Well, For instance I add a new scoreboard objective, and the next time I quit and rejoin it dissapears.
Or I setdisplay to a scoreboard, and the next time I rejoin It's still the old scoreboard that's being desplayed.
Things like this...
As far as I'm concerned I tried to have it added and removed in the same tick but it doesn't seem to update the map.
Besides that this limits the possibility of having an real time computer screen. Is there any way of having the map updated without the player noticing it?
hold on...
but when I use it with commandblocks it it gets tag only when the player punches it but when modified to 9s in the function it starts working, but the only issue is the suffocaton damage is adding the tag too... any clue?
I think this is a bug, I don't think this is a coding issue... I'm working at this for a cuple of days and don't seem to find a fix... It must be a glich/bug!
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) 🙂
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.
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! 😃
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!!!
FVbico, should I change it everywhere?
And is that the only thing that I shall change>
1. It is not only at the exact values. It's also when I move freely.
2. Any idea how I could solve this problem?
Yeah... This is somehow a mistery.... I really don't find a way to solve it....
So.... it's a bug, isn't it?
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.
can you give me an example?
a long long time ago. I think 1.7? or 1.8? not sure...
Anyway. It worked just fine in 1.12