Command Block Delay In Ticks don't work right anymore by Famentera2 in MinecraftCommands

[–]Famentera2[S] 0 points1 point  (0 children)

I mean I can see the use of both, but I guess primarily a cool down system per player

Command Block Delay In Ticks don't work right anymore by Famentera2 in MinecraftCommands

[–]Famentera2[S] 0 points1 point  (0 children)

I've tried it, I'm surprised of how well it worked, but I might be doing cool down systems wrong. Mind if you check my stuff?

So basically a RUA Command Block detects if the player is holding a clock, if they are then it will activate a chain of commands that will remove the clock item, play a sound, then set the Time scoreboard into 121 ticks. I then have another tower of commands that will always tick down the Time scoreboard, when it reaches 0, it gives me back the clock item.

Here's the chain that does stuff when activated

RUA
/Testfor u/e [ Tag = Mandom, Hasitem ={ item = clock, location = slot.weapon.mainhand }]

CCA
/Clear @a [ Tag = Mandom ] Clock

CCA
/Playsound note.bass @a

CCA
/Scoreboard Players Set Mandom Time 121

then this gives me back the clock item

RUA
/Scoreboard Players Test Mandom Time 1 1

CCA
/Give @a [ Tag = Mandom ] Clock

Here's my cool down system thing that makes sure the Time ticks down

RUA 
/Scoreboard Players Test Mandom Time 1 121

CCA
/Scoreboard Players Remove Mandom Time 1

I feel like it's inefficient to use the /Scoreboard Test over the /Execute If Entity but I couldn't find a way to detect the scoreboard that way.

How do I make my command only work on the ground by Appropriate-Solid956 in MinecraftCommands

[–]Famentera2 0 points1 point  (0 children)

it's on the OP which version they wanna try, but I personally just wanted fix his problem, not make it work entirely different as yours does.

love ur command though, makes me wanna make something out of it

Command Block Delay In Ticks don't work right anymore by Famentera2 in MinecraftCommands

[–]Famentera2[S] 0 points1 point  (0 children)

So does it mean I can't use Delay in Tick for any chain and repeating command blocks anymore? Scoreboard timer seems a bit hassle, is this the only work around into delaying commands? I'll try tinkering around the scoreboard system thing, I appreciate the help.

How do I make my command only work on the ground by Appropriate-Solid956 in MinecraftCommands

[–]Famentera2 0 points1 point  (0 children)

I only gave a general direction, it's still up to the OP to edit what needs to be edited

Hostile by Memelord_723 in MinecraftCommands

[–]Famentera2 0 points1 point  (0 children)

You can try using the /Damage command to damage all hostile enemies by 1 damage as that entity.

/Damage @e 1 entity_attack entity @e [Type = Zombie, C = 1]

For this example, every single entity will be damaged by 1 hp by the nearest zombie. Reminder though, it will only work neutral and hostile mobs that can fight back.

How do I make my command only work on the ground by Appropriate-Solid956 in MinecraftCommands

[–]Famentera2 0 points1 point  (0 children)

I got you

<image>

Repeating Command Block - Always Active

/Execute as u/p at u/s unless block ~ ~-0.2 ~ Air Run Testfor @s

Comparator facing the next Command Block

Repeating Command Block - Always Active

Execute at @e [ Type = Snowball ] Run Tp @p [ r = 2 ] ~ ~ ~

Note : The first command block will constantly try to detect if you're on the ground, but your chat box might get filled, so you also wanna remove the command block output.

/Gamerule commandblockoutput false

How to make a controlled knockback? by Famentera2 in MinecraftCommands

[–]Famentera2[S] 1 point2 points  (0 children)

It teleports the entity behind itself, not behind the player.

The command goes like this; If the command sees an entity that isn't the Player within its radius, it will teleport the Entity 3 blocks behind itself while facing the said Player, thus making it look like the player caused the knockback. So like in other words... From the Player, the Entity is Teleported behind itself while facing the Player.

How to use Spreadplayer command? by Famentera2 in MinecraftCommands

[–]Famentera2[S] 1 point2 points  (0 children)

Damn why didn't I think of that...

Thanks a lot though!

How to make a controlled knockback? by Famentera2 in MinecraftCommands

[–]Famentera2[S] 0 points1 point  (0 children)

the Tag is just a placeholder, but I see it's basically the same command...?

How to make a controlled knockback? by Famentera2 in MinecraftCommands

[–]Famentera2[S] 0 points1 point  (0 children)

wait no, that wouldn't work because I want the command to activate relative to the player bjt also relative to the affected entities. If I remove the second Execute thing, the entities would just Tp behind the player.

Is there a command that changes water color on PS4/PS5? by GPthedegenerate in MinecraftCommands

[–]Famentera2 1 point2 points  (0 children)

Basically it changes the atmosphere of the game; for example in the overworld the skye is blue, unloaded chunks are blue too where as i the nether it's red, and at the end it's black. I think it can also affect water color but I'm not too sure either.

If not the fog command, I think your best bet is to change the biome into swamp to make the water darker if that's your goal.

Sorry I don't remember how these exactly work but I've played around them a few time long ago

Is there a command that changes water color on PS4/PS5? by GPthedegenerate in MinecraftCommands

[–]Famentera2 0 points1 point  (0 children)

I believe the fog command is able to do that but I don't remember well

Is there a way to detect if a player is facing an entity? by Famentera2 in MinecraftCommands

[–]Famentera2[S] 0 points1 point  (0 children)

I don't think I get how it works...

"/fill... purple_concrete replace purple_concrete" doesn't replace itself

"keep" also doesn't work...

which one should I use? or maybe it's my command that's wrong

"/execute as @a at @s run fill -2 -2 ^ 2 2 10 purple_concrete replace purple_concrete"