So when using stat.walkOneCm it'll causes the score to fluctuate and trigger once more with a slight delay after the initial movement has ended.
Commands:
/scoreboard objectives add test stat.walkOneCm
On a clock:
/say 1
Meant to "clean up" the chat so that it's easier to see when the score updates or not.
/scoreboard players set @a[score_test_min=1] test 0
Resets score.
/say @a[score_test_min=1]
Tries to find player that has walked.
How to reproduce:
Method 1. Simply walk and then stop, if done correctly, chat will spam your name while you're moving. Then when you stop moving, chat is spammed by '1'. Maybe a second or so later, your name will be displayed once or twice again, concluding that the score is infact applied once again after short delay.
Method 2. Jump or sprintjump, whilst moving slightly (only when you're in the air). When you land your score will be modifed and the same thing as with #1 will happen. It does not matter how far you move in the air, as long as you've moved in the air it'll consider that you've moved or something when you get back down again.
Linked issues
is duplicated by 1
Comments 9
So do you have any sort of work arounds or other systems for this? If so would you please let me know?
change the one command block that targets the one walked (not the one that set's the score back) to score_Walk_min=5, the score increases a lot when walking per tick, but only 1 after standing still (the issue)
Right, now I remeber I did do that a while ago. Thanks for reminding me! Seriously though it's a bit annoying (the bug).
So method 1 has a decent work around, but this doesn't seem to work for me when trying method 2.
Actually, if I move in any direction whilst in the air, but keep on holding it until 2~ blocks above the ground it'll trigger anyway because it appears that the move score will have gone past the 'min=X' score, eg: XXX_min=5 as you provided. Can you reproduce? Just move to a high height so that you have enough time to move in the air. Then let go a few blocks before landing. If it's the issue I'm having it'll most likely exceed a score of 5.
I apologize if this is unclear.
Confirmed in 1.9.3-pre1. Better explanation in MC-101243.
Is this still an issue in the latest snapshot 16w44a? If so please update the affected versions.
This is an automated comment on any open or reopened issue with out-of-date affected versions.
Is this still a issue in the latest version of the game(currently 1.13.1)?
If so, please add it to the affected versions, thanks!
can confirm, had to change my customn walking sound system to pervent it from playing when you stopped