I personally still think your filter is the best for making one-command block creations <3
The only thing I don't like about structure blocks is having to download someones creation. I feel (and others probably, too) it is easier to simply copy and paste, which is why I love using your filter.
Do you think you can make in Example World I can base it on? I am still doing basic redstone and commands so I still need to be helped a little. I just recently got back to building
Um, sure, although it will take me some time. Sorry for the late response
Another thing I forgot to ask in my other reply is how do I replace Player into an Invisible Entity?
The most convienient way would be to do
/summon ArmorStand ~ ~ ~ {Invisible:1,NoGravity:1,Invulnerable:1,CustomName:SpawnPoint} (the other two tags make the armor stand invincible to survival players and prevent it from being affected from gravity)
You need to have the "CustomName" tag because that's when in every command you replace "@p" to "@e[name=SpawnPoint,type=ArmorStand]"
Replacing it to that will spawn the zombies at every armor stand named "SpawnPoint".
in this link you can make potions with any vanilla minecraft effects
I see. Can you clarify your question then? If you're asking if you can create a potion using only the "id" tag in the potion, it wouldn't be possible without the other tags.
I think I'll try this, but out of interest, is there a way to detect if some left clicks? I know right click detectors are possible. If you know the server: Wynncraft, the RPG items have 4 different spells which can be activated by 3 click long right/left click combos. They might have used a bukkit plugin for that, but is it possible with commands?
Well, you can definately test for hitting a mob with left click. It can be unreliable at some times, but most of the time it does.
If you are in 1.8, yes, you should use a continous filler command block.
However, if you are in 1.9, I recommend using repeating command block because fill clocks are buggy in 1.9
It shouldn't matter what order the command blocks are in. What matters is that you have created the objectives and that all command blocks are attached to the fill clock.
Try creating a command block creation with a lot of potential for variety. For example, I was working on "Elemental Sheep" in one command, and it has a lot of variety because of the fact that sheeps come in 15 different colors. You could also do stuff like magic commands, industrial commands, natural spawning (themed), bosses,making uncraftable items craftable, making your own recipies, etc.
After that, you would probably have to add another wait score for the player (with another timer objective, like wait2) on another repeating command block:
Also remember to reset the wait score after reaching a certain score (25 in this case)
scoreboard players set (player)[score_level=2,score_level_min=2,score_ wait2_min=25] 0
For level 3, clone the command blocks and replace the score for level from 2 to 3 and change the score maximum for wait2 to 30 (hence spawning 10 zombies instead of 5). Also remember to reset the score after the following.
Note that this version will summon 5 zombies every second at the player.
If you want a set location change (player) to an invisible armor stand (or other entity) in the above commands.
If you want the effect that the zombies spawn randomly around you, summon the Zombies a high amount of blocks in the air (i.e. ~ ~50 ~) and then use a /spreadplayers command right before resetting.
To add more speed as levels increase, change the interchangable# to the following level and then after "speed" put 100 (duration in seconds) 1,2,3,etc (level of effect)
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I personally still think your filter is the best for making one-command block creations <3
The only thing I don't like about structure blocks is having to download someones creation. I feel (and others probably, too) it is easier to simply copy and paste, which is why I love using your filter.
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The idea works, however, it needs to be baby zombies, not pigmen. Pigmen are not able to chase while riding on chickens, I believe. You can do:
and then make them invisible. It's a little more complicated to detect the chickens being hit and then summoning those evil chickens...
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Create a score for round
Every time a new round starts do:
Immediately after the above command do:
With these commands, after every round the message will appear "Round: 1, Round: 2, Round: 3" etc.
The way you manipulate the rounds is up to you (timer, kill count, checkpoint), however, with this mechanism it will be infinited.
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Um, sure, although it will take me some time. Sorry for the late response
The most convienient way would be to do
You need to have the "CustomName" tag because that's when in every command you replace "@p" to "@e[name=SpawnPoint,type=ArmorStand]"
Replacing it to that will spawn the zombies at every armor stand named "SpawnPoint".
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Cool!
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I see. Can you clarify your question then? If you're asking if you can create a potion using only the "id" tag in the potion, it wouldn't be possible without the other tags.
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Well, you can definately test for hitting a mob with left click. It can be unreliable at some times, but most of the time it does.
http://www.minecraftforum.net/forums/minecraft-discussion/redstone-discussion-and/2457360-testfor-a-hurt-entity-around-a-player
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I guess, but you need some in-game editing (modding).
You can make custom effects within the game (like making a super potion with strength and speed), but you can't import any new ones unless you mod.
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If you are in 1.8, yes, you should use a continous filler command block.
However, if you are in 1.9, I recommend using repeating command block because fill clocks are buggy in 1.9
It shouldn't matter what order the command blocks are in. What matters is that you have created the objectives and that all command blocks are attached to the fill clock.
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Try creating a command block creation with a lot of potential for variety. For example, I was working on "Elemental Sheep" in one command, and it has a lot of variety because of the fact that sheeps come in 15 different colors. You could also do stuff like magic commands, industrial commands, natural spawning (themed), bosses, making uncraftable items craftable, making your own recipies, etc.
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This technically works for both versions, however in 1.9 it would be a lot cleaner, smoother, and less laggy.
The 1.9 version would just include exclusively command blocks. (repeating and chain)
In 1.8 you would need a /fill clock for the same effect
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It would be a similar process but a bit more complicated. You would have to create a timer objective, called "wait" or something like that.
Then you activate a repeating command block with
Five minutes is 6,000 game ticks (20 ticks per second), so have another always active repeating command block with something along the lines of
After that, you would probably have to add another wait score for the player (with another timer objective, like wait2) on another repeating command block:
Then you need to testfor the level and the wait
Also remember to reset the wait score after reaching a certain score (25 in this case)
For level 3, clone the command blocks and replace the score for level from 2 to 3 and change the score maximum for wait2 to 30 (hence spawning 10 zombies instead of 5). Also remember to reset the score after the following.
Note that this version will summon 5 zombies every second at the player.
If you want a set location change (player) to an invisible armor stand (or other entity) in the above commands.
If you want the effect that the zombies spawn randomly around you, summon the Zombies a high amount of blocks in the air (i.e. ~ ~50 ~) and then use a /spreadplayers command right before resetting.
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The one-command doesn't work in 1.9, so I modified it using the selection to command filter (http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-tools/2497705-mcedit-filter-selection-to-command-1-8-1-9). Pressing the button of the command block tower will set up the objectives.
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This doesn't really work the way you would want it to, but you can try teleporting the player to the Minecart
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Well, assuming levels go by maybe 5-10 minutes, you're going to need a scoreboard objective of "level" (or whatever).
Next, you would have to change the score of the player to whatever level you are on.
Then you just need to have this command run in a repeating block:
To add more speed as levels increase, change the interchangable# to the following level and then after "speed" put 100 (duration in seconds) 1,2,3,etc (level of effect)