That will be a lot more work and it isn't reliable because you have to kill the item then give it to the player and repeat this process for every item ,so you 'll end up with a lot of scoreboar objectives and /give commands.
The solution listed above work perfectly.
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For 1,13 it's:
for older versions it should either be:
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Yes this could be the problem, i will try to fix it.
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You can create a custom loot table and assign it to the specific Zombie.
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1)
Use tags to indicate different item:
Then use the tag to teleport:
2)
Use score to determine which one was throw first.
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The simplest way to test for newly joined players is to have a score 'alive' and increase it every tick.
Now if a player who has never been on your map before joins, they will have a score of alive = 1.
Obviously, all players who have played on your map have a much higher score.
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Just spawn all Zombies without any attributes etc. at all.
Then create a system, wich produces a randomized output and use this to change the attriburtes of a Zombie.
For Example:
Create a timer, which counts from 1 to 10 every tick, we call this object rnd.
Now, if you want to have a chance of 20 percent that the spawned Zombie has a modified attribute, just run a conditional command after that:
This will give you a 20 percentage chance of spawning a Zombie with 0.2 AttackDamage.
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I probably should have clarified a bit more.
You cannot target a Marker with dx,dy,dz commands, since the size of the entity is 0, eg:
Will work, but:
won't.
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Since you can't use variables for and in commands, it's not possible.
Edit: Well there are external tools which will allow you to do this.
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The repeater powers the block and a powered block will activate everything next to it.
=>The Block powers the redstone signal.