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    posted a message on Stratego - A Redstone Recreation
    Ever wanted to play old board games inside modern video games? Well today's your lucky day! This version of Stratego comes complete with all game mechanics - placing, moving, and battling pieces - and is made completely in vanilla minecraft with over 36,000 command blocks! It even comes with a tutorial to teach you the rules if you don't already know them. How nice!


    Features:

    • Place all 40 pieces from the original game
    • Keeps track of how many pieces you've placed so you can't cheat
    • Turn locks so players can't move out of turn
    • Movement logic for pieces
    • Battling mechanics
    • Exceptions for battling and moving (Marshall, Spy, Scout, Bomb, Miner)
    • Win detection
    • Automatic reset
    Why not try it out yourself? You can download the build through mediafire here.

    Also, if you like what you see, please consider leaving a like on the youtube video, or a diamond on the PlanetMinecraft project (here). It really helps me a lot, and it makes me happy :)
    Posted in: Redstone Creations
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    posted a message on Test for Player Armor Not Matching requirements
    You do not actually need another command, you can use this one, just placed in another command block. If you use the /blockdata command, you can set the SuccessCount of the command block to 1, which will make it output a signal to a comparator even if the testfor inside the command block failed. You can then invert the output of the comparator with a torch to get a signal whenever the command fails, since the comparator will then turn off. Just remember that at the end, to set the SuccessCount back to 1 so that the mechanism can be reused:
    blockdata x y z {SuccessCount:0}
    Just replace x y and z with the coordinates of the command block, and you should be good to go.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on testfor player at xyz
    There are no spaces inside the square brackets, instead parameter are separated by commas. So the correct command would be
    testfor @p[1173,54,-1088,r=1]
    One thing though is that r=1 will actually search in a small radius around the coordinates you've entered. To switch to testing on exactly those coordinates, use r=0
    testfor @a[1173,54,-1088,0]
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on testfor problem
    Correct me if I misunderstood you, but are you trying to testfor when only one player has a score of 1 for the objective "IGtntrun"? If this is the case, then you'll actually want to change your mechanism slightly.

    The c= parameter sets a maximum player count for the command to check for. What it does is it checks until it finds 1 person (since c=1), and then it simply stops. It doesn't simply check to see if only 1 person is left. To do that, use the output strength of the comparator. If you run this command:
    testfor @a[x=992,y=55,z=1002,r=20,score_IGtntrun_min=1]
    Then the comparator you use as the output will output a signal strength for every player it finds. So if it finds 2 players, it will output a signal strength of 2. Therefore if it only finds one person, it will output a signal strength of 1. So to do what you want, you'll want to put this command on your clock and then take an output when the output signal is one. This can be done with the following circuit:


    (I kinda took that image from Skylinerw, because it was good and I didn't want to make my own. He won't mind. I think.) Just put two items in the left hopper, and use the torch as the output. It will only turn on when 1 player has a score of 1. If 2 or more players have that score, it will turn off.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How to testfor multiple players?
    With testfor, you can actually define a box to test in with dx, dy, and dz, like so:
    testfor @a[x,y,z,dx=5,dy=5,dz=10]
    This will test in a box that is 5 long on x, 5 high, and 10 long on z. If you'd like to test for just a box on the ground, you can set dy=0, and then simply input how long and wide you want it to be in dx and dz.



    As for testing for multiple people, the comparator will output a signal strength that shows how many people it found. So to test for exactly 2 people, hook up a signal strength detector to detect when the comparator outputs a signal strength of 2. If you'd like pictures I can probably find some somewhere, but there are also videos and things can probably show you specific circuits if you need them.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Scoreboard command help
    Your command to add the objective is almost correct, you just need to put a period between mineBlock and 56:
    /scoreboard objectives add Mined_Diamond stat.mineBlock.56 Mined Diamond
    Your commands for adding teams is correct, however when you change their color remember that in the game there is no 'u' in the word 'color'
    /scoreboard teams option Red_Team color red
    As for the setdisplay command, there is usally the name of an objective that follows what you have written (for example, Mined_Diamond). This will make it so that any player on the red team will see the player scores for that objective on the side of their screen.

    As for testing for scores, you put the name of the objective in the brackets, not the criteria type. For example:
    testfor @a[score_Mined_Diamond=5,score_Mined_Diamond_min=1]
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Command block Scoreboard
    Quote from water_legends»
    Thx, that works. But do you have an idea how to automatically use that command whenever a new player joins the map. (its an adventure map so it's without me. I can't use that command because I'm not there.)

    Just put the command on a clock, like a hopper clock or a fill clock. Since you're adding a score of 0, having it running constantly will not interfere with any other scores you might be using.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Starting A Game With More Than 1 Player
    Quote from oidoldol»
    I tried that, except it didn't work. Why? Because the comparator stayed on. The next time I pressed the button, nothing happened because the comparator was still on. I've tried this method already, but it doesn't work.

    Comparators will stay on until the SuccessCount of the command block they are hooked up to turns to 0. This can be done with the blockdata command, simply run it when the comparator gets powered:
    blockdata x y z {SuccessCount:0}
    Just replace x y z with the coordinates (absolute or relative) of the command block you want to reset, and you should be good to go.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on The way to activate adjacent circuit among groups of adjoining identical vertical circuits.
    Similar idea as what MazeCraft, but he was correct in saying that there is a more compact way of doing it. All the droppers have 1 non-stackable item in them (like a sword), and are pointing up into the hoppers above them:

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Help with multiple questions.
    Quote from Skylinerw»

    ... While a comparator cannot output a signal greater than 15, command blocks can return a success count to the maximum integer-type limit...


    Just a small correction here, comparators technically can output a signal strength higher than 15, but since any dust or repeaters will then reset it down to 15 it's pretty much pointless. But you still can perform subtraction and comparisons with comparators, even if the signal strengths go far above 15.
    Posted in: Redstone Discussion and Mechanisms
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