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Help with datapack!memory
Please help me create a datapack for cameras. I already have an idea for a datapack and a model with a working texture pack. If you are interested, then please help.
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Datapack plan.
### **SimpleCitadelCamera** Datapack Blueprint
**Description**:
The datapack adds security cameras to Minecraft. Players can craft cameras, place them in frames, and connect them to "screens" for real-time display. Each player can only control their own cameras and link them to screens.
### Main Features:
#### 1. **Crafting a Camera**
Players create cameras using a standard recipe:
- **4 black concrete** in a "+" shape.
- **4 redstone** in the corners.
- **1 tinted glass** in the center.
**Result**: The player gets **2 cameras** (command block named "Camera").
#### 2. **Installing a camera**
- The camera is activated **only if placed in a frame** attached to a block.
- After installation, the camera receives a unique ID.
**Limitation:**
- **Only the player who crafted the camera can see the camera ID.**
- When installing a camera, its ID is indicated in the chat (for example, "Camera #5").
- Other players cannot find out the ID of this camera.
#### 3. **Connecting a camera to a screen**
- The camera is connected to the "screen" block to transmit an image.
- The screen is created using the command:
/trigger create_screen
After executing the command, the player receives a special block (for example, a carved stone brick named "Screen").
- Linking the camera to the screen:
/trigger connect_camera set <camera_id>
After executing, the command links the nearest "screen" to the specified camera.
#### 4. **Screen operation**
- The screen is a block (named "Screen") that displays the image from the camera, if it is connected.
- The player activates the screen by right-clicking on it.
- If the screen is connected to a camera, the player switches to spectator mode.
- If the screen is not connected, the message **"No connected camera."** is displayed in the chat
- Disabling the screen:
- Destroying the "screen" block breaks the connection with the camera.
- To re-bind, use the command `/trigger connect_camera`.
#### 5. **Viewing from the camera**
- To spectate, the player uses the command:
/trigger view_camera set <camera_id>
- The player switches to the camera's point of view, seeing everything that it "films".
**Limitation:**
- The player can only spectate cameras that he himself has installed.
#### 6. **Controlling cameras via the menu**
The menu is called by the command:
/trigger camera_menu
The following options are displayed in the chat:
1. **List of available cameras** — shows the ID of all cameras owned by the player.
2. **Connect camera to screen** — enter the ID of the camera to connect.
3. **Observe camera** — enter the ID of the camera to switch.
#### 7. **Features of camera operation**
- The camera works **only if placed in a frame**.
- The camera can be active **only if the block on which the frame is located receives a redstone signal** (optional).
- When the frame or block is destroyed, the camera becomes inactive, and its ID is deleted from the system.
### Example of a usage scenario:
1. **Crafting**: The player creates cameras using an available recipe.
2. **Installation**: The player places cameras in the desired points, receiving their ID (only he can see them).
3. **Create Screen**: The player creates a "Screen" block and places it in the base.
4. **Link**: The player links the screen to the camera via the /trigger connect_camera command.
5. **Observe**: The player right-clicks on the screen to see the image from the camera.
### **SimpleCitadelCamera** Datapack Blueprint
**Description**:
The datapack adds security cameras to Minecraft. Players can craft cameras, place them in frames, and connect them to "screens" for real-time display. Each player can only control their own cameras and link them to screens.
### Main Features:
#### 1. **Crafting a Camera**
Players create cameras using a standard recipe:
- **4 black concrete** in a "+" shape.
- **4 redstone** in the corners.
- **1 tinted glass** in the center.
**Result**: The player gets **2 cameras** (command block named "Camera").
#### 2. **Installing a camera**
- The camera is activated **only if placed in a frame** attached to a block.
- After installation, the camera receives a unique ID.
**Limitation:**
- **Only the player who crafted the camera can see the camera ID.**
- When installing a camera, its ID is indicated in the chat (for example, "Camera #5").
- Other players cannot find out the ID of this camera.
#### 3. **Connecting a camera to a screen**
- The camera is connected to the "screen" block to transmit an image.
- The screen is created using the command:
/trigger create_screen
After executing the command, the player receives a special block (for example, a carved stone brick named "Screen").
- Linking the camera to the screen:
/trigger connect_camera set <camera_id>
After executing, the command links the nearest "screen" to the specified camera.
#### 4. **Screen operation**
- The screen is a block (named "Screen") that displays the image from the camera, if it is connected.
- The player activates the screen by right-clicking on it.
- If the screen is connected to a camera, the player switches to spectator mode.
- If the screen is not connected, the message **"No connected camera."** is displayed in the chat
- Disabling the screen:
- Destroying the "screen" block breaks the connection with the camera.
- To re-bind, use the command `/trigger connect_camera`.
#### 5. **Viewing from the camera**
- To spectate, the player uses the command:
/trigger view_camera set <camera_id>
- The player switches to the camera's point of view, seeing everything that it "films".
**Limitation:**
- The player can only spectate cameras that he himself has installed.
#### 6. **Controlling cameras via the menu**
The menu is called by the command:
/trigger camera_menu
The following options are displayed in the chat:
1. **List of available cameras** — shows the ID of all cameras owned by the player.
2. **Connect camera to screen** — enter the ID of the camera to connect.
3. **Observe camera** — enter the ID of the camera to switch.
#### 7. **Features of camera operation**
- The camera works **only if placed in a frame**.
- The camera can be active **only if the block on which the frame is located receives a redstone signal** (optional).
- When the frame or block is destroyed, the camera becomes inactive, and its ID is deleted from the system.
### Example of a usage scenario:
1. **Crafting**: The player creates cameras using an available recipe.
2. **Installation**: The player places cameras in the desired points, receiving their ID (only he can see them).
3. **Create Screen**: The player creates a "Screen" block and places it in the base.
4. **Link**: The player links the screen to the camera via the /trigger connect_camera command.
5. **Observe**: The player right-clicks on the screen to see the image from the camera.