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    posted a message on Does a larger spawning area increase iron golem spawn rates

    Thank you!

    Posted in: Survival Mode
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    posted a message on Does a larger spawning area increase iron golem spawn rates

    Does anyone know if having a larger spawning platform will increase the number of iron golems that can spawn? Thanks!

    Posted in: Survival Mode
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    posted a message on How can I create a 'custom' effect with commands?

    You can't customize potion effect names sadly.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Detecting last player alive IN AN AREA (1.14)

    Sadly commands don't have square radiuses. However, you can use a spherical radius -- but that can have some complications. I would recommend using a scoreboard to track whether or not a player is in the arena. You could give them a score when they press a button to join the game or however you want to do it.


    For detecting how many players are left, you should create a dummy scoreboard, and run the command /execute as @a run scoreboard players add players <scoreboard objective>. This will give you a count of how many players are left. Change the @a to have some target selectors to specify which players you want to count. Here's an example for a spherical radius: @a[distance=..100]

    Posted in: Commands, Command Blocks and Functions
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    posted a message on summoning a lightning bolt at an entity/player 1.14

    Theres a lot of new features for the execute command, it's now packed with uses. Here's the command you're looking for:


    /execute at @r run summon lightning_bolt


    To break it down simply, the execute now works by adding parameters onto the command. In this example, I added the 'at' parameter, which will change the execute command's location to the location of a random player (@r). Then, it runs the command summon lightning_bolt using the 'run' parameter, running the command at the location of the random player.


    Other parameters can be found here, you should take some time to learn them, because a lot of them are very useful, and open the door to things that were never possible before.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Need help with command block if/else

    The command I sent above will run on tick 1200, unless TL_1 matches 0. You can use the same command and change unless to if to test if TL_1 matches 1 on tick 1200.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on [1.14.3] How to detect when a mob die with command block?

    You can use the execute unless command to test if an entity is not in the world. It would look something like this: /execute unless entity @e[type=wither,tag=boss] run <do stuff>

    Posted in: Commands, Command Blocks and Functions
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    posted a message on /scoreboard command for all blocks?

    This is just currently not possible for every item in the game. Consider suggesting it in the Minecraft suggestions reddit. The only work around would be to create a separate score for every block in the game, and have them all be added together. This would be completely impractical and the amount of commands would stress the game (although scoreboards have been heavily improvised in 1.14 / 1.13). If you are running a spigot, bukkit, or paper server, you could try searching for plugins that can do this, such as this one.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Need help with command block if/else

    Couldn't you run a /execute if score <entity> Timer matches 1200 unless score <entity> TL_1 matches 0? Also, it's typically bad practice to use full on UUIDs to target entities, consider using target selectors to stop your commands from becoming messy.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Command block 1.14.3 help

    @s is a target selector from 1.12. In short, it targets the entity that executed (or ran) the command. So in this example, the @s is targeting the item, since it is the one executing the /data command. More on target selectors: https://minecraft.gamepedia.com/Commands#Target_selectors_in_Java_Edition

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Help with 1.14 commands?

    Yeah, the only change that relates to JSON is names for entities and items, since they now support full JSON. What exactly are you asking?

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Output a Signal When a Player is Killed.

    Setup:

    1. Create teams using the /team command. You probably want a red and blue team. Here is the wiki page on how to use the team command. Use it to also change a player's name color.


    2. Assign the players to their respective teams by using the /team command. The wiki page from step 1 covers how to do this as well.


    3. Set each player's spawn point accordingly using: /execute as @a[team=blue] run spawnpoint <blue spawn point>. Run the same command for the red team and their respective spawn point. (note: the team name "blue" may vary depending on what you named it in step 1)


    4. Create two scoreboard to track total kills. Using the /scoreboard command (wiki page here), create a scoreboard objective using the "deathCount" criteria. This will track how many times each player dies, and since there are only two players, it will indirectly track how many kills the other player gets. This will only work if you only have 2 players.


    Commands:

    Before I get into the commands, this is important information: Using a target selector, you can check whenever a player has over one kill. This would look something like this: @a[scores={deaths=1..}] (note: the name of the objective "deaths" may vary depending on what you called your scoreboard objective). Although the two periods are not completely necessary, they are used as a safety measure to ensure that even if score goes over 1, it will not break the commands.


    1. Use the /execute command to display text when someone dies. The following command should be used in a repeating command block:

    /execute as @a[scores={deaths=1..}] run title @a title [{"selector":"@s"}," has won the battle"]

    This will display the text "<player name> has won the battle" whenever someone dies.


    2. Teleport the player back to their spawn point. Once again using the same selector, run a conditional chain command block off of the repeating command block from step 1 (making sure that the arrows align) with the command: /tp @a[team=blue,scores={deaths=0}] <blue spawn point>, and run another command block of the same type with the red team and their respective spawn point. (note: the team name "blue" may vary depending on what you named it)


    3. Reset the death count using /scoreboard players set @a deaths 0 (note: the name of the objective "deaths" may vary depending on what you called your scoreboard objective). Place this command in a conditional chain command block running off of the previous conditional chain command blocks.


    You should have 4 command blocks aligned with each other, with all of their arrows pointing into the next one in one direction, like this:


    R> C> C> C>

    R= Repeating command block C= Conditional chain command block >= The direction of the command block


    Troubleshooting

    - Make sure all of the command blocks are in the right direction (like the diagram above)

    - Make sure all of the command blocks are set to always active or are powered (preferably always active)

    - Make sure the team name and scoreboard name are set to what you named them


    If it doesn't work or you need more info, please reply.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Help with 1.14 commands?

    The syntax for JSON (everything after the /tellraw @a) has not changed since 1.12.2, and the command runs perfectly. If the command is not working, provide some more info on how you are running it.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Creating a wave system

    This would become significantly easier in 1.13.2, using the execute command's unless feature.


    To do this in 1.12.2, I would suggest using the /testfor command for testing for these mobs. Give every mob in the wave a tag.


    Then, you can run a comparator output out of the testfor command block, and then invert it using a redstone torch. The redstone torch will turn on if the testfor command does not find any mobs with the tag.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on 1.13.2 More Pumpkin Blur

    Are you talking about the pumpkin overlay? In a resource pack? We'll need more info (sorry this post is kind of old)

    Posted in: Commands, Command Blocks and Functions
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