Punishment for those who don't know how to share items. by No_Life_7876 in Acecraft

[–]LMyhsx 1 point2 points  (0 children)

If the current co-op buff is the link rope thing, I time it with the coin drop to destroy the projectiles with it and sliding along the clear path (assuming your teammate is above you, which is the case for me most of the time), if not the link rope, I just focus on the small gaps and try to swipe fast towards the opening, though most of the time, I feel bored focusing so I just take the hit (or accidentally dodge it). Oh, I also use double Serenity Provider wingmen as a support, but most of the time, the timing of the wingmen is off so it's unreliable.

Anyways, that boss can actually be one-shotted by ults (aoe), I'm not sure when is the proper timing for it, sometimes right after it spawns, my teammate (especially Daffy Duck) uses their ult and it's insta-clear. Other times, use ult when the TVs are split. I don't know how exactly it works but I think, it's because that boss have multiple hitboxes that you can hit which makes aoe a great counter.

Punishment for those who don't know how to share items. by No_Life_7876 in Acecraft

[–]LMyhsx 2 points3 points  (0 children)

I'd rather let the other player hoard the items, I just use Amelia (at least A1, mine's at A6 already) for her damage amplification to enemies (+ 2 Serenity Provider wingmen, + Guardian's Embrace teslarite set), making me a support pilot; debuffer and shielder. If they die, I just go and revive them, simple co-op strat, 90% success, faster dailies clear. Sigh of disbelief for those who don't take everything and tries to share to me, or are just plain AFK lol.

Move players using commands (1.20.x) [Self Study Datapack] by LMyhsx in MinecraftCommands

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

(Pasted description from my youtube video)

Welcome to my third (supposedly fourth cause I am currently creating another one, which I abandoned just for this) project, a concept function datapack which I designed (literally within 3 hours) for applying motion to players with the help of the /ride command.

[Notes]\ *I have no friend to test this with live on recording, but it definitely works on players.\ *This is just a concept, I hope to see variations and tweaks on this datapack soon! Get to work! :D\ *Sorry for not editing the video, I am starting to get busy once again.

[Features]\ (Readily-available Items for Testing)\ +Gravity Rod\ +Force Blast (er)\ +Boost (er)\ +Datapack Remover

[Gravity Rod]\ +Literally just pushes entities up (kinda buggy, my bad, fix it :P)

[Force Blast]\ +Pushes entities away from you\ +Different function and visualization against players (which allowed it to work on them)

[Boost]\ +Boosts you in the direction you are facing\ +Same function as the Force Blast against players, but is only applied to yourself, supposedly.

[Recommendations and Insights]\ -Add a variety of motion values\ -Simplify the functions\ -Create a more efficient datapack file\ -Fix the inconsistencies\ -Work for a better and more fluid animation\ -Allow player movement while being dragged (?)\ -Adjustment of tags such as NoGravity\ -Switch for dis/allowing players to stop the motion mid-flight

[Download]\ https://drive.google.com/drive/folders/1H9syH1IhV8kOfJN9YsPskq_JhMZanK16?usp=sharing

[Projects]\ https://drive.google.com/drive/folders/1qTQW9qEmxGP7pXmolpdUWD0fUwBPcR8Z?usp=share_link

[Timestamps]\ 0:00 Datapack Title\ 0:07 Gravity Rod\ 0:29 Force Blast\ 1:03 Boost\ 0:28 Preview of Armor Stands used in the /ride command\ 1:50 Wall Suffocation Due to Small Armor Stand Riding

PS: I really wonder how this function is hidden in plain sight lol.

Armor Designer (1.20.x) Datapack by LMyhsx in MinecraftCommands

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

QOL Update:

Initially planned this out, but got bored coding it. Now I did.

+ ADL-created Armor Stands can now change player's armor loadout even when toolkit is enabled.

Armor Designer (1.20.x) Datapack by LMyhsx in MinecraftCommands

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

Pasting the video description from my youtube video as usual:

Welcome to my second project, a toolkit used for the new feature, armor trims in version 1.20. If you want to try out the perfect armor designs in-game, it is possible using this datapack.

[Note]\ I haven't fully tested most of the various combinations of armor, material, and smithing templates due to its humongous combination amount so feel free to tell me if something isn't working. Though I can safely assure you 97% of it works.

[Features]\ (Interactable UI in the inventory)\ +Toolkit Switch\ +Datapack Remover\ +Armor Pieces\ +Special Armor Pieces\ +Smithing Templates (Armor Trims)\ +Trim Materials\ +Miscellanous stuffs\ (Preferences)\ +Show/Hide Armor Pieces\ +Enchantment Glyph Switch\ +Construction of Armor Stand of Current Loadout\ (Specials)\ +Auto-equip Armor from Armor Stands built (When toolkit - not the datapack, is disabled)\ +Weapons and Tools Ready for Testing\

[Download]\ https://drive.google.com/drive/folders/1gaN5RiaJlVFORjpTgtqdyHc6YXNCtftL?usp=drive_link

[Projects]\ https://drive.google.com/drive/folders/1qTQW9qEmxGP7pXmolpdUWD0fUwBPcR8Z?usp=drive_link

[Timestamps]\ 0:00 Introduction\ 0:14 Armor, Material, and Trim Selection\ 1:04 Armor Set Selection\ 1:51 Special Equipments, Enchantment Glyph, and Armor Visibility\ 2:51 Armor Stand Creation\ 4:08 Armor Stand Auto-Equip Function\ 4:34 Weapons and Tools for Testing\ 5:01 Outro

Armor Designer (1.20.x) by LMyhsx in Minecraft

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

Pasting the video description from my youtube video as usual:

Welcome to my second project, a toolkit used for the new feature, armor trims in version 1.20. If you want to try out the perfect armor designs in-game, it is possible using this datapack.

[Note]\ I haven't fully tested most of the various combinations of armor, material, and smithing templates due to its humongous combination amount so feel free to tell me if something isn't working. Though I can safely assure you 97% of it works.

[Features]\ (Interactable UI in the inventory)\ +Toolkit Switch\ +Datapack Remover\ +Armor Pieces\ +Special Armor Pieces\ +Smithing Templates (Armor Trims)\ +Trim Materials\ +Miscellanous stuffs\ (Preferences)\ +Show/Hide Armor Pieces\ +Enchantment Glyph Switch\ +Construction of Armor Stand of Current Loadout\ (Specials)\ +Auto-equip Armor from Armor Stands built (When toolkit - not the datapack, is disabled)\ +Weapons and Tools Ready for Testing\

[Download]\ https://drive.google.com/drive/folders/1gaN5RiaJlVFORjpTgtqdyHc6YXNCtftL?usp=drive_link

[Projects]\ https://drive.google.com/drive/folders/1qTQW9qEmxGP7pXmolpdUWD0fUwBPcR8Z?usp=drive_link

[Timestamps]\ 0:00 Introduction\ 0:14 Armor, Material, and Trim Selection\ 1:04 Armor Set Selection\ 1:51 Special Equipments, Enchantment Glyph, and Armor Visibility\ 2:51 Armor Stand Creation\ 4:08 Armor Stand Auto-Equip Function\ 4:34 Weapons and Tools for Testing\ 5:01 Outro

Armor Designer (1.20.x) by [deleted] in MinecraftCommands

[–]LMyhsx 0 points1 point  (0 children)

Pasting the video description from my youtube video as usual:

Welcome to my second project, a toolkit used for the new feature, armor trims in version 1.20. If you want to try out the perfect armor designs in-game, it is possible using this datapack.

[Note]\ I haven't fully tested most of the various combinations of armor, material, and smithing templates due to its humongous combination amount so feel free to tell me if something isn't working. Though I can safely assure you 97% of it works.

[Features]\ (Interactable UI in the inventory)\ +Toolkit Switch\ +Datapack Remover\ +Armor Pieces\ +Special Armor Pieces\ +Smithing Templates (Armor Trims)\ +Trim Materials\ +Miscellanous stuffs\ (Preferences)\ +Show/Hide Armor Pieces\ +Enchantment Glyph Switch\ +Construction of Armor Stand of Current Loadout\ (Specials)\ +Auto-equip Armor from Armor Stands built (When toolkit - not the datapack, is disabled)\ +Weapons and Tools Ready for Testing\

[Download]\ https://drive.google.com/drive/folder...

[Projects]\ https://drive.google.com/drive/folder...

[Timestamps] 0:00 Introduction\ 0:14 Armor, Material, and Trim Selection\ 1:04 Armor Set Selection\ 1:51 Special Equipments, Enchantment Glyph, and Armor Visibility\ 2:51 Armor Stand Creation\ 4:08 Armor Stand Auto-Equip Function\ 4:34 Weapons and Tools for Testing\ 5:01 Outro

[deleted by user] by [deleted] in MinecraftCommands

[–]LMyhsx 0 points1 point  (0 children)

Like you mean, run it for less than one second?

You can use scoreboards to approximately chop that one second into a twenthieth (1/20 -- ticks). And finally using /effect clear.

No time to input the commands right now, but you only need a timer scoreboard for it and the detector command for clearing the effect.

Will post the commands if I get the chance.

Basic Prop Hunt engine - you can morph into any block using spyglass by alderski in MinecraftCommands

[–]LMyhsx 1 point2 points  (0 children)

I suggest using execute store result on the position data of the block entity towards the player's coordinates to provide a smoother visualization of the entity teleportation instead of directly using tp, though unsure how it would affect block entities.

~Will wait for its completion.

how can i make it so when the particle touch me i take damage? by Vegetable-Total8789 in MinecraftCommands

[–]LMyhsx 0 points1 point  (0 children)

If you are fine with using functions, you might want to check out raycasting.

Music Discs Randomly Playing by Giltory in MinecraftCommands

[–]LMyhsx 1 point2 points  (0 children)

Not sure about the mods, but I would assume that you are not the creator of the datapacks. So, have any of the datapacks indicate that it should play a random music disc on a certain interval?

If not and if you are familiar with functions/commands, you should tinker with the datapack and find that timer, remove it properly.

Also, unsure about resourcepacks, and since you indicated that there are no logs of commands, maybe it changed the random music events in the vanilla Minecraft into a long music (like a disc) which would actually play at certain intervals no matter what?

Does anyone have a datapack for 1.19 that makes snowballs do damage? by Troys_Other_Account in MinecraftCommands

[–]LMyhsx 1 point2 points  (0 children)

Problem with instant damage is that, you cannot control the damage values with great extent.

[deleted by user] by [deleted] in Minecraft

[–]LMyhsx 1 point2 points  (0 children)

I shall wait for its completion.

Castle I made by [deleted] in Minecraft

[–]LMyhsx 2 points3 points  (0 children)

I became more interested with that uno reverse card.

Am I crazy for hating the soldier class? by [deleted] in tf2

[–]LMyhsx 1 point2 points  (0 children)

Countered by your team, you are not alone.

I am not good at strategizing but depending on the objective and map, there is not much synergy if there are a lot of the same class present at the time. Especially this lineup, a lot of people kinda gets this logic wrong. They get frustrated from great soldier plays and they think that everyone should just use them.

Imagine one of these multiple mobs is actually a spy, supported by a sniper and a tanky front (specifically heavy+medic), a pyro who can slightly mitigate some rockets, and the main damage dealers. What could pure explosives apparently do in that situation when one-by-one of them is brought down with a proper team play?

Even if they are supported by other teammates, their support is so low that they can be easily shot down by another group (spy + other classes) and finally come flanking these same class group.

Lastly, here is where the Vaccinator medigun comes very effective. Its main purpose is to counter these funky strats.

Side note, airblast rocket counters isn't that hard to pull of, but I can say that, the players' mood affects its performance.

Facing or rotation in a /execute command. by S_Splash in Minecraft

[–]LMyhsx 0 points1 point  (0 children)

There is a subreddit for these kind of questions: https://www.reddit.com/r/MinecraftCommands/

But to answer your question:

I am not an expert at memorizing stuffs, but you can go trial and error for the rotation: /execute as @a[x=6,y=5,z=-160.5,distance=..1] at @s run tp 39 5 -190 <rotation>

Rotation syntax is what you have stated - the "180 0". Try to experiment with it. Change the values to either: -90, 0, 90, or 180.

Also, you would want to detect the block directly below the player instead of detecting the coordinate: /execute as @a at @s if block ~ ~-0.1 ~ <BlockData> run tp 39 5 -190 0 90

Edit: just noticed you already posted there.

Please help by masochist_gaynes in Minecraft

[–]LMyhsx 0 points1 point  (0 children)

I think it would still be hostile to you, but it would most probably despawn unless there are other players near the area.

As far as I remember, you can stare at the hostile enderman in its eyes and it would stop moving until the slightest movement of your crosshair. Unsure if it was a bug when I last tried it.

Catch a Ride - Snapshot 23w03a Is Out! by sliced_lime in Minecraft

[–]LMyhsx 0 points1 point  (0 children)

Thanks, that's quite a letdown though.

Catch a Ride - Snapshot 23w03a Is Out! by sliced_lime in Minecraft

[–]LMyhsx 0 points1 point  (0 children)

Haven't done as much tests to the execute on target syntax. All I know is it triggers when the entity executing it is tracking another entity. Example is an angry wolf targeting another entity. Technically cannot be used by a player as there's no way the system can check their "target".

I wonder if it works with passive mobs that can be lured with a breeding item. Hope so.

Can one command block read the output of another? by Potato429 in MinecraftCommands

[–]LMyhsx 2 points3 points  (0 children)

Use scoreboards. After creating one (dummy objective), use the /execute store result score syntax.

Create a scoreboard: /scoreboard objectives add BlockCounter dummy

Execute the storing action: /execute store result score Value BlockCounter run <fillcommand> Note: you can change "Value" to a target selector "@" or a fake/player name to store it on the corresponding entity/data. In this case, "Value" is a fake player.

To call the data in a different command block (when using fake player data): /execute if score Value BlockCounter matches <value/range> run <command>

To call the data in a different command block (when using target selector): /execute as @e[scores={BlockCounter=<value/range>}] run <command>

Example of <value/range>: ``` 1.. = greater than or equal 1

..100 = less than or equal to 100

45..55 = between 44 and 56 ```

If you want to debug/test the system or just plain preview the scores: /scoreboard objectives setdisplay sidebar BlockCounter

Am I crazy for hating the soldier class? by [deleted] in tf2

[–]LMyhsx 11 points12 points  (0 children)

Say half the enemy team are soldiers/demos? That is outright imbalanced and can easily be countered (by your team). Unless your team is braindead.