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    posted a message on /testfor HELP!
    Quote from Minecraftia999

    Thanks for the replies,
    I'm not sure how else to context it, I just want to test for thrown snowballs or enchanting bottles...
    It dosn't have to be /testfor just a command.
    I want to make a paint ball sort of game, but in the dark, so bottles of enchanting are light bombs ect.


    Sorry, I don't think there is a dynamic way to do this. Bukkit has some plugins for this, if that interests you.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Detector Rail piston door help!
    Quote from CelebDanni

    Hey guys, I'm on minecraft for the PC.

    I'm creating a sort of bunker in creative mode, and I'm making the railway. I want to have it so when the minecart activates the detector rail and leaves the station, the piston door closes (and stays that way). But I want it to open again when I come back to the station from the other side. Is their any way I can do that?

    Thanks!

    EDIT: spelling error!


    One solution is to use a toggle (T-flip flop) triggered on both entry and exit by an detector rail.

    Key:
    Green: Interior. The detector rail may be moved further away from the door based on timing.
    Yellow: Exterior. The detector rail may be moved further away from the door based on timing.
    Orange: A T-flip flop. This consists of 2 droppers, a chest, and hopper pointing into the bottom dropper, along with a single item in any of the containers. For more info: http://minecraft.gamepedia.com/Memory_circuit#Grizdale.27s_T_Flipflop
    Red: The output; the piston door in your case, represented here by a lamp.



    Posted in: Redstone Discussion and Mechanisms
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    posted a message on /testfor HELP!
    Quote from Minecraftia999

    Hello,
    I was wondering if you can use the /testfor command to detect exploding snowballs
    or shattering bottles 'o enchanting. If this is possible could you give me an example?
    I would like to do this for a custom map of mine. Thank you


    The /testfor command can not be used to detect entities like snowballs, thrown potions, or mobs. It can only be used to detect certain attributes for players, like location, gamemode, and scoreboard objectives. It is also not possible to add a scoreboard objective which tracks thrown snowballs or xp bottles (as the stat.useItem.X for these items does not function).

    If you provide more context, though, there may be alternate solutions to the problem.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on [HELP] Command Blocks for starter kits
    Quote from Kirnath

    Hi,

    I want to create a starter kit that can be given to only new players, since 1.7 default game mode is now survival, the gamemode switching to survival to limit interaction becomes voided is there another way to do this?

    I was thinking about using scoreboard commands however but I didn't want to annoy players with the scoreboard tally on the right-hand side of the screen, when that would be the only thing we were going to use scores for, seemed silly to just have that 1 point showing that is useless.

    Thought about XP which would be awesome to use, however if a player dies XP gets reset to 0, if there is a way to prevent xp from being wiped with a gamerule of sorts, I'd like to know.

    does anyone have a starter kit idea that is working with 1.7 if so would you mid sharing?

    Thanks!


    Using the scoreboard does not require the scores to be displayed. This would probably be the easiest solution.

    Add this objective:
    /scoreboard objectives add StarterKit dummy


    Then, on a clock, use these commands in command blocks:
    /give @a[score_StarterKit=0] <Item>
    /scoreboard players set @a[score_StarterKit=0] StarterKit 1
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on help/give advice on an x and y selection system
    Quote from Amerikathefree

    Yea! thats what i was looking for.. it just doesnt seem to work on 1.6.4.. I have no idea how it works.. and i wish i didn't have to use command blocks haha.


    Ah, this mechanism uses the /setblock command, which is only available in 1.7.2+. The command blocks simplify the wiring a lot, but require a good deal of coding, which can be copy/pasted.

    To explain briefly, the input controls use a scoreboard command to add or subtract 1 from the X or Y objectives, as well as signaling the screen that it needs to update via adding and clearing a dummy objective. Afterwards, the entire screen is /setblocked into redston_blocks, clearing the board. Lastly, a number of /testfor commands are triggered, searching for the correct X and Y scores. When the correct X and Y scores are found, the proper block is turned to lapis.

    While I would be happy to provide the commands and advice for this 'screen', a 10x10 screen without commands blocks is more than what I'm comfortable dealing with.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Semi-Automatic Hiden Piston Door, help?
    Quote from Zakaya

    Ok, so, I have a super compact hidden piston door with a t-flip-flop that activates from a button on the outside, and a presure plate on the inside. The only problem is I need the presure plate on the inside to close the door when I go in (preferably on rising action) then open it on rising action, then close on falling action, and when it closes, re-set the t-flip-flop, not exactly sure how to do this, and the closer the presur-plate is to the door, the better


    There are definitely more compact solutions, but this one is fairly easy to implement. It consists of the original T-flip flop, along with a delayed reset (fader delayer + piston pulse limiter).

    Key:
    Green: Input 1 (outer button).
    Yellow: Input 2 (inner pressure plate).
    Orange: T-flip flop (dropper-dropper-chest-hopper ring). Note the half slab which prevents the inputs from crossing.
    Red: Output. A door in this case; replaced by piston door input. Inverting not requiring.
    Purple: This is the tricky part: a comparator fader (extends the pressure plate signal), an inverter (redstone torch), and a piston pulse limiter (limits the pulse to 1 tick; required to not 'block' the T-flip flop). This circuit simply toggles the T-flip flop if and only if the pressure plate was triggered AND the door is currently open.





    Posted in: Redstone Discussion and Mechanisms
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    posted a message on help/give advice on an x and y selection system
    Quote from Amerikathefree

    Hmm.. thats an interesting idea.. but i need it to have one thing selected on a grid of 10x10.. but thanks :)


    Are you looking for some kind of graphical interface, like the one shown below? If so, one solution involves using command blocks and the scoreboard, and is (almost) infinitely expandable. Here is the world download, and if this is something that addresses your problem, we can move on from there: http://www.mediafire.com/download/2sh9ar4e2ew7s48/Gui%20Tester.zip








    Posted in: Redstone Discussion and Mechanisms
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    posted a message on help/give advice on an x and y selection system
    Quote from Amerikathefree

    Hey, so I've been trying to make so that there are four buttons (up, down, left, and right) on at least a 10x10 grid. One torch is highlighted while the others are off, and when you push the left button it moves the selected torch one left, press up, and it goes up, I was wondering if you had any ideas on how to make it.. I've gotten a way to select the y (up and down) using a piston tape, but I cant figure out how to make the x direction. Any help is welcome :)


    There was a 2D platform game posted a while back, which may be helpful.


    While I don't remember how that author created the game within Minecraft, if I were to do something similar, it would probably incorporate X and Y objectives in a scoreboard, rather than keeping track of them with a piston tape.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Help with progressive circuit
    Quote from SuperNovaXM

    Yeah, that was it. I'm trying to make something like this that I can rig up to run a (unique) timed wave when a button is pressed.


    The principle should still hold, but if you would like any assistance, please post!
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How to test for falling?
    Quote from Skylinerw

    From the list of different stats, the only other one that could help indicate something like that is the stat.flyOneCm, but that requires the player to be moving while in the air. It also won't count unless they're moving fast enough, which can't be done with a normal fall.

    I think for the time being, you'll have to stick with testing for player positions.

    -------

    As it stands, you cannot currently testfor NBT tags.


    That's unfortunate, but concurrent with my findings. Thanks for the info.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How to test for falling?
    How can we test if a player is falling?

    The stat.fallOneCm scoreboard objective seems to only track when a player falls and hits the ground, not how far the player falls or when the player is falling.

    The best ideas I've had involve /testforing areas where the player would fall.

    Better ideas are very welcome!
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Help with progressive circuit
    Quote from SuperNovaXM

    Hi,
    I seem to remember something a while ago, where someone made a circuit that would progressively get longer the more times you hit a button, activating different commands each time. If someone could either find this post for me again or re-illustrate how it' done (I remember he used the scoreboard command), that would be great. Thanks!


    Not sure, but you might be referring to this post: http://www.minecraftforum.net/topic/2102910-resetable-run-once-circuit/



    If not, with more information on the project, we could probably rig something up.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How to remove colored leather from player wielding it
    Quote from colamonster091

    This only removes the item in my inventory, not equipped, nor does it remove dyed versions of leather armor.


    Hmm. This was just tested in vanilla MC 1.7.2 and 1.7.3 (13w48a). If you are using Bukkit, a modded version of minecraft, or and old version, this may not work for you. Here are the commands used, if they help:
    /give @a minecraft:leather_helmet 1 0 {display:{color:16777215}}
    /clear @a minecraft:leather_helmet
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How to remove colored leather from player wielding it
    Quote from colamonster091

    Is there a limit on how many command blocks can be activated at a specific time? Do I need to put redstone repeaters in between these?


    Command blocks are obey most principles of redstone. If activating more than one, the range of redstone needs to be taken into account. Here are some easy ways of activating multiple command blocks:



    EDIT: Note, in the compact line of command blocks (below the orange/yellow clusters), there is redstone dust on the top of the line.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How to remove colored leather from player wielding it
    Quote from colamonster091

    This will remove any piece of leather armour that is even equipped and even if it's colored?


    Correct. The armor will be removed regardless of wear, color, display name, etc.
    Posted in: Redstone Discussion and Mechanisms
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