1

Selectable Arrow Effects

Oldhenk1 7/9/15 7:44 am
483
7/14/2015 8:36 am
Hello, I'm building a map and I'm very fond of the idea of elemental arrows. However I don't wan't to have a different bow for different purpose, for example one bow for explosive arrow and one bow for teleportation… I saw this video a while ago (https://www.youtube.com/watch?v=koAaiofoyNI) but I'm not good enough at redstone/ command blocks to build this myself. Therefore I was wondering if someone skilled at redstone/ command blocks could help with an easy guide.

-Oldhenk1
Posted by
Oldhenk1
Level 1 : New Miner
0

  Have something to say?

JoinSign in

8

Oldhenk1
07/13/2015 11:42 am
Level 1 : New Miner
Jmal116 thank you very much! As i said in my last post I'm not that good at redstone. Therefore I was wondering if you could explain how to elemental arrows work and how to put the rotating system with the redstone/command blocks for the elemental arrows… I thought I understood this, but apparently I didn't

Thank you!
1
Jmal116
07/14/2015 8:36 am
Level 34 : Artisan System
I'm not sure exactly what you're asking for here, what are you referring to when you say "the rotating system"? In any case, the effects themselves are done by executing commands on the arrows once they land on the ground. They're detected with a testfor:testfor @e[type=Arrow] {inGround:1b}
From there, an execute command is run on that arrow:execute @e[type=Arrow] ~ ~ ~ <other commands>The actual commands in the execute will depend on what the effect is. From instance, for explosive arrows TNT was summoned, for chest arrows chests are spawned, etc.

At this point, all that's left is the /kill, so that arrows don't sit on the ground continually causing effects:kill @e[type=Arrow]
1
Jmal116
07/11/2015 10:08 am
Level 34 : Artisan System
Cool, luckily this is the easier part to explain

First thing he did was add the 'egg' scoreboard objective, and he made it track when a player has used a spawn egg. You can add the objective with this command:/scoreboard objectives add egg stat.useItem.minecraft.spawn_eggWhenever a player uses a spawn egg, their score will increase by one on this objective. This gets detected by the first /testfor command, meaning it will activate whenever a player tries to switch arrows.

This in turn activates more testfor commands to determine which egg the person used. In the video he did it by figuring out the inventory slot selected by the player, however if a player moved the eggs around then the system would be broken. For that reason I'm going to suggest using the SelectedItem tag instead, like this:testfor @p[score_egg_min=1] {SelectedItem:{id:"minecraft:spawn_egg",tag:{display:{Name:"select fire arrows"}}}}It's a bit lengthier, but in the end it will work a bit better. Obviously you can change the name of the item to whatever it is you have your items named in the map.

At this point, all that's left to do is to change a different score on the player (it was arrowType in the video) to show what type of arrow they currently have selected, and what effect you should put on the arrows.

Also if using spawn eggs gets annoying to use for any reason, there are other ways to do the selector thing with armor and other fancy stuff.
1
Oldhenk1
07/11/2015 4:49 am
Level 1 : New Miner
I understand how to give arrows different effects, but I don't understand the selector-system with spawn eggs. This is intended for a singelplayer map, so that this system is not multiplayer friendly is not an issue. I would appreciate if you could explain the design
1
Jmal116
07/10/2015 5:44 pm
Level 34 : Artisan System
Which part of that do you need help with, actually creating effects around the arrows, or the selector thing that the person used with spawn eggs? If you have one part or the other working I wouldn't mess with it to much, however the system shown in this video does have a couple issues, including not being multiplayer friendly. If that's not an issue for you then I have no problem explaining what he did a bit further, but if you need this for a server game or something then we'll have to do some redesigning.
1
Oldhenk1
07/10/2015 1:20 pm
Level 1 : New Miner
Well, I just checked it up. But to be honest I don't think the new update will fit my needs
1
Myyoyo
07/10/2015 12:54 pm
Level 67 : High Grandmaster Wolf Whisperer
I see, you haven't hear about Minecraft 1.9.
1
Oldhenk1
07/10/2015 12:29 pm
Level 1 : New Miner
Nobody who can help..? I would really appreciate it
1

Welcome