4
When you are making an adventure map, one problem that everyone faces is displaying text for the player; whether it is talking with an NPC, or the player's thoughts, or even game instructions.
Wooden signs are the usual meathod used to do this, however they also posess some severe limitations:
1) Space. You can only fit so much on a sign untill you have to make another, and that uses up lots of space. (Cauusing really long hallways filled with nothing but sign after sign.)
2) Reading them. How can you tell the player what he is supposed to do in this darkened room? Impossible.
3) And finally, just the feel of the signs. That little wooden post or the way it looks like a board just don't gel with most adventures.
So what are we to do? As in my last post (stopping slimes on superflat) the commands come to the rescue. Simply obtain a command block (using /give 137 1) and program it with say <message> in the text field. You can have the player push a button or step on a pressure plate to have the message displayed. Quick, easy, and no limit on space or message length.
Wooden signs are the usual meathod used to do this, however they also posess some severe limitations:
1) Space. You can only fit so much on a sign untill you have to make another, and that uses up lots of space. (Cauusing really long hallways filled with nothing but sign after sign.)
2) Reading them. How can you tell the player what he is supposed to do in this darkened room? Impossible.
3) And finally, just the feel of the signs. That little wooden post or the way it looks like a board just don't gel with most adventures.
So what are we to do? As in my last post (stopping slimes on superflat) the commands come to the rescue. Simply obtain a command block (using /give 137 1) and program it with say <message> in the text field. You can have the player push a button or step on a pressure plate to have the message displayed. Quick, easy, and no limit on space or message length.
Tags |
tools/tracking
1734052
6
handy-tip-dispensing-with-signs
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