I like the idea of a one block timer, but I'd kind of prefer having it be a component like a repeaters and comparators. That way if it's used in a trap in a map it could be easily deactivated.
Edit: Reread about the timer starting when powered.
Hello there! Recently I've been working on a map in which I plan to use command blocks to produce a number of effects(which is par for the course when producing maps lately). While I have gotten most of my ideas working, I've hit a few snags and I was hoping that one of you all could guide me in the proper direction. If you could give input on any of these ideas, I would be much obliged. (I tried organising everything to make it easier)
1. Background: I would like to have a recharge-able shield system. The concept is very similar to something to Vechs suggested at one point. The difference I have in mind is that when the player takes damage the recharge clock would reset.
The shield would be provided by an Absorption effect, reapplied ever -- ticks by some kind of clock(Most likely hopper). The damage would be detected by increase in an objective based on the stat.damageTaken, and reset every few ticks). My Issues:
*Is there any way to make the absorption bar in the inventory not appear?
*I would like this map to suppport atleast a few players. If I make damage taken reset the clock, then all the players get screwed over by one getting hurt.
Possible Solution:
The solution I have in mind is to apply the shield effect to players no damage value, so players will have to wait till the clock that resets that cycles through. My issue with this is that this is very variable depending on when they get damaged. (i,e. directly after the reset cycles through, and the reset doesn't happpen till directly after the reapplication tick). While this is most likely the option I will choose, I was wondering if any one has a better idea.
2. Background: As this is an open-world map, I would like to make my mobs get harder in difficulty as the map progresses. I was going to do this via the application of attribute modifiers, as opposed to potion effects. I didn't want to use potion effects because I would like mobs to be effected by potions from various traps, etc.
My Issues:
*Is there any way to apply attribute modifiers to mobs in game using commands?
The command I keep finding, doesn't do anything:
/entitydata @r[type=Zombie] {AttributeModifiers:[{AttributeName:"generic.maxHealth",Name:"generic.maxHealth",Amount:7,Operation:0,UUIDMost:44534523,UUIDLeast:2422254}]}
I've stumbled across something that sort of works. It increases attirubte of all loaded mobs of a given type randomly one by one(but 20 times a second using a filler clock), avoiding the issue of targeting too many mobs.
My only issue with this command is that it requires a Base value to be given,(right before the modifiers I believe), or it sets it to 0. If it does that then it will make some custom, "higher-level" mobs weaker. Do you know of any way to use this command and allow the previously given Base to remain?
Possible Solution:
The solution I had in mind was just to target all mobs of a certain score, and give my custom mobs a higher score. This issue is I can't spawn mobs with a certain score. Since I know command blocks don't allow work at the exact same time, where would I place a score setting command block in relation to the modifier block so that the score setter runs first?
3. Background: I would like Endermen to either summon, or teleport, a hostile mob to themselves when a player gets close as a means of protection.
My Issues:
Nothing I have tried worked. I tried a few different things. First:
/execute @e[type=Enderman] ~ ~ ~ execute @a[r=5] ~ ~ ~ tp @e[c=2,type=!Player,type=!Enderman] ~ ~ ~
I figured this would run something along the lines of, Find Endermen, if players in range, teleport nonendermen nonplayer mobs to endermen. It teleported them to me. I figured I had it backwards so I tried,
/execute @a ~ ~ ~ execute @e[type=Enderman,r=5] ~ ~ ~ tp @e[c=2,type=!Player,type=!Enderman] ~ ~ ~
I figured it would run, find player, find endermen in range, tp non player nonendermen to the endermen. It teleported mobs to themselves....
Possible solution:
Something I think might work is to give any endermen within range of you a score of 1, and just have any endermen with a score of one teleport mobs to themselves. I think the reason the teleport isn't working is the game is reading the ~ ~ ~ as in relation to the mob teleporting right? So would changing that part to something like this work?
/execute @e[type=Enderman,score_PlayerDetected=1] ~ ~ ~ tp @e[c=2,type=!Player,type=!Enderman] @r[score_PlayerDetected=1]
Or even simpler,
/tp @e[c=2,type=!Player,type=!Enderman] @r[score_PlayerDetected=1]
When you have an open world map placing an appropriate amount of loot in each spot of an appropriate level becomes a bit of a major balancing act. Your almost forced to limit loot to being at just the ends of dungeons to keep things balanced...
So for my first map I thought I would do an open world archipelago/continental map. I quickly realized just how much work building a sea floor and islands from the ground up is.
Anyone know a good replacement for custom spawners? I know sethblings filter can do some of that, there's just one thing I can't figure out how to do. I'm trying to set a creepers explosion range(explosive power? I can't remember exactly) to 0 so when it explodes it doesn't actually damage anything.
So, I've been kinda away from Minecraft for awhile and I heard that most of kamyu's tools aren't working anymore? Is this true, because i'd like to start a map soon and those would be pretty useful, and speed up the process a bit.
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I like the idea of a one block timer, but I'd kind of prefer having it be a component like a repeaters and comparators. That way if it's used in a trap in a map it could be easily deactivated.
Edit: Reread about the timer starting when powered.
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I'm not on my minecraft computer so I can't try it, but it sounds interesting enough.
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Hello there! Recently I've been working on a map in which I plan to use command blocks to produce a number of effects(which is par for the course when producing maps lately). While I have gotten most of my ideas working, I've hit a few snags and I was hoping that one of you all could guide me in the proper direction. If you could give input on any of these ideas, I would be much obliged. (I tried organising everything to make it easier)
1. Background: I would like to have a recharge-able shield system. The concept is very similar to something to Vechs suggested at one point. The difference I have in mind is that when the player takes damage the recharge clock would reset.
The shield would be provided by an Absorption effect, reapplied ever -- ticks by some kind of clock(Most likely hopper). The damage would be detected by increase in an objective based on the stat.damageTaken, and reset every few ticks).
My Issues:
*Is there any way to make the absorption bar in the inventory not appear?
*I would like this map to suppport atleast a few players. If I make damage taken reset the clock, then all the players get screwed over by one getting hurt.
Possible Solution:
The solution I have in mind is to apply the shield effect to players no damage value, so players will have to wait till the clock that resets that cycles through. My issue with this is that this is very variable depending on when they get damaged. (i,e. directly after the reset cycles through, and the reset doesn't happpen till directly after the reapplication tick). While this is most likely the option I will choose, I was wondering if any one has a better idea.
2. Background: As this is an open-world map, I would like to make my mobs get harder in difficulty as the map progresses. I was going to do this via the application of attribute modifiers, as opposed to potion effects. I didn't want to use potion effects because I would like mobs to be effected by potions from various traps, etc.
My Issues:
*Is there any way to apply attribute modifiers to mobs in game using commands?
The command I keep finding, doesn't do anything:
/entitydata @r[type=Zombie] {AttributeModifiers:[{AttributeName:"generic.maxHealth",Name:"generic.maxHealth",Amount:7,Operation:0,UUIDMost:44534523,UUIDLeast:2422254}]}
I've stumbled across something that sort of works. It increases attirubte of all loaded mobs of a given type randomly one by one(but 20 times a second using a filler clock), avoiding the issue of targeting too many mobs.
/entitydata @r[type=Zombie] {Attributes:[{Name:"generic.maxHealth",Modifiers:[{Name:generic.maxHealth,Amount:13,Operation:0,UUIDMost:3453453,UUIDLeast:456456}]}]}
My only issue with this command is that it requires a Base value to be given,(right before the modifiers I believe), or it sets it to 0. If it does that then it will make some custom, "higher-level" mobs weaker. Do you know of any way to use this command and allow the previously given Base to remain?
Possible Solution:
The solution I had in mind was just to target all mobs of a certain score, and give my custom mobs a higher score. This issue is I can't spawn mobs with a certain score. Since I know command blocks don't allow work at the exact same time, where would I place a score setting command block in relation to the modifier block so that the score setter runs first?
3. Background: I would like Endermen to either summon, or teleport, a hostile mob to themselves when a player gets close as a means of protection.
My Issues:
Nothing I have tried worked. I tried a few different things. First:
/execute @e[type=Enderman] ~ ~ ~ execute @a[r=5] ~ ~ ~ tp @e[c=2,type=!Player,type=!Enderman] ~ ~ ~
I figured this would run something along the lines of, Find Endermen, if players in range, teleport nonendermen nonplayer mobs to endermen. It teleported them to me. I figured I had it backwards so I tried,
/execute @a ~ ~ ~ execute @e[type=Enderman,r=5] ~ ~ ~ tp @e[c=2,type=!Player,type=!Enderman] ~ ~ ~
I figured it would run, find player, find endermen in range, tp non player nonendermen to the endermen. It teleported mobs to themselves....
Possible solution:
Something I think might work is to give any endermen within range of you a score of 1, and just have any endermen with a score of one teleport mobs to themselves. I think the reason the teleport isn't working is the game is reading the ~ ~ ~ as in relation to the mob teleporting right? So would changing that part to something like this work?
/execute @e[type=Enderman,score_PlayerDetected=1] ~ ~ ~ tp @e[c=2,type=!Player,type=!Enderman] @r[score_PlayerDetected=1]
Or even simpler,
/tp @e[c=2,type=!Player,type=!Enderman] @r[score_PlayerDetected=1]
Thanks for the assistance!
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Thanks both of you. Still trying to figure out the command blocks though.
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edit: Once I finish my starting area could I post some images? It's just a little island so don't expect the most marvelous of views.
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I may have gotten in over my head a little bit.
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And yes, I used to be here quite often.
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