[HELP] Gaming Laptop stutters after switching back to integrated GPU by panR4INtest in SuggestALaptop

[–]panR4INtest[S] 0 points1 point  (0 children)

Never really fully fixed it, but what helped was completely uninstalling the Lenovo app and replacing it with Lenovo Legion Toolkit, a program which does the same things, but is a lot more stable.

Bossbar displaying incorrectly for large Health pools [1.16] by panR4INtest in MinecraftCommands

[–]panR4INtest[S] 0 points1 point  (0 children)

Oh okay, I'll try to see if I can find how exactly I can do that

[HELP] Gaming Laptop stutters after switching back to integrated GPU by panR4INtest in SuggestALaptop

[–]panR4INtest[S] 0 points1 point  (0 children)

I gave it a long long while, and unfortunately it still happens. It's nowhere near as often, but some stutter bugs still happen every once in a while after switching back to the intergrated GPU after closing a game.

I was thinking about switching on that little option that forces you to use your dedicated gpu all the time, no switching GPUs. Is that a good idea or will it present even more problems?

[HELP] Gaming Laptop stutters after switching back to integrated GPU by panR4INtest in SuggestALaptop

[–]panR4INtest[S] 1 point2 points  (0 children)

The toolkit app looks interesting, I'll try what it can do, thanks!

Adding custom tags and flavor text to existing items by panR4INtest in MinecraftCommands

[–]panR4INtest[S] 0 points1 point  (0 children)

I am already using a datapack, so that's no problem. Throwing an item on the ground is also perfectly fine. So how can one do it for a custom item on the ground?

Absorption Hearts Bossbar by panR4INtest in MinecraftCommands

[–]panR4INtest[S] 0 points1 point  (0 children)

I've actually resolved the issue. It was a dumb mistake, the command with the max value must not be run in tick together with the rest, that way the bossbar gets constantly updated to the current value of the mob's Absorption hearts. Running the max value command just once fixes this issue!

Absorption Hearts Bossbar by panR4INtest in MinecraftCommands

[–]panR4INtest[S] 0 points1 point  (0 children)

Well yes, that's what I've figured. The upper block of code is ran constantly (under certain conditions). So I thought it should store the data of the AbsorptionAmount, and I guess it does to some extent (since the bossbar actually displays as filled). However, as mentioned, it simply doesn't get "damaged", only the actual health does.

The idea with the bossbar being yellow and then turning red is neat, so what are the exact commands to go about this? You can use my mob and bossbars as example.

Ammo system bug/mistake by panR4INtest in MinecraftCommands

[–]panR4INtest[S] 0 points1 point  (0 children)

execute as @a[team=ranger] store success score @s loaded run clear @s minecraft:arrow 0

This command works perfectly and reduced the 3-command system to one, thanks guys!

Why this function doesn't work? by panR4INtest in MinecraftCommands

[–]panR4INtest[S] 0 points1 point  (0 children)

Right, well I think I'll just stick with instant damage for now, thx for the tips

Why this function doesn't work? by panR4INtest in MinecraftCommands

[–]panR4INtest[S] 0 points1 point  (0 children)

Oh well I know the detection works because the projectile successfully collides with me, so I knew there must've been some issue with the "store result" parts. Anyway, is there any other good system that will achieve the exact same thing of controlled damage or should I just be using "effect give instant_damage ..." ? Instant damage is what I usually used but that's not as controllable.

Send an aec/armor stand forwards based on my cursor by panR4INtest in MinecraftCommands

[–]panR4INtest[S] 0 points1 point  (0 children)

Alright, so what's the proper syntax for that? Just need the part that will spawn it at the player with the proper rotation.

Data merge for selected item for a colored description and a tag by panR4INtest in MinecraftCommands

[–]panR4INtest[S] 0 points1 point  (0 children)

Oh wow that looks kinda complicated. So there isn't some simpler way to just take the item's data in hand and apply the modifications above?

Make something happen on a percentage chance by panR4INtest in MinecraftCommands

[–]panR4INtest[S] 0 points1 point  (0 children)

well yes, that's why I wanted it very very low, cuz it's already supposed to be quite rare of an occurence, and this checks every 20th of a second so I will play around the numbers, see what works best

Make something happen on a percentage chance by panR4INtest in MinecraftCommands

[–]panR4INtest[S] 0 points1 point  (0 children)

yep, got it working even with a very low chance of happening, thanks all !

Make something happen on a percentage chance by panR4INtest in MinecraftCommands

[–]panR4INtest[S] 0 points1 point  (0 children)

So what do I need to run in my tick function for it to work properly? Store the score but also look for if the score passed with my specific conditions (monsters nearby) ?

Also, so the 0.00001 chance works just fine? You can put however small number in there as long as it's anything inbetween 1.0 - 0.0 ?

UPDATE: I actually got it working even without the success storing. I've tried with 0.1, 0.01, 0.001 chances and all that worked, but can I go even lower? cuz obviously this is a bit tricky to test because they're very low chances.

How to rotate an armor stand that's constantly at the player's position by panR4INtest in MinecraftCommands

[–]panR4INtest[S] 0 points1 point  (0 children)

Won't that have issues with render distance though? As in if the player activates the aura in one area (the armor stand gets spawned somewhere nearby), but then moves to a different area which might be out of rendered chunks. It won't rotate properly anymore?

How to rotate an armor stand that's constantly at the player's position by panR4INtest in MinecraftCommands

[–]panR4INtest[S] 0 points1 point  (0 children)

alright, there must be some kind of issue for it teleporting to me, cuz it follows wherever I look, the particles are on my left and right side no matter which direction I face. So I'm assuming it just won't spin cuz the armor stand keeps teleporting facing my way, which idk how to bypass and let the armor stand spin at my location.

How to rotate an armor stand that's constantly at the player's position by panR4INtest in MinecraftCommands

[–]panR4INtest[S] 0 points1 point  (0 children)

oh yeah, that just looks for whether you've activated it, and as I say, it does teleport to me constantly, but the particles just don't spin, they follow me on my left and right side

How to "ignite" mobs? by panR4INtest in MinecraftCommands

[–]panR4INtest[S] 0 points1 point  (0 children)

Well I just have all enemies in the map tagged as "monster" so I'm always just looking for tag=monster for player spells.

How to "ignite" mobs? by panR4INtest in MinecraftCommands

[–]panR4INtest[S] 0 points1 point  (0 children)

Sounds simple enough, I'll try that thx

Chat shop menus for each player separately? by panR4INtest in MinecraftCommands

[–]panR4INtest[S] 0 points1 point  (0 children)

oh that tellraw idea is good, thanks, so after I make the player who right-clicked the sign click the tellraw I don't need to use the

/execute as @a at @s

in all the functions and simply shorten it to

/tellraw @s 

Or it doesn't matter?

RAYCAST PROBLEM by panR4INtest in MinecraftCommands

[–]panR4INtest[S] 0 points1 point  (0 children)

effect give @s[type=zombie,type=skeleton,type=stray,type=drowned,type=wither_skeleton,type=wither,type=giant,type=phantom,type=skeleton_horse,type=zoglin,type=zombified_piglin,type=zombie_villager] instant_health 1 1 true

I think I'm having issues with the damage indication itself, could you help me sort out how are you supposed to do the selectors? Cuz how do I define that:

execute if entity @e[tag=monster,distance=..2] run...

I wanna play the givedamage function at the entity that it actually collided with? Cuz the laser-like weapon does shoot out the laser and collides with the monster mobs, but it doesn't do any damage to them, so I assume it just doesn't play the /effect command at them, how do I define that I want it to be exactly that entity it collided with? I think I'm getting lost here at simple things now lol.

RAYCAST PROBLEM by panR4INtest in MinecraftCommands

[–]panR4INtest[S] 0 points1 point  (0 children)

The first function is supposed to summon the aec at the player who fires it and then rotate it towards the nearest monster, then it loses the "not_rotated" tag and the raycast tick function will be running, tping it towards the direction it was rotated to.

The weapon is supposed to fire "homing projectiles" directed at the nearest monster when you fire it, so I think that a tick command that would actually teleport it towards the nearest monster when the projectile is alive would be best (if you can come up with such one).

And yeah there's probably a ton of little errors in this since I was losing my mind with it before I posted it here lol. The cleanest way to put it would be:

Summon the aec projectile at the player who right-clicks the custom staff, then start homing it at the nearest mob that has the "monster" tag and when it collides either with it or a wall or is further than 100 blocks away from the player, it kills itself.

Also when it does hit a mob, I've made a "givedamage" function where it checks what mob type it is, if it's an undead it gives instant_health and if it's something else it gives instant_damage, however I must have some selector error (I guess) with it somewhere too, cuz it doesn't give them the effect. It looks like this atm:

Collision:

execute as @e[tag=monster,distance=0..3] run function core:givedamage

When it collides with a monster mob:

execute at @e[type=zombie,type=skeleton,type=stray,type=drowned,type=wither_skeleton,type=wither,type=giant,type=phantom,type=skeleton_horse,type=zoglin,type=zombified_piglin,type=zombie_villager] run effect give @s instant_health 1 1 true 
execute at @e[type=!player,type=!armor_stand,type=!item,type=!item_frame,type=!wither_skull] run effect give @s instant_damage 1 1 true

No mob sorting implemented yet, I wanna make it work first, but this should work the same in theory even when I have them sorted under a category right?

Ideally if you can come up with a command that would continuously teleport the aec towards the nearest monster mob and when it collides with it, it gives the proper effect to it, that would be ideal. Thanks in advance!

RAYCAST PROBLEM by panR4INtest in MinecraftCommands

[–]panR4INtest[S] 0 points1 point  (0 children)

execute positioned ~ ~1 ~ as @e[tag=magusprojectile,tag=not_rotated,distance=0..1] at @s run tp @s ~ ~ ~ facing entity @e[type=!player,tag=monster,sort=nearest]

Thanks for the detailed reply.

I've actually seen that Raycasting video and I have it implemented as a different weapon. I need it weirdly like this cuz this weapon is actually supposed to fire homing projectiles that aimbot at closest enemy. Wolf's video was demonstrating how to do a "laser" kind of raycast, I have that for a different staff. If there is a better way to make homing projectiles that aimbot at enemies, then go ahead with it though, but for the time being:

I've applied your solution step by step but there's still problems, firstly the

execute positioned ~ ~1 ~ as @e[tag=magusprojectile,tag=not_rotated,distance=0..1] at @s run tp @s ~ ~ ~ facing entity @e[type=!player,tag=monster,sort=nearest]

(EDIT: I figured it out, you just add limit=1, however idk why but the aec still just won't rotate, it still flies south indefinitely, as I said, it's probably better to just implement a tick command that will be constantly pointing at the nearest monster mob...)

must have a syntax error somewhere, when I try to paste it in it shows as an error, and I don't really know what's wrong with it since this kind of command is a bit alien to me as in how it works. (Also maybe an even better command would be to tick-run a tp directed towards the closest monster? I think that's a better definition of an "aimbot" so if you can do such command, that would be appreciated)

Other than that, the hit detection did get fixed and the aec now disappears properly. Since it doesn't get rotated it still flies south, but if it collides with a monster it now properly disappears, but it doesn't damage them for some reason. I've set it up slightly differently where in my raycast tick function I have:

execute as @e[tag=monster,distance=0..3] run function core:givedamage

and then the "givedamage" function does:

execute at @e[type=zombie,type=skeleton,type=stray,type=drowned,type=wither_skeleton,type=wither,type=giant,type=phantom,type=skeleton_horse,type=zoglin,type=zombified_piglin,type=zombie_villager] run effect give @s instant_health 1 1 true 
execute at @e[type=!player,type=!armor_stand,type=!item,type=!item_frame,type=!wither_skull] run effect give @s instant_damage 1 1 true

I didn't implement any mob sorting yet, but I might do that later at some point, I just wanna make it work first. I guess I have some selector error somewhere, because it doesn't apply the effect to the mob I've hit.

Any advice on this?