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    posted a message on Questions about chunk loading
    Quote from Hidiety»

    Hi, thanks for reading. I am working on a project and have realized that the way chunks are loaded will have on effect on its functionality. So my question is, how do chunks load around the player on a server? Are they all active chunks or is it like spawn where there are active and lazy chunks? I need to keep an armor stand loaded to be targeted by CBs.


    Chunks around the player are loaded and active just like the ones at spawn (as long as the player is near them).

    If you wish to keep a chunk loaded, use the /forceload command

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Locked Door With Signed Book For Key?

    Paste this into a command block:

    /execute if block <x> <y> <z> minecraft:hopper{Items:[{id:"minecraft:written_book"}]}

    and attach a comparator to this command block. The comparator will give output when there is a written book in the hopper at <x> <y> <z>. You can use this output to trigger your animation command blocks. (attack a repeater to the comparator to extend the output)


    You can use this to clear the hopper's inventory:

    /data merge block <x> <y> <z> {Items:[]}
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Creating a wave system
    Quote from raconteuro_o»

    The map I am making is a map where you need to defend a castle, there are gonna be 10 waves and each wave gets harder and harder...the issue is, I don't know how to make it detect when the wave is over to start another. The mobs I summon are all custom. Also there are a lot of different types of mob. I am running 1.12.2 and was wondering if anyone could help.


    You can count the mobs in the area by doing:

    /scoreboard objectives add count dummy

    /execute @e[tag=customMob] ~ ~ ~ scoreboard players add counter count 1

    now "counter" will contain the number of custom mobs.

    if the count is 0, start the next wave and reset the counter,

    Posted in: Commands, Command Blocks and Functions
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    posted a message on [1.13 CMD HELP] How do you do TNT and fireball?

    Hi, I'm new to MCForum, I don't know if this goes here but I had a question (btw my friend recomennded this to me for this type of help)


    I have a question about two things for my map: TNT and "fireballs".


    One, TNT. How do you make it so when you place a TNT block, it gets destroyed and a live tnt takes its place. The next part where the TNT falls to the ground and breaks only a couple blocks (wool, wood, sand, etc.). This is the way the sequence should go... player places TNT, TNT instantly gets broken to get replaced with another tnt (if not possible dont worry), TNT falls to the ground, TNT explodes; breaking some wool and wood, player jumps down and destroys bed, and etc.


    Two, Fireballs. I did this in 1.12 with snowballs, and I'd like to continue using it that way. Basically, a player right clicks a snowball, snowball dissappears whilst fireball is summoned in its place, fireball gets sent in the direction the player was facing. Anyway, if you can figure that out, that'd be great.


    Need more information? CONTACT ME

    Twitter /// @trueCyberCake

    YouTube /// CyberCake Playz

    Discord /// CyberCake#9221


    Welcome to the forum :)

    next time you have a command related question, please post it in the commands section.


    I assume you are trying to replicate bedwars? if so, you have to understand that minigames on servers (such as bedwars) were made using server plugins written in Java. While this is possible to make in vanilla Minecraft, it comes with some limitations.


    The tnt is a little tricky because you have to know where the tnt was placed. This could be done by filling a 5 block area around the player with armor stands and then running a detection command on each armor stand but this is not performance friendly and it limits pvp so I don't suggest doing this.


    Another option is to use something called "unstable tnt" which is activated when punched. You could run a fill command and replace all tnt around the player with unstable tnt. This would allow the player to place the tnt and punch it to activate it.

    /fill ~-5 ~-5 ~-5 ~5 ~5 ~5 tnt[unstable=true] replace tnt[unstable=false]


    now for the fireball. I don't know much about those and how you managed to spawn them but I can show you how to summon one from a snowball:

    /execute as @e[type=snowball] at @s run summon fireball ~ ~ ~ {...}

    now execute from the fireball to remove the snowball and that's it for the summoning part

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Detecting if a block is at the same location as an entity
    Quote from murksman5»

    Hello, I tried removing the "at @s" but then it didn't detect at all. I also know that it points to the base. I don't know if its a bug or if im stupid.


    now try using a tag instead of the nbt={...} and tell us how it goes

    the command is perfect and should work so I think its either the selector or the button detection is not right

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Need help with some scoreboards in 1.13
    Quote from cole_parkhurst»

    yes, i understand that, but i want it so only the 2 fake players are displayed under a dummy objective called score on the sidebar, so when one of them reaches a certain score the game will end, so i want to combine all of the teams kills into the Score objective for their team.


    In that case, use what yered said.

    /scoreboard players operation <fake_player> <objective> += <team_player> <objective>

    to loop this over every player dynamically, you will need to do this:


    /tag @a[limit=1,tag=!tagged] add temp

    /scoreboard players operation <fake_player> <objective> += @a[tag=temp,tag=!tagged,limit=1] <objective>

    /tag @a[tag=temp] add tagged

    run the commands from above in a command block chain (in order) and it will sum all the scores of all players in the game into the second objective

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Execute with setblock not working
    Quote from yered»

    just run this command :


    /setblock x y z iron_ore replace air


    that causes as much lags as your execute command (btw even if it was a simple setblowk without replace, the lags would be meaningless) and it works


    the /setblock command does not support the replace <block> statement anymore.

    now its /setblock ~ ~ ~ <block> <replace|keep|destroy>

    the replace functionality can be achived by using "if block ~ ~ ~ air run setblock ~ ~ ~"

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Detecting if a block is at the same location as an entity
    Quote from murksman5»

    I'm trying to detect if a certain block if on an entity. I have done this before but im using a command afterwards that doesn't respond.

    /execute as @e[type=armor_stand,nbt={Invulnerable:1b,Invisible:1b}] at @s if block ~ ~ ~ minecraft:stone_button[powered=true] run scoreboard players set @p ingame 5. i tried replacing the at @s but then the ~'s don't work. is there any other awy to detect if a block is on an entity.


    First of all, you should name or tag the armor stand because this will execute from EVERY armor stand that is invisible and invulnerable.

    Also, keep in mind that ~ ~ ~ points toward the armor stands base and not its head.

    your command is correct and should work.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Need help with some scoreboards in 1.13
    Quote from cole_parkhurst»

    So I'm creating a game where there are two teams, red and blue, and it functions like a team deathmatch game. I have almost everything set up, except when I play tested with some friends, the scoreboard only displayed one player's score. I have the game set up where players have a kill count using playerKillCount which works fine, and i have a sidebar set up with 2 dummies to act as a score counter, but only displays 1 players kill count, and i want all of the team members scores to be combined and displayed as one.


    if you have an objective with the "kill count" criteria, all you need to do is display it with:

    /scoreboard objectives setdisplay sidebar <objective>

    and every player will be shown once they reach 1 kill

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Execute with setblock not working
    Quote from WeswePengu»

    Hello all!


    I am trying to setup an infinite block source where if the block is destroyed, it replaces the block in that same spot.



    The command I am trying to use is this:



    I also tried:




    Whenever I activate the command block, is acts as though it's not even giving an output, it shows no error or successful execute or anything.


    why not just run a setblock statement in a repeating command block instead of testing if the block is air?

    /setblock -197 37 -1611 iron_ore replace
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Need Help With Scoreboards - 1.13.2 SOLVED

    summon armor stand which will hold the current number:

    /summon armor_stand ~ ~ ~ {Tags:["c"],Invisible:1,Invulnerable:1,NoGravity:1}

    make a command block chain (repeating > chain > chain) and set them to always active

    paste these in order:

    /execute as @e[type=minecraft:player,tag=!tagged] run execute store result score @s id run scoreboard players get @e[tag=c,limit=1] id

    (id is a dummy objective)

    /execute as @a[tag=!tagged] run scoreboard players add @e[tag=c] id 1

    /tag @a[scores={id=1..},tag=!tagged] add tagged

    There was a thread which had a working system to add ids to players (each player would get a unique id) but i couldn't find it so I re-created this smaller design. I'm not sure if it will work but give it a go.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Execute command difficulties

    Your command is correct. You are either not powering the command block correctly or the coordinates are wrong

    Posted in: Commands, Command Blocks and Functions
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    posted a message on It there a way to make an item spawn you at your bed
    Quote from sacredspice»

    My friend has a minecraft server and he has an item that can spawn you at the spawn but not one that you can spawn you at your bed. It there a way to do that?



    Servers use Plugins to do that. Plugins are written in Java and interact with the game code itself to perform complex things like this.

    While there are ways to detect a selected item, there is no way to detect a right click with a specific item without using something like plugins.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Advanced command technique
    Quote from raconteuro_o»

    It gives me the error that entity "as" cannot be found

    I am on 1.12.2


    You didn't specify the version so I assumed that you were in 1.13+

    here is the 1.12 version:

    /execute <player> ~ ~ ~ summon area_of_effect_cloud ~ ~ ~ {tags,duration,radius,etc...}
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Advanced command technique
    Quote from raconteuro_o»

    How would I summon the effect on a player? @p doesn't seem to work.


    /execute as <player> at @s run summon area_of_effect_cloud ~ ~ ~ {tags,duration,radius,etc...}
    Posted in: Commands, Command Blocks and Functions
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