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    posted a message on Spawn slower moving bat

    Is there any way to spawn a bat that won't move so quickly? I've tried using both the "generic.movementSpeed" tag and the slowness "ActiveEffects" tag, but neither seems to do anything.


    [EDIT]

    Checked the bug-tracker, it seems this is an ongoing problem with all flying mobs. Oh well

    Posted in: Commands, Command Blocks and Functions
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    posted a message on AreaEffectCloud particle density

    Is there any way to change the particle count for area effect clouds, similar to how you can specify it in a particle command? I've been experimenting with them, but I've not found any way to change this, and it just looks too busy for my project.

    summon AreaEffectCloud ~ ~ ~ {Particle:mobSpell,ReapplicationDelay:20,Radius:6f,RadiusPerTick:-0.001f,RadiusOnUse:0f,Duration:200,DurationOnUse:0f,Age:0,WaitTime:0,Color:11060281,Effects:[{Id:19,Amplifier:0,Duration:100},{Id:24,Amplifier:0,Duration:100,ShowParticles:0b}],Potion:"minecraft:water"}
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Hostile Snowmen

    The main problem with this is you don't get the knockback from the snowballs (also, all the teleporting would get messy with multiple players...), but thanks anyway

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Hostile Snowmen

    I'm looking for a way to make hostile snowmen. I was hoping to have them throw snowballs at you (even if they don't do damage, I just want them to "attack" players). I know you can add other mobs as passengers and their AI will override whatever they're mounting, so I tried adding a hostile mob as a passenger. I used skeletons since they shoot arrows (I had to create a team and add them both to it to get them not to attack each other):

    /summon SnowMan ~ ~1 ~ 
    {Invulnerable:1,Team:Snowman,Passengers:[{id:Skeleton,Invulnerable:1,Silent:1b,Team:Snowman,ArmorItems:[{},{},{},{id:skull,Count:1}]}]}

    but this didn't quite work; the snowmen are hostile to players, but they'll only chase players and do melee damage, they won't throw snowballs. (If you give the skeleton a bow, the snowman won't chase the player, but the skeleton will fire it's bow at the player instead of making the snowman attack)


    Suggestions?

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Armorstand Riding A Horse

    If you look at my original command, it is actually posed. The problem is that minecraft doesn't adjust the height for it like it does skeletons and zombies when riding a horse.


    Either way though, I've made due using skeletons for my project.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Block texture not taking priority

    I could, but I wanted it to work without having to modify other resource packs. I just added my own MCpatcher directory to my resource pack to override Faithful.

    Posted in: Resource Pack Help
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    posted a message on Armorstand Riding A Horse

    Yea, I think I'll just have to use skeletons with armor/custom player heads.


    Still though, it'd be nice if the armorstands riding height could be adjusted...

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Armorstand Riding A Horse

    Is there a better way to spawn an armorstand riding a horse? The problem I'm having is the armorstand looks like it's flying...

    summon EntityHorse ~ ~1 ~ {CustomName:Hunter,CustomNameVisible:0b,Invulnerable:1b,Type:0,Variant:0,Tame:1,Passengers:[{id:ArmorStand,CustomName:Hunter,CustomNameVisible:0b,Invulnerable:1b,ShowArms:1,NoBasePlate:1,ArmorItems:[{id:leather_boots,Count:1},{id:leather_leggings,Count:1},{id:leather_chestplate,Count:1},{id:leather_helmet,Count:1}],HandItems:[{id:bow,Damage:0,Count:1},{}],Pose:{Body:[0f,0f,0f],LeftArm:[300f,0f,0f],RightArm:[300f,0f,0f],LeftLeg:[270f,0f,0f],RightLeg:[270f,0f,0f],Head:[0f,0f,0f]}}]}
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Block texture not taking priority

    Ah, it has an mcpatcher, that was it! Thanks!

    Posted in: Resource Pack Help
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    posted a message on Block texture not taking priority

    I'm having trouble getting a custom block texture to show up in game.


    My idea was to re-texture a stained glass block with a solid white texture to use as a ceiling block. The white texture would look like a "solid" block, but since it was a glass block it would allow the sun to fully light the room.


    The problem I'm having is my texture isn't taking priority. I'm using the Faithful texture pack (which has custom stained glass textures), but my pack is ordered above it, so it should override Faithful. If I disable Faithful, my texture shows up on placed blocks just fine, but otherwise it will only show up on the block in your hand, while placed blocks use the Faithful texture. This makes me think it might be a Minecraft bug? Any ideas?

    Posted in: Resource Pack Help
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    posted a message on Title/Subtitle Command

    Actually in the new snapshots, they've added the "actionbar" type, which does exactly what I wanted:


    https://www.reddit.com/r/Minecraft/comments/4x995h/title_can_now_display_text_in_the_action_bar/

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Shooting Through Armorstands/Mobs

    I've found a work around for those wondering; I don't actually need to have the chicken and creeper/ocelot all in one stack. What I've done is put the creeper/ocelot as one set and made the chicken entirely independent. Then I have a command block clock using command:

    execute @e[type=Creeper,name=Bird] ~ ~ ~ teleport @e[type=Chicken,name=Duck] ~ ~14 ~

    Using "teleport" instead of "tp" teleports the chicken continuously to 14 blocks directly above the creeper, instead of ever-increasing it's height by 14 blocks, like tp would. For anyone else trying something like this, to make things smooth, you need to disable gravity for the chicken, otherwise there will be a jitter in the chicken's movement (it will be perpetually falling).

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Shooting Through Armorstands/Mobs

    Unfortunately that won't work here, when you use Marker, they lose their height when stacking them

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Shooting Through Armorstands/Mobs

    I'm working on a mini-game that involves the player shooting birds in the air (chickens), but I'm having a little trouble. I'm using a tall stack of armorstands with a chicken at the top, all riding on top of a creeper and ocelot (the Creeper is constantly trying to flee the ocelot on it's head, which makes it look like the chicken is flying in random directions).


    The problem is, I've found you apparently can't shoot through armorstands; I originally had them all on a team with the collision rule disabled, which lets players walk through the whole mess without colliding, but when shooting from the ground, the arrows collide with the armorstands.


    Any suggestions for a workaround? Here's the code to generate the chicken stack (I turned off the invisibility and slowed down the creeper for working convenience):

    summon Creeper ~ ~1 ~ {Invulnerable:1b,ExplosionRadius:0,Fuse:9999,ActiveEffects:[{Id:14,Amplifier:0,Duration:1,ShowParticles:0b}],Attributes:[{Name:generic.movementSpeed,Base:0.1}],Team:NoCollision,Passengers:[{id:ArmorStand,Invulnerable:1b,Invisible:0b,Team:NoCollision,Marker:1b,Passengers:[{id:Ozelot,NoAI:1b,Silent:1b,Invulnerable:1b,Team:NoCollision,ActiveEffects:[{Id:14,Amplifier:0,Duration:1,ShowParticles:0b}],Passengers:[{id:ArmorStand,Invulnerable:1b,Invisible:0b,Team:NoCollision,Passengers:[{id:ArmorStand,Invulnerable:1b,Invisible:0b,Team:NoCollision,Passengers:[{id:ArmorStand,Invulnerable:1b,Invisible:0b,Team:NoCollision,Passengers:[{id:ArmorStand,Invulnerable:1b,Invisible:0b,Team:NoCollision,Passengers:[{id:ArmorStand,Invulnerable:1b,Invisible:0b,Team:NoCollision,Passengers:[{id:Chicken,Health:1000.0f,Attributes:[{Name:generic.maxHealth,Base:1000}]}]}]}]}]}]}]}]}]}


    Code for the team:

    /scoreboard teams add NoCollision
    
    /scoreboard teams option NoCollision collisionRule never

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Setting score for mobs without a score

    Those are both really good ideas, thanks!

    Posted in: Commands, Command Blocks and Functions
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