I made these commands
this command sets a ver to count all jumps by all players
/scoreboard objectives add didjump stat.jump particular player Jumps
this command sets up a var to use as a display
/scoreboard objectives add trackjump dummy trackjump
this command adds one to each player that has already jumped and puts it in the display var
/scoreboard players add @a[score_didjump_min=1] trackjump 1
this command only happens in sequence after the above command goes off; it removes the jump from the last count so that the total doesn't increment constantly unless the player is still jumping
/scoreboard players remove @a[score_didjump_min=1] didjump 1
Then I display that score on the list board when you hold tab, however I ONLY want a specific player to be tracked and am unsure how to write the commands, so far I have tried to modify the @a in the above commands and it then tracks the players name with an @ sign in front of it not the player itself.
Ok so having slept on it I have a solution. I am going to create a new dummy objective as a flag var and give a value to it for only that player. I will then use this in the test globally
/scoreboard players add @a[score_thisplayeronly_min=1,score_didjump_min=1] trackjump 1
and only that player will have the trackjump increased and so it will only display for that player as no one else will have a score in the var.
I have managed to figure out most of this scoreboard system out myself but this last part has me beaten. i have a dummy Objective called "deaths" and would like to test when this score hits 10 for team_blue and team_red. I currently have; /testfor @a[score_deaths_min=1,team=team_red] but this is not working. I am also using; /testfor @a[score_Score_min=10,team=team_red] This is to test when a player dies and adds that to the "deaths" score, and that works perfectly fine. Is there an issue of using dummy objectives in the testfor command. Console output only says
I successfully registered teams (Red, Blue). I want to add players to the team. It currently is 3v3 map, where you need to have 6 players to play otherwise the game wont start at all. So i tried something like this, since i knew there are 6 players online, else the redstone signal wouldnt even have reached the "Add player to team"-Command block. scoreboard teams join Blue @r works, adds 1 player... have players "Player1, Player2, @r". So i need something like "scoreboard teams join Blue @r" executed 3 times which only adds player who are currently not in a team. I tried "scoreboard teams join
Is there any way to use scoreboard objectives as arguments for commands? For example, say I have a command block that should teleport a player to a location based on their score. tp Notch score_Notch_Deaths 0 0 This should teleport Notch to an x-coordinate based on his Deaths score. If this is possible, what would the actual syntax be?
I know how to give points using scoreboard when a player gets wood, /scoreboard objectives add Wood stat.mineBlock.17 PointsWood, and I know how to give points with scoreboard when stone is mined, /scoreboard objectives add Stone stat.mineBlock.1 PointsStone. But what if I want the points in the same variable to increase if you mine wood AND if you mine stone? Is there any way?
I host a server for me and my friends (Call of Duty 4 : Modern Warfare). We all enjoy playing hardcore but loath the wait (10 seconds after every death). I found some commands for the server console for EVERY GAME MODE EXCEPT FREE FOR ALL! Instead, we've just been doing Team Deathmatch but, with that, there doesn't feel like there is enough targets. Here is the command I used to set the wait time to 1 second in Team Deathmatch: /scr_war_numlives 0 /scr_war_playerrespawndelay 1 /scr_war_waverespawndelay 0 Now, does anybody know a possible way/command to make Free For Alls timer only 1
as I can tell the reflection only looks correct from exact point in space where the players face is when standing still. It's not actually tied to the camera at all; the reason the anomalies are seen is because the camera bobs up and down during running and jumping. It's even more obvious when using...I thought maybe this was just me until I saw an unanswered post on the Bethesda - Skyrim forums: loose sky reflection. Note that this problem only shows up if you've modded Skyrim.ini to reflect
My problem is that I'm building on a map in Minecraft, where a player (myself for example) will press a button and his status changes into "The Player is ready for the game to begin". So, press button -> /scoreboard players set @p IsReady 1 Now I want to test if the player is ready, so Redstone clock -> /testfor Untertreiberman[score_IsReady=1] The commandblock tells me that it can't find the player, but I'm there with a status of "IsReady 1". What am I doing wrong?
Is there a way to easily favorite a server while a match? I've looked through the list of console commands but haven't found anything of much use. The closest commands I have found are: cl_ask_favorite_for_any_server: If nonzero, auto-ask for local/LAN servers (for debugging) cl_ask_favorite_min_session_duration: If player stays on a server for longer than this time... at anytime i wish. I'm looking for something like cur_server_favorite =1 ~Maybe I've just missed something incredibly obvious but please someone point it out!
I'm playing SNES games on the Wii U virtual console and I've noticed an annoying quirk: the gamepad can be mapped to player 1 or 2, but the first Wiimote/Classic Controller pro I activate will ALWAYS be treated as player 1. This means that if I want to use the gamepad as player 1, I will need to leave TWO wiimotes on just to get one paired as "controller 2", since the gamepad doesn't count for ordering. Is there a way to force a single wiimote/classic controller pro to act as "controller 2" or otherwise change which controller maps to which player so I can play 2 player games using only two