• 4

    posted a message on Any way to stop or test a /playsound?
    Quote from Versepelles»
    It is now possible to play records with /playsound:
     /playsound record.ward @a<br>

    However, the sound can be triggered multiple times (or other records could be played over it), resulting in a massive earache. Is there a way to stop a particular /playsound, or at least test if it is still playing?

    Quote from Skylinerw»

    Unfortunately you cannot stop a sound from playing nor detect one currently playing, beyond Sarmachus' statement with detecting when a command block is successful in issuing the sound at the start.

    Turns out, there is a way to do this!! EDIT: This method is now deprecated. See Skyliner's edit above.

    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on Detecting a player on a bridge

    Try experimenting with the parameters x,y,z, and dx,dy,dz. At one end of the bridge you have the x,y,z, and then you use the 'd' parameters to define the difference to the end of the bridge.

    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on If Statement Possible?

    What Skyliner said works (it always does), but I think it would work better if you tested for a hurt entity with a specific tag selector (which is 1.9). If you aren't in 1.9, you can use scoreboards, but I won't go into detail on that. If you do it the way I suggest, you don't have to resummon in the entity unless it is killed, which can be prevented if the player has weakness or if the mob has a regen effect or if the mob has a lot of health.


    Commands:

    /scoreboard players set @e hit 1 {HurtTime:1s}

    Of course you would specify the selector more. If you are in 1.9 I would use @e[tag=Selector] to define your team-selector mobs, and a separate tag for each selection: @e[tag=teamRed] and @e[tag=teamBlue] for example.


    Then you can execute off of a mob with a hit score like so:

    /execute @e[score_hit_min=1,tag=teamRed] ~ ~ ~ /scoreboard teams join Red @p

    /execute @e[score_hit_min=1,tag=teamBlue] ~ ~ ~ /scoreboard teams join Blue @p

    And of course, you have to reset it:

    /scoreboard players set @e hit 0

    You can have this after everything, or just before the first command.

    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on How do I test how many players are on a team
    Quote from Skylinerw»

    The following checks if there's at least 10 players on the team:

    /scoreboard players test #NUM OBJ 10 *


    The only problem with this is that you don't know how many players you want on a team, at least for Diamond Shark's case.


    So after the initial count which is:


    /execute @a[team=Red] ~ ~ ~ scoreboard players add teamRed TeamNumbers 1

    /execute @a[team=Blue] ~ ~ ~ scoreboard players add teamBlue TeamNumbers 1


    We will then:

    /scoreboard players operation deltaNumb TeamNumbers = teamRed TeamNumbers

    /scoreboard players operation deltaNumb TeamNumbers -= teamBlue TeamNumbers


    If he wants perfect teams, the deltaNumb should be 0, and if he wants near perfect teams, the deltaNumb can range from -1 to 1. If the number ends up being negative, blue is larger. If the number ends up being positive, red is larger. He can then eject a random player, or simply display a message saying which team has more players and that the game can't start until it is equal.


    Because the deltaNumb is a fake player, we will have to use the scoreboard players test function. Alternatively, you could set it up to be executable off of an armorstand.

    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on Applying effects for less than a second. [HELP]

    You can't make it last less than a second in the effect command, however you should be able to remove the effect a couple ticks later to make it last less.

    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on 1.7.10 testfor sneaking/eye postition
    Quote from maxiver044»

    wow, you actually made time to make one... I am so thankful. but I have yet to know which specifically is the clock you are referring to. Now Ill just search for a way so that these rabbits would religiously hop over farmlands as long as it has rabbitInventory. Thank you so much.


    Before you do, I believe what I have put is incorrect. This version has some a few bugs. I'll make a video on it soon enough. The 'clock' I was referring to was a fill clock.

    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on 1.7.10 testfor sneaking/eye postition
    Quote from maxiver044»

    Sarmachus, I need your help here. I want to make a rabbit who would plant seeds for me.

    If I toss a stack seeds on it, then it would /execute @e[type=rabbit CustomName:Planter] kill seeds ~ ~ ~

    then this rabbit hops on Farmland -1 then sets block wheat 0 ~ ~ ~ replace air. count 64


    is this possible?


    Yes, it is possible. ;) I have made it, however, you might want to add a playsound or particle to make it nicer. It is also possible to make it more 'realistic' by adding a timer so that the bunny isn't placing blocks every opportunity it has. It is kind of like a snowgolem at this point.


    Your Scoreboards:

    /scoreboard objects add rabbitInventory dummy

    /scoreboard objectives add itemDetection dummy


    You commands on a clock (in order):

    /scoreboard players set @e[type=Item] itemDetection 1 {Item:{id:"minecraft:wheat_seeds",Count:64b}}

    /execute @e[type=Item,score_itemDetection_min=1,score_itemDetection=1] ~ ~ ~ /scoreboard players add @e[type=Rabbit,c=1,r=0] rabbitInventory 64

    /execute @e[type=Rabbit] ~ ~ ~ /kill @e[c=1,r=0,type=Item,score_itemDetection_min=1,score_itemDetection=1]

    /execute @e[type=Rabbit] ~ ~ ~ detect ~ ~-1 ~ minecraft:farmland -1 /execute @e[type=Rabbit,r=0] ~ ~ ~ detect ~ ~ ~ minecraft:air 0 /scoreboard players remove @e[type=Rabbit,c=1,r=1] rabbitInventory 1

    /execute @e[type=Rabbit] ~ ~ ~ detect ~ ~-1 ~ minecraft:farmland -1 /execute @e[type=Rabbit] ~ ~ ~ detect ~ ~ ~ minecraft:air 0 /setblock ~ ~ ~ minecraft:wheat
    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on 14w27b - "CommandStats", Extra Utilities for Command Blocks & Signs

    "Returns the number of tracked players or existing teams (note that you cannot obtain the number of tracked objectives):"


    You can actually track the number of objectives. If you have a player that has a score for all of you objectives, then you can do:

    /scoreboard players list PLAYERNAME

    The player can be a fake player, and this will return how many objectives that player is a part of.



    Another thing I found that I thought was interesting was that the following command will store the query result from the entity furthest from the player that fits the parameters:

    /scoreboard players list @e[r=4]
    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on G. A. T. O. S. - By Team Wooloo
    Took me an hour and 14 minutes to play. It was a really fun map. Thanks for making it. ;)

    I included my response in a spoiler just in case:


    Some levels were more challenging than others. While I got a couple on the first try, I got pretty stuck on other levels. Unnecessary items really threw me off at first (and also threw me off a little bit in others). For some of the levels, I thought of a way to get across and was like "Why would that be the way? That doesn't make sense." and in the end (like level 11), it was the way. :) I was disappointed in myself on the 3rd level because I used a hint when the answer was right under my nose. The troll level I also used a hint. And finally, I used a hint on the last level because I didn't feel like getting a headache. :)

    Posted in: Maps
  • 1

    posted a message on Boss Battles: Skeletal Warrior
    Quote from FastandLoud»
    How the hell do you play?! There are no instructions, and my sword for some reason doesn't do anything

    That is a part of the challenge; you need to figure that out. :)
    There is a hint section if that would help.
    Posted in: Maps
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