I'm now beginning to realize that I can share my command creations here! This one adds a fish blaster into Minecraft for all your underwater Sniper-Salmoning needs!
Ah, alright, thanks! I must have forgotten that setblock's replace was different from fill's replace. I've changed all my setblocks to fills. Thanks so much!
I'm back with another rookie question that I know has a simple answer that I'm just missing, but I'll just ask it anyway.
/setblock ~ ~ ~ stone 0 replace air 0
Would have been the old way to write this command so that a stone block would set itself, but only if it overwrote air block. I figured I would just try:
/setblock ~ ~ ~ stone replace air
in 1.13. Of course that didn't work. There is no "block" after "replace". My question is: Is there any way to replicate the old behavior of this command in 1.13?
I agree with Mancu32. Took me about 3 days to work out how to use the new commands, but my goodness are they awesome! Rotation and position tracking are two of the best things to come to commands in eons! /data is brilliant, as is /execute. Well, aside from if and unless being universal (That's a pain to work around). But other than that, I have absolutely no complaints about this new system. Awesome!
execute as @e at @s if block ~ ~-1 ~ dropper run say hi
seems to me like it should execute at every entity individually and say hi for each one that has a dropper underneath it. But that's not what happens. Instead, "hi" will only be said if every entity in the world is on a dropper. Why is this, and is there a way around this rather annoying thing yet? I've tried nearly every combination of "at" and "as" I can think of, so any help you can provide will be much appreciated!
I didn't say add a "b" to the end of every tag. Just in SuccessCount. Idk, I didn't test this guy's commands. I just noticed the lack of a "b" after "SuccessCount:0". I'll leave it to you from here, but just use the "b" for further testing for this set of commands to make sure it isn't that. I'm just trying to be helpful
Hmmm... Alright, but I've found that adding the "b" makes SuccessCount work. Without it, when testing specifically like this, you need it, at least in my experience.
Okay, so I know how to do right-click detection with the carrot_on_a_stick item, and it's pretty much second nature to me at this point to set it up. However, I need more than just 35 custom items for a project I've begun developing, and I'm aware it's possible to do right-click detection with hoes. My trouble is that I can't figure out how. Anybody who could point me in the right direction here would be much appreciated. I just can't work this one out...
Ah, ok. Take down this comment then. I'm guessing you don't want that quote displaying on there. (Still can't figure out how to delete my own messages, though)
P.S. You have to be the one to delete my "spammy" posts that are now just taking up space. Apperently members can't do it anymore.
Glad you checked those out. Yeah, those first two weren't really bugs at all. I wish I had footage from HappyShroomy, but he never records. He had triple battles on both ends after a while of getting in to this glitch. It was hard not to laugh out loud, to be honest. It seems to happen while you try to override an event you are in because of other glitchy behavior. Not sure if that's right, but you might want to do some experimenting. (For instance, Shroomy's occurred when his first cutscene with Jason and Melissa stopped working, so he used that "/scoreboard players set @p skipScene 1" command. Mine seemed to have happened after I /gamemode sp'ed because I was lost beyond hope (Sorry, I feel really bad about cheating, but all I did was look through the wall of the cave). It's the fact that if you somehow get out of the double battle without using commands (And you gain really high amounts of XP too), you can start to get into triple battles. I didn't even know that was possible in the story, but the text will display something like, "TEMPEST PUNK JASON sent out <Pokemon>, <Pokemon>, and <Pokemon>, but only the last one's model will render.
There, that's all I know about the issue. Hope this helps shed some light on it! (Although I don't see how it can, but maybe you will)
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I'm now beginning to realize that I can share my command creations here! This one adds a fish blaster into Minecraft for all your underwater Sniper-Salmoning needs!
Check the videos for more information!
DOWNLOAD: http://www.mediafire.com/file/066ta1d26yacd2w/Cod_Cannon_v2.zip
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Separate items in a selector with commas. In your case,
That way the player must meet both requirements in order to receive the item.
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Ah, alright, thanks! I must have forgotten that setblock's replace was different from fill's replace. I've changed all my setblocks to fills. Thanks so much!
~ MMT
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I'm back with another rookie question that I know has a simple answer that I'm just missing, but I'll just ask it anyway.
Would have been the old way to write this command so that a stone block would set itself, but only if it overwrote air block. I figured I would just try:
in 1.13. Of course that didn't work. There is no "block" after "replace". My question is: Is there any way to replicate the old behavior of this command in 1.13?
Thanks in advance,
~ MMT
0
I agree with Mancu32. Took me about 3 days to work out how to use the new commands, but my goodness are they awesome! Rotation and position tracking are two of the best things to come to commands in eons! /data is brilliant, as is /execute. Well, aside from if and unless being universal (That's a pain to work around). But other than that, I have absolutely no complaints about this new system. Awesome!
0
Agreed. And thank you! That solution makes sense, I kinda feel silly for not trying it that way!
1
I'm just going to get straight into it:
seems to me like it should execute at every entity individually and say hi for each one that has a dropper underneath it. But that's not what happens. Instead, "hi" will only be said if every entity in the world is on a dropper. Why is this, and is there a way around this rather annoying thing yet? I've tried nearly every combination of "at" and "as" I can think of, so any help you can provide will be much appreciated!
Thanks,
~MMT
0
I didn't say add a "b" to the end of every tag. Just in SuccessCount. Idk, I didn't test this guy's commands. I just noticed the lack of a "b" after "SuccessCount:0". I'll leave it to you from here, but just use the "b" for further testing for this set of commands to make sure it isn't that. I'm just trying to be helpful
0
Hmmm... Alright, but I've found that adding the "b" makes SuccessCount work. Without it, when testing specifically like this, you need it, at least in my experience.
0
For things testing for specific NBT, you need to include if it's a byte tag, a float tag, etc. Just use
instead of
And that should solve the issue with the test failing. Hope I helped
EDIT: there may be something else wrong too, but I didn't check nearly closely enough to spot it if there is.
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Okay, so I know how to do right-click detection with the carrot_on_a_stick item, and it's pretty much second nature to me at this point to set it up. However, I need more than just 35 custom items for a project I've begun developing, and I'm aware it's possible to do right-click detection with hoes. My trouble is that I can't figure out how. Anybody who could point me in the right direction here would be much appreciated. I just can't work this one out...
0
It took me long enough to get out (sorry), but here it is at long last!
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Ah, ok. Take down this comment then. I'm guessing you don't want that quote displaying on there. (Still can't figure out how to delete my own messages, though)
P.S. You have to be the one to delete my "spammy" posts that are now just taking up space. Apperently members can't do it anymore.
0
.
0
Glad you checked those out. Yeah, those first two weren't really bugs at all. I wish I had footage from HappyShroomy, but he never records. He had triple battles on both ends after a while of getting in to this glitch. It was hard not to laugh out loud, to be honest. It seems to happen while you try to override an event you are in because of other glitchy behavior. Not sure if that's right, but you might want to do some experimenting. (For instance, Shroomy's occurred when his first cutscene with Jason and Melissa stopped working, so he used that "/scoreboard players set @p skipScene 1" command. Mine seemed to have happened after I /gamemode sp'ed because I was lost beyond hope (Sorry, I feel really bad about cheating, but all I did was look through the wall of the cave). It's the fact that if you somehow get out of the double battle without using commands (And you gain really high amounts of XP too), you can start to get into triple battles. I didn't even know that was possible in the story, but the text will display something like, "TEMPEST PUNK JASON sent out <Pokemon>, <Pokemon>, and <Pokemon>, but only the last one's model will render.
There, that's all I know about the issue. Hope this helps shed some light on it! (Although I don't see how it can, but maybe you will)