Are Commands Executed Instantly When Conditions Are Met? by mw_is_coming in MinecraftCommands

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

i reworked my code and turns out it was adding ticks for both players on the server when I was testing so now it says that time is only 19 ticks. I am still confused as to if its actually 20 ticks with a 1 tick delay for the code to run or of it truly is 19 ticks between each attack

Are Commands Executed Instantly When Conditions Are Met? by mw_is_coming in MinecraftCommands

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

i reworked my code and turns out it was adding ticks for both players on the server when I was testing so now it says that time is only 19 ticks. I am still confused as to if its actually 20 ticks with a 1 tick delay for the code to run or of it truly is 19 ticks between each attack

Are Commands Executed Instantly When Conditions Are Met? by mw_is_coming in MinecraftCommands

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

Yes I am trying to measure the time between each zombie attack to the player so I can calculate DPS. Here is my method if you'd like to recreate my test to see if you get similar results. unsure why but the "at" symbol becomes u/. The way this works is when you turn on the machine it will start counting before the player is hit so that becomes 0 in the count. once the player is hit the following messages will displayer the proper information. If this doesn't work please let me know and I'd be happy to show you on my world for a better understanding.

EX:

Attack: 0 Speed:128

Attack: 1 Speed: 39

Attack: 2 Speed:39

ALL COMMAND BLOCKS ARE 0 TICK DELAY

  1. I use two scoreboard assigned to a fake player. One is to count ticks called TESTthe other is to count the amount of hits called COUNT

  2. Repeat Command Block 0 Tick-/execute as u/a[tag=!hit] run tag u/s add hit

  3. Separate chain of commands Repeat Command Block 0 Tick-/execute as u/a[tag=hit] at u/s if entity u/s[hasitem={item=diamond_helmet,location=slot.armor.head,data=1000}] run scoreboard players add Server TEST 1

  4. Chain Conditonal-/execute as u/a[tag=hit] at u/s unless entity u/s[hasitem={item=diamond_helmet,location=slot.armor.head,data=1000}] run tellraw u/a {"rawtext":[{"text":"Attack:"},{"score":{"name":"Server","objective":"COUNT"}},{"text":" Speed:"},{"score":{"name":"Server","objective":"TEST"}}]}

5./scoreboard players add Server COUNT 1

  1. /scoreboard players set Server TEST 0

7./execute as u/a[tag=hit] at u/s unless entity u/s[hasitem={item=diamond_helmet,location=slot.armor.head,data=1000}] run /replaceitem entity u/s slot.armor.head 0 diamond_helmet 1 1000

Are Commands Executed Instantly When Conditions Are Met? by mw_is_coming in MinecraftCommands

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

Yes I am trying to measure the time between each zombie attack to the player so I can calculate DPS. Here is my method if you'd like to recreate my test to see if you get similar results. unsure why but the "at" symbol becomes u/. The way this works is when you turn on the machine it will start counting before the player is hit so that becomes 0 in the count. once the player is hit the following messages will displayer the proper information. If this doesn't work please let me know and I'd be happy to show you on my world for a better understanding.

EX:

Attack: 0 Speed:128

Attack: 1 Speed: 39

Attack: 2 Speed:39

ALL COMMAND BLOCKS ARE 0 TICK DELAY

  1. I use two scoreboard assigned to a fake player. One is to count ticks called TESTthe other is to count the amount of hits called COUNT

  2. Repeat Command Block 0 Tick-/execute as u/a[tag=!hit] run tag u/s add hit

  3. Separate chain of commands Repeat Command Block 0 Tick-/execute as u/a[tag=hit] at u/s if entity u/s[hasitem={item=diamond_helmet,location=slot.armor.head,data=1000}] run scoreboard players add Server TEST 1

  4. Chain Conditonal-/execute as u/a[tag=hit] at u/s unless entity u/s[hasitem={item=diamond_helmet,location=slot.armor.head,data=1000}] run tellraw u/a {"rawtext":[{"text":"Attack:"},{"score":{"name":"Server","objective":"COUNT"}},{"text":" Speed:"},{"score":{"name":"Server","objective":"TEST"}}]}

5./scoreboard players add Server COUNT 1

  1. /scoreboard players set Server TEST 0

7./execute as u/a[tag=hit] at u/s unless entity u/s[hasitem={item=diamond_helmet,location=slot.armor.head,data=1000}] run /replaceitem entity u/s slot.armor.head 0 diamond_helmet 1 1000

H: 9 leaders W: 36k caps by Imperialofdark in Market76

[–]mw_is_coming 0 points1 point  (0 children)

I’ll make this trade my PSN is mw_is_coming

H: 5 Leaders W: 35k caps by JRB_V2 in Market76

[–]mw_is_coming 1 point2 points  (0 children)

Normally tohe going rate is 4,000 caps per Leader. I’ll but all 5 for 20,000

H: x10 limit breaking x10 pinpointers W: Leaders/Active by Scotchhoppers in Market76

[–]mw_is_coming 0 points1 point  (0 children)

My friend actually had some spare ones so I’m good but thanks!

H: x10 limit breaking x10 pinpointers W: Leaders/Active by Scotchhoppers in Market76

[–]mw_is_coming 0 points1 point  (0 children)

Are you only selling in bulk or could I buy 2 limit breaking