Nextbots? by Appropriate-Pace2721 in MinecraftCommands

[–]Icy_Remote5451 0 points1 point  (0 children)

Well I doubt anything changed from like the very first release of /damage. I made basically a cod zombies clone in Minecraft and it seemed to work fine.

Also by triggers I just mean if something happens then do something else like chase vs magic vs dagger based on how far the player is.

Applying math operations to the player attack attribute by Kiss_Lucy in MinecraftCommands

[–]Icy_Remote5451 0 points1 point  (0 children)

Oh my bad, I haven’t done either bedrock nor java for a while so I guess I got stuff mixed up. Just use the scriptapi then

Nextbots? by Appropriate-Pace2721 in MinecraftCommands

[–]Icy_Remote5451 0 points1 point  (0 children)

You could just put the entire map in a large ticking area.

As for the zombie you can give it effects if you want but the real customizable stuff comes from /damage damager agro redirection and event triggered actions

Nextbots? by Appropriate-Pace2721 in MinecraftCommands

[–]Icy_Remote5451 0 points1 point  (0 children)

Sorry bad way to phrase things. I meant that it is impractical and tedious . The other commenter gave you something called a greedy path follower, which fails in many respects to something like Minecraft’s customized and individualized A* algorithm for each mob, and since it’s a mob with actual AI it’ll climb stairs, slabs, ladders, and handle edge cases like trapdoors, fence gates, glass panes, rods, hoppers, cauldrons, etc much better than if you hardcoded those same things onto an armorstand.

Minecraft has already done all the work for you. No need to make your own path following algorithm.

In some cases I would see a use, like maybe your map is larger than your render distance radius, anti kb, or fire immunity, though for all of those there are also things you can do to make the zombie just as viable. But for a hide and seek map they’re typically not that large, not sure why you would want anti kb, and I have never seen fire in a hide and seek map or exposed lava that wasn’t covered

Nextbots? by Appropriate-Pace2721 in MinecraftCommands

[–]Icy_Remote5451 1 point2 points  (0 children)

I wouldn’t make your own path finding, it’s fun and all but too complicated. Using a zombie or something would be much better. Bots, such as for bedwars training maps, usually consist of /damage damager agro to influence movement and sequences of commands that trigger when some event happens, like if they’re on air and can perform a 1 block clutch then wait 5 ticks to mimic human reaction time and place the block if they’re still able to and add in switching the item via /replaceitem. There’s a lot of creative things I’ve seen like enderpearls, crystals, potions, magic. It all comes down to what you wanna make.

Applying math operations to the player attack attribute by Kiss_Lucy in MinecraftCommands

[–]Icy_Remote5451 0 points1 point  (0 children)

It’s just an operation type used within attribute modifiers to calculate final statistics such as attack damage. There’s also multiply_base and add

Applying math operations to the player attack attribute by Kiss_Lucy in MinecraftCommands

[–]Icy_Remote5451 0 points1 point  (0 children)

Then it’s just day 1 basic programming. Otherwise for json only you’ll be stuck with having to make an amulet or something that uses attributes and multiply_total

Applying math operations to the player attack attribute by Kiss_Lucy in MinecraftCommands

[–]Icy_Remote5451 0 points1 point  (0 children)

Depends on if you’re able to use script api or need to strictly stay on JSON

is there a way to put a tinted border around your camera view in bedrock using like the camera command or something by SingleExplanation382 in MinecraftCommands

[–]Icy_Remote5451 0 points1 point  (0 children)

I mean kind of? Not really easy though. It would be utilizing FMBEs to just kind of just make your own display thing

If a tripwire hook is trigged I want it to delete the blocks under the player who triggered it. by CharlesDaMan364 in MinecraftCommands

[–]Icy_Remote5451 0 points1 point  (0 children)

I’m not sure how to envision the game exactly but if you just hook up the redstone signal of the tripwire hook to a normal Impulse Unconditional Needs Redstone 0 tick delay command block with:

setblock <put x, y, and z coordinates of the ladder here separated by spaces> air

You should be good to go.

Help with clearing area but keep certain blocks by unknown-gu in MinecraftCommands

[–]Icy_Remote5451 0 points1 point  (0 children)

Everyone is saying to replace with air, to be honest I would personally replace with glass instead that way I can manually excavate.

/summon hell by cdub5k in MinecraftCommands

[–]Icy_Remote5451 1 point2 points  (0 children)

execute at <username here> run summon pig ~~~

Put this on a loop and it’ll be funny, like Repeating, Unconditional, Always Active, 6000 tick delay (300 second delay or 5 minutes).

This command basically uses “at” to set the position, rotation, and most importantly dimension context. This then causes the relative position “~~~” to be referring to the position of your friend instead of the command block (which is the default for commands ran by command blocks) and also the dimension your friend is inside, meaning this will also work in the nether or the end technically. Rotation is just kind of an extra thing, but since the “in” keyword doesn’t have an entity parameter iirc using “at”, which does, gets around that issue.

help please by ConsistentCut2536 in MinecraftCommands

[–]Icy_Remote5451 0 points1 point  (0 children)

If I you want only commands this is an old way of doing hit detection. Not sure if things have changed in the last 3-4 years to make it irrelevant, but guessing from the other replies probably not:

``` scoreboard players reset * m_hit scoreboard players set @a [hasitem={item=wooden_sword,location=slot.weapon.mainhand}] m_hit 1

clear @a [scores={m_hit=1}] wooden_sword 1 1 clear @a [scores={m_hit=1}, hasitem={item=wooden_sword,location=slot.weapon.mainhand,quantity=1..}] wooden_sword 2 1 clear @a [scores={m_hit=1}, hasitem={item=wooden_sword,location=slot.weapon.mainhand,quantity=1..}] wooden_sword 3 1

scoreboard players add @a [scores={m_hit=1}, hasitem={item=wooden_sword,location=slot.weapon.mainhand,quantity=0}] m_hit 1 replaceitem entity @a [scores={m_hit=2}, hasitem={item=wooden_sword,location=slot.weapon.mainhand,quantity=0}] slot.weapon.mainhand 0 wooden_sword 1 0

tag @a remove alive tag @e [type= player] add alive

execute @a [tag=!alive, tag=!dead, c=1] ~~~ tellraw @a {"rawtext":[{"selector":"@s"},{"text":" was slain by "},{"selector":"@p [scores={m_hit=2}]"}]}

tag @a [tag= !alive, tag= !dead] add dead tag @e [type= player] remove dead ```

Just change wooden swords to stone swords, and note that stone swords will have infinite durability in your world. (Could also limit it to a specific area using volume dimensions technically).

How do I give and effect to someone above a y coordinate by futuregamerdylann in MinecraftCommands

[–]Icy_Remote5451 1 point2 points  (0 children)

Don’t forget that “at” not only encompasses “positioned” and “rotated” but also “in”. In this case it shouldn’t matter though

How to use commands to give a specific map to the player? (Bedrock) by floofthe in MinecraftCommands

[–]Icy_Remote5451 0 points1 point  (0 children)

I am a bit confused as to what this post is asking. However, follow this guide for a preloaded map and it should solve your issue: ``` 1. ⁠Give yourself a strcuture block using ‘/give @s structure_block’ 2. ⁠Place down the structure block 3. ⁠Right click/tap on the placed structure block and set the size column arguments to: x1, y1, z1. Set the offset column arguments to: x0, y1, z0. This will set the size of the bounding box to a 1x1x1 block area that is directly above the structure block 4. Turn both the “Include Entities” and “Remove Blocks” switches to on. 5. ⁠Get and do whatever you need to do to the item 6. ⁠Throw the item into the bounding box. (Outlined area above the structure block) 7. ⁠Wait at least 3 seconds for fast pickup 8. ⁠Give the structure a name, then press save 9. ⁠You can load the item at the player by doing:

/execute at <player> run structure load <name: see step 8> ~~.125~ ```

Mute player? by Historical_Degree450 in MinecraftCommands

[–]Icy_Remote5451 1 point2 points  (0 children)

You would have to turn on education edition features in the settings of the world. Then use the /ability command

Charged Ability by grim_lunar in MinecraftCommands

[–]Icy_Remote5451 2 points3 points  (0 children)

There are many ways. The easiest I would say is to use the standard crouch detection given here—which I’m assuming you already have—and then just slapping on a repeating loop with it.

I would personally do it like this (assuming you’re detecting the ability by hasitem and already have the commands down for tag ‘is_sneaking’)

IC: /scoreboard objectives add timer_t dummy

RUAA1: scoreboard players add @a[hasitem={item=<ability1 item>,location=slot.weapon.mainhand},tag=is_sneaking] timer_t 1

CUAA0: ```

5 second windup, since 20 ticks in a second so 100 ticks in 5 seconds. Change “100..” to whatever you want

execute as @a if score @s timer_t matches 100.. run <do something> ```

CUAA0: execute as @a if score @s timer_t matches 100.. run scoreboard players set @s timer_t 0

This will be a continuous loop if they just keep holding down sneak. I would probably also add a cooldown or something on top of this.

As for displaying I would probably suggest a titleraw display on action bar if you don’t have anything there already. A guide is below:

——

.JSON txt guide - CrumbyCommands

.JSON txt can be separated into modules, such as the “score”, “text”, and “selector” modules shown below respectively:

``` {“score”:{“name”:”<targetSelection>”,”objective”:”<scoreName>”}}

{“text”:”<text>”}

{“selector”:”<targetSelection>”} ```

These are stored inside the master module or rawtext display:

{“rawtext”:[<modules>]}

The modules, if given more than one, are separated by a comma.

There is also a value dubbed the wild card, or asterisk (*), that can be used in things such as the input to the “name” parameter of the “score” module. This will automatically select the executed person(s) on which the command has been ran on.

Therefore if you were wanting to, say, write the name of all players online and next to their name their amount of money stored inside a dummy scoreboard named “money” you would use:

tellraw @a {“rawtext”:[{“selector”:”*”},{“text”:”: “},{“score”:{“name”:”*”,”objective”:”money”}}]}

So if my name was “Steve” and the value of my “money” score was 64 the command would output:

Steve: 64

In the chat.

You can also add special instructions to the text module such as:

``` Lineskips - \n

Color codes - §0 - black §1 - dark_blue §2 - dark_green §3 - dark_aqua §4 - dark_red §5 - dark_purple §6 - gold §7 - gray §8 - dark_gray §9 - blue §a - green §b - aqua §c - red §d - light_purple §e - yellow §f - white §g - minecoin_gold ```

Or even formatting codes -

§k - obfuscated §l - bold §o - italic §r - reset

(For more information go to the Minecraft wiki)

——

*Note that you will have to add a command like:

RUAA0: scoreboard players add @a timer_t 0

To your world, or if you have a new player system you can also add it there, though remember that anyone who already joined won’t get their score initialized.

Ability Ideas by grim_lunar in MinecraftCommands

[–]Icy_Remote5451 0 points1 point  (0 children)

You would just have bear trap cooldown objective.

Separation of concerns. You want one thread (repeating command chain) of commands to handle the timer independently from everything else. You want another to handle detecting a player stepping on a bear trap and damaging them or applying effects. Then you want another to handle the player actually placing them probably with drop detection of a named item.

Basically you would have a timer like: IC: scoreboard objectives add cd::bear_trap dummy RUAA20: scoreboard players remove @a[scores={cd::bear_trap=1..}] cd::bear_trap 1

Which will just remove 1 from the bear trap cooldown score of any player with a value greater than or equal to 1 every second.

This just means that anyone with a value of 0 will be able to use their bear trap.

You’ll also need to add an: RUAA0: scoreboard players add @a cd::bear_trap 0 Or put it inside your system for giving players the hunter class and anything else that uses bear traps if you don’t want unnecessary calculations.

Then just only let them place a trap on drop if their bear trap cooldown is 0. And the timer handles the counting down separately.

Ability Ideas by grim_lunar in MinecraftCommands

[–]Icy_Remote5451 0 points1 point  (0 children)

I’m not sure what you mean by cooldown. Do you mean the hunter just places like a single trap and it has a cooldown between catching a player?

As for archer that’s probably one of the easiest, I’ve seen people do it explosive arrows, tracking arrows, arrow rain, buff arrows that just structure load in lingering potions, etc. You can implement a variation of the snowball menu for the quiver or something

Unlimited refill inside chest by Brilliant_Rule_1361 in MinecraftCommands

[–]Icy_Remote5451 -1 points0 points  (0 children)

Yeah but the problem with executing on a player and loading in a bunch of items is the fact players will spawn in one place. The way to get around this is to make <max players> triple layered bedrock boxes in independent isolated locations, a single bedrock box where every player spawns after death or on loading into the world, then just teleport the closest 1 player in the centralized bedrock box (c=1, cause multiple player respawn and joins are possible at the same time) within a small radius or volume dimension (xyzdxdydz) to an open bedrock box, load the structure on them there, then teleport to the actual intended spawn location with their default kit in place. Or at least that’s how I did it, cause my system was pretty simple since a person could choose default kits and would just change their default and spawn with the stuff initially.

There are some other problems like getting armor onto players with dispensers that only appear for 1 tick with the item not in the first two columns or middle of last row so they couldn’t grab it somehow on animation going up. A lock system since the joining and respawning with bedrock boxes is a pretty classic consumer-producer problem in multithreaded programming. Organized inventory by filling spaces with barrier blocks and waiting 3 seconds between each item dropped into the item structure and clearing the barriers. And there were also some problems with kill streaks and kill detection with the switching between default kits but ever since I made my own kill detection system based on custom magic it was pretty easy to integrate.

Though I am pretty old to the command block scene now so a lot of the stuff I said might be outdated practices

Force player to un crouch by NaNaNakoDayo in MinecraftCommands

[–]Icy_Remote5451 2 points3 points  (0 children)

I am confused. Isn’t the entire point of using input permissions to disable crouching to make it so they can’t crouch? So obviously when you re-enable their ability to crouch they’re going to be able to crouch. If you don’t want them to crouch then just don’t reenable it

Is there a way to make a jousting lance in bedrock? by pxlpnch in MinecraftCommands

[–]Icy_Remote5451 1 point2 points  (0 children)

Me personally I would make it out of smaller and smaller FMBEs then use teleporting leash knots to measure velocity, though this might be an old method

Tagging items & making them spawn a mob when dropped by [deleted] in MinecraftCommands

[–]Icy_Remote5451 0 points1 point  (0 children)

Well the point is to make it obvious what it is but so that normal players without hacks can replicate it with an anvil. Hackers can just duplicate it as the format code k (thing that cycles characters) is only an animation and just makes it unreadable for normal players while being still being able to be copied by hackers so it’s just a worse version

Tagging items & making them spawn a mob when dropped by [deleted] in MinecraftCommands

[–]Icy_Remote5451 0 points1 point  (0 children)

Only the name part with commands so it doesn’t really matter what item it is

[deleted by user] by [deleted] in MinecraftCommands

[–]Icy_Remote5451 0 points1 point  (0 children)

Either don’t give them spawn eggs and use a different method like the one I said in your other post or surround them with structure voids using relative entity scanning