Sybillian
Zakobon
Professional Lurker
Posts: 106
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Post by Sybillian on May 22, 2016 12:49:22 GMT -5
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Post by Bowen Aero on May 22, 2016 17:23:57 GMT -5
Okay, this is something I can get behind. So, MC commands have always been kinda my thing ever since a friend of mine asked me to be the Redstone engineer of the server she runs. I don't visit it often anymore, but during my time there I was kinda all over the place with my role. Next to being the foremost authority in Redstone, I was also the warden of the prison, which was chock full of nasty security devices. Not that I got to use them often, these guys had a penchant for outright banning troublemakers before even considering sending them to the prison. But some of those devices included laser grids, locked wooden doors, and holographically disguised passages. After gaining an obsession with the Plague of Shadows campaign for Shovel Knight, I started making custom potions left and right. Amplified versions of existing potions, potions with hybrid effects, and my personal favorite, the most lethal combination of negative status effects conceivable. But before all of that, I began with making the most overpowered equipment possible. The kind you would only ever see in the higher ranks of OP Faction servers. Armor, bows, swords, and now with 1.9, shields. If you want, we can share notes and see what we can do to make even more outrageous vanilla mods.
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Sybillian
Zakobon
Professional Lurker
Posts: 106
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Post by Sybillian on May 22, 2016 19:50:54 GMT -5
Hehe, yup. The most fun part of knowing how commands work are the fun toys you can create. I don't really have time to collaborate right now, unfortunately - between work and school, I barely have time for my own projects! ^^' After I finish the things I'm working on though, maybe we'll have to get together and make some more of those toys. ;D Also: I started making custom potions left and right. Amplified versions of existing potions, potions with hybrid effects, and my personal favorite, the most lethal combination of negative status effects conceivable. Dude. You made a liquid deathbloom. Nice.
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Sybillian
Zakobon
Professional Lurker
Posts: 106
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Post by Sybillian on Dec 2, 2016 11:53:20 GMT -5
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Sybillian
Zakobon
Professional Lurker
Posts: 106
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Post by Sybillian on Jan 3, 2017 21:31:24 GMT -5
Three new videos for you folks today! In the original Shattered, there was an option called Fragile Glass, which made all glass blocks break instantly when shot, as opposed to progressively becoming weaker and weaker with each hit. Recently I've come up with this potential alternative. It may end up in the final product, and it may not - we'll just have to wait and see. The second video is another Shattered: Remixed showcase. While the group I play with usually tends to stick to the Deathmatch gamemodes, the actual main gamemode of Shattered is a capture-the-point showdown. Players are split into two teams and tasked with finding and shooting each of their opponents' three "cores" while protecting their own. When shot, a core is captured and becomes red - after 20 seconds, however, it reverts back to its original state and must be captured again. In the original map, the status of these cores was displayed on the right-hand side of the screen in the form of a rather clunky scoreboard display. As you can see in the video, it's now much more slickly displayed above the hotbar. The third and final video is actually unrelated to Shattered. It's a mapmaking tool that I started making on a whim, and is meant to help balance level design. It runs in the background as you play the match, and doesn't cause any lag until you display the armor stands after the fact. Red armor stands represent where a player died, blue armor stands represent where a player killed someone else, and the white armor stands are bugged out - they were originally colored like the rest, until I changed my Minecraft version, which apparently breaks it. Who knew? The tool is controlled with a custom gamerule called combatMapping. Here are the commands: /gamerule combatMapping 0 | Disable the module entirely. /gamerule combatMapping 1 | Start tracking player deaths and kills. /gamerule combatMapping 2 | Reveal player deaths and kills. At this point there may be lag due to the sheer number of armor stands, but it depends on how much violence there was. /gamerule combatMapping 3 | Resets the module and removes all markers.
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Sybillian
Zakobon
Professional Lurker
Posts: 106
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Post by Sybillian on Jul 7, 2017 23:32:25 GMT -5
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Fatman X. Jones
Cannam
The Definitive Fedora
Banished To Fort Asshole
Posts: 386
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Post by Fatman X. Jones on Jul 8, 2017 10:08:13 GMT -5
Congratulations. I'm disappointed that due to my playing with mods I won't be able to enjoy it, but I'm glad you're getting some success!
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