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    posted a message on (newb) Range on Command Blocks

    Go back to original spawn location or set new one with commands (if it's in that version)

    Then go down to Bedrock Level and build your contraption there, and cover it with Bedrock to keep it safe.


    This should be an easy workaround.


    In 1.9 you will be able to do this in one Repeater Command Block

    And make sure to use gamerules to turn off command block spam in the chat. :)



    Posted in: Commands, Command Blocks and Functions
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    posted a message on Entities that explode on death?
    Quote from AbsentFuture»

    Okay, good luck. Let us know if you're having any issues.

    Hmm, I can't wrap my head around Scoreboards atm, I have a fair bit of stuff going on including possibly getting fired from Amazon and in the middle of getting hired onto Ford, but also about to move. Haha.
    Is there some tutorials you recommend?

    What I have right now isn't working like I'd need it to, however it should integrate well with the Scoreboard system.

    Current:


    RED: Replace with Scoreboard
    GREEN: Should be good but may not work with multiples

    A: testfor @e[type=Item] {Item:{id:"minecraft:rotten_flesh"}}
    Doesn't detect Multiple Rotten Flesh

    B: execute @e[type=Item] ~ ~ ~ /playsound fc_explode ambient @a[r=70] ~ ~ ~ 1 1 0.1
    Plays sound at rotten_flesh

    C: execute @e[type=Item] ~ ~ ~ /particle explode ~ ~ ~ 0.5 1 0.5 0.01 50
    Explosion cloud at rotten_flesh
    D: execute @e[type=Item] ~ ~ ~ /effect @e[r=10] 7 1 1 true
    Causes damage around rotten_flesh (7=damage)
    E: execute @e[type=Item] ~ ~ ~ /effect @e[type=Zombie,r=5] 6 0 1 true
    Causes damage to Zombies around rotten_flesh (6=health)

    F: kill @e[type=Item,r=1] {Item:{id:"minecraft:rotten_flesh"}}
    Doesn't work


    However what I need is something like but Im not sure how it'd work out within Scoreboard methods
    A. Detects multiple items.
    B. Play sound from location of each items.
    C. Explosion cloud at location.
    D. Damage 1 in radius of 5 around location
    E. Damage 2 in radius of 5 around location
    F: Kills only rotten_flesh in radius of 2 around location
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Entities that explode on death?
    Quote from AbsentFuture»

    You cannot disable block damage dealt from Tnt. You'll either need to use a creeper which explodes instantly (although it can be seen for a tick or so) or apply purely command block based explosions, for example particles and instant damage to replicate the feeling of an explosion. The first is more realistic but the second is more customizable.


    Your second idea was correct and I've been working on one that works for what I need and is done using 3 command blocks.

    http://www.minecraftforum.net/forums/minecraft-discussion/redstone-discussion-and/command-blocks/2622240-tutorial-fake-explosion-using-command-blocks


    Now I am looking into creating the non-moving entity, and honestly I have no clue how the scoreboard things work, haha.
    Posted in: Commands, Command Blocks and Functions
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    posted a message on [Tutorial] Fake Explosion using Command Blocks

    Minecraft Version= 1.9-Pre2


    I've been looking for a fake Tnt explosion for a personal project and couldn't find one so I'm posting this for others.


    This Fake Explosion:

    Does not damage blocks

    Is limited to Players or Entities

    Can be used with other Command Blocks to further enhance your Fake Explosion



    Customization:

    Change Particle Efects to mach what you want

    Make Damage stronger or weaker

    Change sounds, even Custom Sounds via Resource Packs





    These command blocks can be put in any order.

    These are my custom settings for a Fusion Coil from Halo.


    1.

    playsound entity.generic.explode ambient @a ~-5 ~ ~ 1 1 0.1


    2.

    particle explode ~-5 ~ ~ 0.5 1 0.5 0.01 50 @e[name=""]


    3.

    effect @e[r=5] 7 1 1 true




    How to use each command

    Keep in mind Im using 1.9-Pre2


    1.

    /playsound [sound name] [source] [player] [x] [y] [z] [volume] [pitch] [minimum volume]

    Sounds: http://www.theredengineer.com/1.9-playsound-list.html


    2.

    /particle [particle name] [x] [y] [z] [size x] [size y] [size z] [speed] [count]

    Particles: http://minecraft.gamepedia.com/Particles


    3.

    /effect [target] <effect> [seconds] [amplifier] [hide particles true/false]

    Efects: http://minecraft.gamepedia.com/Status_effect

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Entities that explode on death?
    Quote from nigathan»

    We aren't summoning the item though, so you can't set the tags. The entity is dropping it when it dies, this is why we used the "unobtainable" barrier block to identify it.

    No you must set the Fuse to 0. Otherwise it will be the default, 80.


    /summon PrimedTnt 
    does explode instantly, however im finding it difficult to disable damaging blocks
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Entities that explode on death?
    Quote from nigathan»

    What do you mean? You can have tons of scoreboards. The ones that are displayed are up to you. You will find it very difficult to make a good map without using scoreboards for most mechanics.

    Didn't know that, thanks that reduces some of the work for me then
    Quote from 1No_Name1»

    /scoreboard players tag @e[type=Item] add 1 {Item:{tag:{Custom:1}}}



    /execute @e[type=Item,tag=1] ~ ~ ~ summon PrimedTnt

    Use custom item tags.



    Ill see what I can do with the commands youve given so far. You know how to make it instantly explode though?
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Entities that explode on death?

    @AbsentFuture

    @1No_Name1

    @nigathan


    Thank you all for the input, but I am making a Halo Map so I need to keep the Score Board open for Slayer, CTF, and maybe a few other gametypes I have ideas for.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Entities that explode on death?
    Quote from fireboyev»

    Your dont need to summon a mob with a wither effect, you can give mobs custom health

    exactly my thoughts
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Entities that explode on death?
    Quote from AbsentFuture»

    I don't really have time to make it for you (sorry), but I'll share my idea.


    Since mobs can't be tracked when killed you will give the mob a custom item that it drops when it dies. Then you run your commands on the item.


    I know this is VERY vague, but I can't really think about this right now, so either somebody else can offer help, make their own version, etc. I'll try to explain further ASAP.


    This may actually be simpler for everything. Thank you for the idea I'll keep it in mind. :)
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Entities that explode on death?

    What mob in specific are you trying to do this to? Because heres my idea: a mob is summoned with a wither effect to put down there health. Next use a command block with a testfor command in it with a comparator on front and a repeater in front of that, then a block and redstone torch to invert the output. the redstone torch gives off the signal once the entity dies to trigger a explosion at a invulnerable, invisible, armor stand that is constantly teleported to the mob. The problem with this is that it cant support a lot of mobs, only as many as your willing to make this for.


    Any mob will do really. I was thinking an AI-Less Creeper maybe, to keep it from having any menus and from making noise.
    Also, I only need 8 of these on my map, and I'm not sure if each of these would need their own command blocks to handle the explosion without exploding all at once.
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Entities that explode on death?

    This may be a bit of ambitious request, but its something that's going to help sell the point of my current map and maps Ill be working on in the future.


    What I am trying to make is a Fusion Coil from Halo.

    The idea I have for this is...


    1. Create a non-moving entity that has low health. [IE: One fully drawn back bow shot will kill it]

    2. Use command block to test when the entity dies to trigger an "explosion".

    3. Once triggered the command block will start a timer that will count a certain amount of time before spawning in another entity in its place.



    I am either A. Looking for someone to help me figure out how I can do this.

    or B. Someone create all or parts of this and they will receive credit for their help.


    I already know how to do a lot of this but Id like to work with others on this map so Im not the only one having fun with it.

    ~Sid

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Problem with Random Entity Selector??
    Quote from Skylinerw»

    Minor issue, all parameters are case-sensitive. It should be "name" rather than "Name". Any invalid parameters will just be ignored:

    /execute @r[type=ItemFrame,Name=negaphone] ~ ~ ~ setblock ~ ~-1 ~ redstone_block


    Hmm, nothing happens

    Im trying to add another thing for another command block to select called fanlift and the onlything that works seems to be not having/breaking "name=*****"
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Problem with Random Entity Selector??

    So I been using the code at the bottom to randomly select from a few ItemFrames that I labeled Megaphone, it works for that, but if I put a new label on an ItemFrame or none it randomly selects from ALL ItemFrames instead of the individually named LABELED ItemFrames.



    execute @r[type=ItemFrame,Name=Megaphone] ~ ~ ~ setblock ~ ~-1 ~ redstone_block


    Is my code wrong, shouldn't this only pick from all ItemFrames with the name Megaphone?

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Command block to dectect DATE?
    Quote from Skylinerw»

    While you could attempt to sync up a clock in the spawn chunks with the real world's time, that would require the server to be running 24/7. It is not possible otherwise.


    Exactly. There is code in the game that tells stuff like Chest to change when a certain date comes up within the system. Something I wish we had for CommandBlocks or at least detectable by Commandblocks
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Map performance optimization??

    I am working on a large map that will be used from Multiplayer gametypes and am looking for optimizations I can do to help it load faster, and not cause much stress to the player's machine.

    Please post links to other threads, or tips you know about which may help me, thank you in advanced.




    One thing I am doing at the moment is filling all empty areas with Lime Green Wool to prevent light rendering.



    Posted in: Maps Discussion
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