mojira.dev
MC-110981

annoying rx,rxm bug!!!

In the zip I sent you is a rx to scoreboard system that worked perfect in 1.9.
(If you didn't find it it's at the 0 4 0 coordinates)

After upgrading the system to 1.11 it continued to somewhat work. (I say it somewhat worked because it works but not perfectly, that meaning that it was almost always worng with +/- 1, 7, 31, etc.).
I made some research on the changes, and nothing led me to belive that it's because I forgot to update a feature in the system.
I asked around on the minecraft forum, other forums and renowned for command blocks, youtube channels and noone seems to have any idea the reason why is this not working, so the only logical explication is that it's a bug.
If it's not a bug please let me know where the mistake is, and if it is a bug please inform me if you solved it!

einstein5

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Comments 19

Does MC-107164 describe your issue?

I can't open minecraft now, but could see what the error is.
Could somebody (the reporter or anybody that opened the world) provide the command in the comments/description please?

Well, @Neko, it has nothing to do with my problem....
And @FVbico, in a nutshell, it tp the armor stand to you, testsfor the player, if it has it's rx rotation under 0 degrees it removes to a scoreboard objective X 90000 and tps the armorstand 90 degrees to get over 0 degrees. After it substracts 64 degrees on the rx axis, tests if the armorstand has over 0 degrees and if it has adds 64000 to the scoreboard.
It does the same for 32, 16, 8, 4, 2 and 1.
After that it kills the armorstand.

That's the basic principle, in a nutshell.

2 things:
1. Have you used the type=ArmorStand and updated it to type=armor_stand or type=minecraft:armor_stand ?
2. Could you provide the exact commands used, instead of describing what they do? (Still not able to open minecraft)

  1. He only used type=!Player, everything else is tags

  2. Start:

    /scoreboard players reset @p X //Impulse
    /summon minecraft:armor_stand ~ ~1 ~ {NoGravity:1,Invisible:0,Marker:0,Tags:["ASX"]}
    /tp @e[tag=ASX] @p
    /testfor @e[tag=ASX,rx=0,rxm=-90]
    /scoreboard players remove @p X 90000 //Conditional
    /tp @e[tag=ASX,rx=0,rxm=-90] ~ ~ ~ ~ ~90 //Conditional

    Repeating part (Change 64 => 32 => 16 => 8 => 4 => 2 => 1)

    /tp @e[tag=ASX,rxm=0,rx=90] ~ ~ ~ ~ ~-64
    /execute @e[tag=ASX,rxm=0,rx=90] ~ ~ ~ /scoreboard players add @p X 64000
    /tp @e[tag=ASX,rx=0,rxm=-90] ~ ~ ~ ~ ~64

    End:

    /kill @e[type=!Player]
9 more comments

ok, I'm going to try it right now!
OMG!!!
You = Einstein2
:O
O_O
Mind = Blewn!!!!!
Thanks!!!!!!
I'm not really sure how that solved my problem, but it did!!!!!!!!!!!!!!!!!!!!!!!!!!!
I may return with the decimals, cause I may have a similar problem, so stay tuned!!!

Ok well, the inevitable happened...
As I have forseen in my last comment, the 3 digits system didn't really work (in fact not at all).
I tried doing it by a similar concept.
If by any means possible, could you take a look at what's wrong? It's the Look at detection V2 world/folder, the long thing in there.

If you solve this issue, I promise you, It's almost certainly the last thing I'm gonna annoy you with.

Thanks alot! 😃

Selectors don't support decimals.

Well, but I used some trickery. I know obviously that is not possible, but I kind of trick this around.
If you've you got time to understand, I can explain it to you.

Well, I'm working at a 3 digits exactity system. (Look At Detection V3)

And it's supposed to work by the following concept:

  • At first it gets the Intiger-Part with the system I made previous - first raw of Command Blocks.

  • After that it has a repeating part:
    Repeating part (Change 512 => 256 => 128 => 64 => 32 => 16 => 8 => 4 => 2 => 1)

/tp @e[tag=ASX] ~ ~ ~ ~ ~-2.512
/execute @e[tag=ASX,rx=90,rxm=-1] ~ ~ ~ /scoreboard players add @p X 512
tp @e[tag=ASX,rxm=-2,rx=-1] ~ ~ ~ ~ ~2.512

*keep in mind that after the integer part is done the rx will not be 0.something, but 1.something.

  • After that comes the end:
    End:

/kill @e[tag=ASX]
/scoreboard players add @p X 1000

Ok. Now someone may say: this is a perfect code, why the heaven wouldn't this code not work. Well, I don't know either, but I see some things that might find out to be bugs:
– The 2nd command works and the 3rd command works (2nd and 3rd, I mean in a set of 3 commands in the second raw)
– The 2nd and the 3rd aren't supposed to work at the unless the player is exactly at one of the values: 512, 256, 128, 64, 32, 16, 8, 4, 2, 1, and I tested at many different angles.

Any ideas? Anyone? Download the map (Look At Detection V3) and try it yourself and find out what's worng. It shan't work if you don't help me 😞

Thanks 🙂

Best regards,
Einstein5 (A.K.A. BaconSky, A.K.A. Cronom, A.K.A. Marcus) 🙂

Marcus Rost Leonard

(Unassigned)

Unconfirmed

Minecraft 1.11

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