Minecraft running test The 2019 Stack Overflow Developer Survey Results Are InAutomatically running a Minecraft commandMinecraft Test If A Chest Contains An ItemChange a scoreboard objective is a player gets within proximity of an entity?How to change scoreboard score if player does not have item in his inventory?How can I detect which specific mob was killed by a player and increase a score accordingly?Minecraft Vanilla server - Test if a player is lagging?Minecraft /xp wont let me target @p or @aMinecraft : Problem with 1.9 command blocksMaking crafted items usable in adventure modeHow to test if a player is running in 1.13
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Minecraft running test
The 2019 Stack Overflow Developer Survey Results Are InAutomatically running a Minecraft commandMinecraft Test If A Chest Contains An ItemChange a scoreboard objective is a player gets within proximity of an entity?How to change scoreboard score if player does not have item in his inventory?How can I detect which specific mob was killed by a player and increase a score accordingly?Minecraft Vanilla server - Test if a player is lagging?Minecraft /xp wont let me target @p or @aMinecraft : Problem with 1.9 command blocksMaking crafted items usable in adventure modeHow to test if a player is running in 1.13
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I am wondering if there is a better way to track, or test, how fast a player is going, then activate command off that. So far I have: /scoreboard objective add Sprint stat.WalkOneCm
Then, every tick I have that set to zero. /scoreboard players set @p Sprint 0
Then, after it resets 5 times, It tests to see if the players movement speed if in between 150 and 200 WalkOneCm score per tick. If true, then you get a speed boost. However, sometimes it fails, and tests when its at 50 or so. Is there a better measurement?
minecraft minecraft-commands
bumped to the homepage by Community♦ 10 mins ago
This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
add a comment |
I am wondering if there is a better way to track, or test, how fast a player is going, then activate command off that. So far I have: /scoreboard objective add Sprint stat.WalkOneCm
Then, every tick I have that set to zero. /scoreboard players set @p Sprint 0
Then, after it resets 5 times, It tests to see if the players movement speed if in between 150 and 200 WalkOneCm score per tick. If true, then you get a speed boost. However, sometimes it fails, and tests when its at 50 or so. Is there a better measurement?
minecraft minecraft-commands
bumped to the homepage by Community♦ 10 mins ago
This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
2
Are you using 1.8 or 1.9 version of Minecraft?
– Jason_
Mar 24 '16 at 0:45
How are you doing your test? That seems to be the important part.
– MBraedley
Mar 24 '16 at 9:56
I am using 1.8 Jason_ @MBraedley I am using a testfor command /testfor @p[score_Sprint=200,score_Sprint_min=150] and that activates every 5 ticks. Each reset is 1 tick
– c15kenworthman
Mar 27 '16 at 1:45
also, I have no idea how to highlight test, only bold and italic it. sorry about that, I would highlight commands if I knew how.
– c15kenworthman
Mar 27 '16 at 1:45
add a comment |
I am wondering if there is a better way to track, or test, how fast a player is going, then activate command off that. So far I have: /scoreboard objective add Sprint stat.WalkOneCm
Then, every tick I have that set to zero. /scoreboard players set @p Sprint 0
Then, after it resets 5 times, It tests to see if the players movement speed if in between 150 and 200 WalkOneCm score per tick. If true, then you get a speed boost. However, sometimes it fails, and tests when its at 50 or so. Is there a better measurement?
minecraft minecraft-commands
I am wondering if there is a better way to track, or test, how fast a player is going, then activate command off that. So far I have: /scoreboard objective add Sprint stat.WalkOneCm
Then, every tick I have that set to zero. /scoreboard players set @p Sprint 0
Then, after it resets 5 times, It tests to see if the players movement speed if in between 150 and 200 WalkOneCm score per tick. If true, then you get a speed boost. However, sometimes it fails, and tests when its at 50 or so. Is there a better measurement?
minecraft minecraft-commands
minecraft minecraft-commands
edited Mar 24 '16 at 9:56
MBraedley
13.3k1786136
13.3k1786136
asked Mar 24 '16 at 0:16
c15kenworthmanc15kenworthman
373
373
bumped to the homepage by Community♦ 10 mins ago
This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
bumped to the homepage by Community♦ 10 mins ago
This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
2
Are you using 1.8 or 1.9 version of Minecraft?
– Jason_
Mar 24 '16 at 0:45
How are you doing your test? That seems to be the important part.
– MBraedley
Mar 24 '16 at 9:56
I am using 1.8 Jason_ @MBraedley I am using a testfor command /testfor @p[score_Sprint=200,score_Sprint_min=150] and that activates every 5 ticks. Each reset is 1 tick
– c15kenworthman
Mar 27 '16 at 1:45
also, I have no idea how to highlight test, only bold and italic it. sorry about that, I would highlight commands if I knew how.
– c15kenworthman
Mar 27 '16 at 1:45
add a comment |
2
Are you using 1.8 or 1.9 version of Minecraft?
– Jason_
Mar 24 '16 at 0:45
How are you doing your test? That seems to be the important part.
– MBraedley
Mar 24 '16 at 9:56
I am using 1.8 Jason_ @MBraedley I am using a testfor command /testfor @p[score_Sprint=200,score_Sprint_min=150] and that activates every 5 ticks. Each reset is 1 tick
– c15kenworthman
Mar 27 '16 at 1:45
also, I have no idea how to highlight test, only bold and italic it. sorry about that, I would highlight commands if I knew how.
– c15kenworthman
Mar 27 '16 at 1:45
2
2
Are you using 1.8 or 1.9 version of Minecraft?
– Jason_
Mar 24 '16 at 0:45
Are you using 1.8 or 1.9 version of Minecraft?
– Jason_
Mar 24 '16 at 0:45
How are you doing your test? That seems to be the important part.
– MBraedley
Mar 24 '16 at 9:56
How are you doing your test? That seems to be the important part.
– MBraedley
Mar 24 '16 at 9:56
I am using 1.8 Jason_ @MBraedley I am using a testfor command /testfor @p[score_Sprint=200,score_Sprint_min=150] and that activates every 5 ticks. Each reset is 1 tick
– c15kenworthman
Mar 27 '16 at 1:45
I am using 1.8 Jason_ @MBraedley I am using a testfor command /testfor @p[score_Sprint=200,score_Sprint_min=150] and that activates every 5 ticks. Each reset is 1 tick
– c15kenworthman
Mar 27 '16 at 1:45
also, I have no idea how to highlight test, only bold and italic it. sorry about that, I would highlight commands if I knew how.
– c15kenworthman
Mar 27 '16 at 1:45
also, I have no idea how to highlight test, only bold and italic it. sorry about that, I would highlight commands if I knew how.
– c15kenworthman
Mar 27 '16 at 1:45
add a comment |
1 Answer
1
active
oldest
votes
I found a possible answer, but I haven't got it to work yet:
First, you build a clock (with a bit longer delay).
Then, you let a set of Command blocks be triggered at once. Theese CMD blocks should summon a circle of Armour Stands with different names around the Player.
Then, after a small delay, a CMD Block row tests the Player distance from each ArmorStand (by name). If any Player-ArmorStand distance is smaller then, let's say, 1 block, another command is executed, eg.:
/execute @e[name=ArmorStand1] ~ ~ ~ execute @a[r=1] say @p is sprinting
If summoned in this way, it gives a total of 24 CMD blocks:
_ ■ ■ ■ _
■ _ _ _ ■
■ _ P _ ■
■ _ _ _ ■
_ ■ ■ ■ _
P for Player, ■ for ArmorStand, _ for nothing.
add a comment |
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I found a possible answer, but I haven't got it to work yet:
First, you build a clock (with a bit longer delay).
Then, you let a set of Command blocks be triggered at once. Theese CMD blocks should summon a circle of Armour Stands with different names around the Player.
Then, after a small delay, a CMD Block row tests the Player distance from each ArmorStand (by name). If any Player-ArmorStand distance is smaller then, let's say, 1 block, another command is executed, eg.:
/execute @e[name=ArmorStand1] ~ ~ ~ execute @a[r=1] say @p is sprinting
If summoned in this way, it gives a total of 24 CMD blocks:
_ ■ ■ ■ _
■ _ _ _ ■
■ _ P _ ■
■ _ _ _ ■
_ ■ ■ ■ _
P for Player, ■ for ArmorStand, _ for nothing.
add a comment |
I found a possible answer, but I haven't got it to work yet:
First, you build a clock (with a bit longer delay).
Then, you let a set of Command blocks be triggered at once. Theese CMD blocks should summon a circle of Armour Stands with different names around the Player.
Then, after a small delay, a CMD Block row tests the Player distance from each ArmorStand (by name). If any Player-ArmorStand distance is smaller then, let's say, 1 block, another command is executed, eg.:
/execute @e[name=ArmorStand1] ~ ~ ~ execute @a[r=1] say @p is sprinting
If summoned in this way, it gives a total of 24 CMD blocks:
_ ■ ■ ■ _
■ _ _ _ ■
■ _ P _ ■
■ _ _ _ ■
_ ■ ■ ■ _
P for Player, ■ for ArmorStand, _ for nothing.
add a comment |
I found a possible answer, but I haven't got it to work yet:
First, you build a clock (with a bit longer delay).
Then, you let a set of Command blocks be triggered at once. Theese CMD blocks should summon a circle of Armour Stands with different names around the Player.
Then, after a small delay, a CMD Block row tests the Player distance from each ArmorStand (by name). If any Player-ArmorStand distance is smaller then, let's say, 1 block, another command is executed, eg.:
/execute @e[name=ArmorStand1] ~ ~ ~ execute @a[r=1] say @p is sprinting
If summoned in this way, it gives a total of 24 CMD blocks:
_ ■ ■ ■ _
■ _ _ _ ■
■ _ P _ ■
■ _ _ _ ■
_ ■ ■ ■ _
P for Player, ■ for ArmorStand, _ for nothing.
I found a possible answer, but I haven't got it to work yet:
First, you build a clock (with a bit longer delay).
Then, you let a set of Command blocks be triggered at once. Theese CMD blocks should summon a circle of Armour Stands with different names around the Player.
Then, after a small delay, a CMD Block row tests the Player distance from each ArmorStand (by name). If any Player-ArmorStand distance is smaller then, let's say, 1 block, another command is executed, eg.:
/execute @e[name=ArmorStand1] ~ ~ ~ execute @a[r=1] say @p is sprinting
If summoned in this way, it gives a total of 24 CMD blocks:
_ ■ ■ ■ _
■ _ _ _ ■
■ _ P _ ■
■ _ _ _ ■
_ ■ ■ ■ _
P for Player, ■ for ArmorStand, _ for nothing.
answered May 7 '16 at 17:01
RudolfJelinRudolfJelin
5,03072871
5,03072871
add a comment |
add a comment |
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2
Are you using 1.8 or 1.9 version of Minecraft?
– Jason_
Mar 24 '16 at 0:45
How are you doing your test? That seems to be the important part.
– MBraedley
Mar 24 '16 at 9:56
I am using 1.8 Jason_ @MBraedley I am using a testfor command /testfor @p[score_Sprint=200,score_Sprint_min=150] and that activates every 5 ticks. Each reset is 1 tick
– c15kenworthman
Mar 27 '16 at 1:45
also, I have no idea how to highlight test, only bold and italic it. sorry about that, I would highlight commands if I knew how.
– c15kenworthman
Mar 27 '16 at 1:45