands, Command Blocks and Functions
  • 5

    posted a message on Guide To Delayed Command Blocks

    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:

    1A: 	/scoreboard players tag @e[type=area_effect_cloud,tag=Delay] add DelayEnd {Age:-1}
    1B: 	/execute @e[type=area_effect_cloud,tag=DelayEnd] ~ ~ ~ blockdata ~ ~ ~ {auto:1b}
    1C: 	/execute @e[type=area_effect_cloud,tag=DelayEnd] ~ ~ ~ blockdata ~ ~ ~ {auto:0b}

    (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:

    2A:  /summon area_effect_cloud $L {Tags:["Delay"],Age:-$N}


    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.

    You can get $N with the following formula: $N = seconds x 20

    $L is the location of the command block that is going to be activated.

    In our case, look into the direction of your command blocks arrows, press F3 and look for the 10th line (Towards ...)
    Depending on the direction, $L is equal to
    positive X = ~1 ~ ~
    positive Z = ~ ~ ~1
    negative X = ~-1 ~ ~
    negative Z = ~ ~ ~-1
    If you just want to trigger another command block, just use its absolute coordinates.

    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:

    /summon area_effect_cloud ~1 ~ ~ {Tags:["Delay"],Age:-60}


    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.

    Posted in: Commands, Command Blocks and Functions
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