我在做东西的时候遇到个问题
在function里打了这三条命令
复制代码复制代码复制代码顺序是从上到下,那个@e[tag=sword]是个史莱姆,这个function是放命令方块里开着循环,生成史莱姆之后没有aec生成,这是为什么?
(这个function在游戏里可以用,计分板swordA已经创建了而且分数也在变)
在function里打了这三条命令
- execute as @e[tag=sword] at @s unless entity @a[scores={swordA=1..2}] run scoreboard players set @r[distance=..10] swordA 1
- execute as @a[scores={swordA=1}] facing entity @e[limit=1,tag=sword] eyes run summon area_effect_cloud ^3 ^ ^ {Duration:9999999}
- execute as @a[scores={swordA=1}] run scoreboard players set @s swordA 2
(这个function在游戏里可以用,计分板swordA已经创建了而且分数也在变)
设置 Age:0看看
summon area_effect_cloud ^3 ^ ^
结合上下文这里的^3 ^ ^位置为:
记@a[scores={swordA=1}]玩家脚步为点A
记面向目标实体的眼部为点B
点A面向点B的这个角度,往左3格生成AEC
然而有两点
一是如果你有搭配清楚aec命令的话第一人称就可能永远都见不到这个aec,因为永远都在你脚部往左3格的屏幕外
二是第二条命令缺少了at @s,因此默认坐标为0 0 0,aec在那里往左3格位置生成
ruhuasiyu 发表于 2020-6-24 14:17
设置 Age:0看看
加了,但是并不行
⊙u⊙ 发表于 2020-6-24 14:44
结合上下文这里的^3 ^ ^位置为:
记@a[scores={swordA=1}]玩家脚步为点A
记面向目标实体的眼部为点B
加了at也没用,我给这个aec上了个粒子效果,第3人称也看不到
本帖最后由 ⊙u⊙ 于 2020-6-23 22:50 编辑
那无解了,除非发包。否则目前这些信息我已经把有问题的地方都说出来了。
上面那位提到的修改Air的目的是刷新tp后aec的渲染位置,而你这直接就是summon,改不改都不会有什么用
测试了...毫无问题复制代码
SDXHOP 发表于 2020-6-23 22:02
加了at也没用,我给这个aec上了个粒子效果,第3人称也看不到
那无解了,除非发包。否则目前这些信息我已经把有问题的地方都说出来了。
上面那位提到的修改Air的目的是刷新tp后aec的渲染位置,而你这直接就是summon,改不改都不会有什么用
测试了...毫无问题
- kill @e[type=area_effect_cloud,tag=ttt]
- execute as @a at @s anchored eyes facing entity @e[limit=1,type=armor_stand] eyes run summon area_effect_cloud ^ ^ ^3 {Tags:["ttt"]}
- execute at @e[type=area_effect_cloud,tag=ttt] run particle witch ~ ~ ~ 0 0 0 0 1 force
⊙u⊙ 发表于 2020-6-24 16:19
那无解了,除非发包。否则目前这些信息我已经把有问题的地方都说出来了。
上面那位提到的修改Air的目的是 ...
- #summon slime ~ ~1 ~ {NoAI:1,NoGravity:1,Tags:["sword"],ActiveEffects:[{Id:14,Amplifier:0,Duration:19999980,ShowParticles:0b}]}
- #scoreboard objectives add swordA dummy
- #scoreboard objectives add swordB dummy
- execute as @e[tag=sword] at @s unless entity @a[scores={swordA=1..2}] run scoreboard players set @r[distance=..10] swordA 1
- execute as @a[scores={swordA=1}] at @s facing entity @e[limit=1,tag=sword] eyes run summon area_effect_cloud ^3 ^ ^ {Duration:9999999,Tags:["swo","swo1"]}
- execute as @a[scores={swordA=1}] run scoreboard players set @s swordA 2
- scoreboard players add @e[tag=sword,type=slime] swordB 1
- execute as @e[tag=sword,type=slime,scores={swordB=1}] at @s run summon area_effect_cloud ~ ~ ~ {Duration:9999999,Tags:["swo","swo2.1"]}
- execute as @e[tag=sword,type=slime,scores={swordB=1}] at @s run summon area_effect_cloud ~ ~ ~ {Duration:9999999,Tags:["swo","swo2.2"]}
- execute as @e[tag=sword,type=slime,scores={swordB=1}] at @s run summon area_effect_cloud ~ ~ ~ {Duration:9999999,Tags:["swo","swo2.3"]}
- execute as @e[tag=sword,type=slime,scores={swordB=1}] at @s run summon area_effect_cloud ~ ~ ~ {Duration:9999999,Tags:["swo","swo2.4"]}
- execute as @e[tag=sword,type=slime,scores={swordB=1}] at @s run summon area_effect_cloud ~ ~ ~ {Duration:9999999,Tags:["swo","swo2.5"]}
- execute as @e[tag=sword,type=slime,scores={swordB=1}] at @s run summon area_effect_cloud ~ ~ ~ {Duration:9999999,Tags:["swo","swo2.6"]}
- execute as @e[tag=sword,type=slime,scores={swordB=1}] at @s run summon area_effect_cloud ~ ~ ~ {Duration:9999999,Tags:["swo","swo2.7"]}
- execute as @e[tag=sword,type=slime,scores={swordB=1}] at @s run summon area_effect_cloud ~ ~ ~ {Duration:9999999,Tags:["swo","swo2.8"]}
- execute as @e[tag=sword,type=slime,scores={swordB=1}] at @s run summon area_effect_cloud ~ ~ ~ {Duration:9999999,Tags:["swo","swo2.9"]}
- execute as @e[tag=sword,type=slime,scores={swordB=1}] at @s run summon area_effect_cloud ~ ~ ~ {Duration:9999999,Tags:["swo","swo2.10"]}
- execute as @e[tag=sword,type=slime,scores={swordB=1}] at @s run summon area_effect_cloud ~ ~ ~ {Duration:9999999,Tags:["swo","swo2.11"]}
- execute as @e[tag=sword,type=slime,scores={swordB=1}] at @s run summon area_effect_cloud ~ ~ ~ {Duration:9999999,Tags:["swo","swo2.12"]}
- execute as @e[tag=sword,type=slime] at @s run tp @e[tag=swo2.1] ^ ^ ^-0.3
- execute as @e[tag=sword,type=slime] at @s run tp @e[tag=swo2.2] ^ ^ ^-0.6
- execute as @e[tag=sword,type=slime] at @s run tp @e[tag=swo2.3] ^ ^ ^-0.9
- execute as @e[tag=sword,type=slime] at @s run tp @e[tag=swo2.4] ^ ^ ^-1.2
- execute as @e[tag=sword,type=slime] at @s run tp @e[tag=swo2.5] ^ ^ ^-1.5
- execute as @e[tag=sword,type=slime] at @s run tp @e[tag=swo2.6] ^ ^ ^-1.8
- execute as @e[tag=sword,type=slime] at @s run tp @e[tag=swo2.7] ^ ^ ^-2.1
- execute as @e[tag=sword,type=slime] at @s run tp @e[tag=swo2.8] ^ ^ ^-2.4
- execute as @e[tag=sword,type=slime] at @s run tp @e[tag=swo2.9] ^ ^ ^0.2
- execute as @e[tag=sword,type=slime] at @s run tp @e[tag=swo2.10] ^ ^ ^0.4
- execute as @e[tag=sword,type=slime] at @s run tp @e[tag=swo2.11] ^0.25 ^ ^
- execute as @e[tag=sword,type=slime] at @s run tp @e[tag=swo2.12] ^-0.25 ^ ^
- execute as @e[tag=sword] at @s run tp @s ^-0.5 ^ ^0.6 facing entity @e[limit=1,tag=swo1]
- execute as @e[tag=swo2.1] at @s run particle flame ~ ~ ~ 0.05 0.05 0.05 0 5
- execute as @e[tag=swo2.2] at @s run particle flame ~ ~ ~ 0.05 0.05 0.05 0 5
- execute as @e[tag=swo2.3] at @s run particle flame ~ ~ ~ 0.05 0.05 0.05 0 5
- execute as @e[tag=swo2.4] at @s run particle flame ~ ~ ~ 0.05 0.05 0.05 0 5
- execute as @e[tag=swo2.5] at @s run particle flame ~ ~ ~ 0.05 0.05 0.05 0 5
- execute as @e[tag=swo2.6] at @s run particle flame ~ ~ ~ 0.05 0.05 0.05 0 5
- execute as @e[tag=swo2.7] at @s run particle flame ~ ~ ~ 0.05 0.05 0.05 0 5
- execute as @e[tag=swo2.8] at @s run particle flame ~ ~ ~ 0.05 0.05 0.05 0 5
- execute as @e[tag=swo2.9] at @s run particle end_rod ~ ~ ~ 0.05 0.05 0.05 0 5
- execute as @e[tag=swo2.10] at @s run particle end_rod ~ ~ ~ 0.05 0.05 0.05 0 5
- execute as @e[tag=swo2.11] at @s run particle end_rod ~ ~ ~ 0.05 0.05 0.05 0 5
- execute as @e[tag=swo2.12] at @s run particle end_rod ~ ~ ~ 0.05 0.05 0.05 0 5
- execute as @e[scores={swordB=100..}] run kill @e[tag=swo]
- execute as @a[scores={swordB=100..,swordA=2}] run scoreboard players set @s swordA 0
- execute as @e[scores={swordB=100..}] run kill @s
本帖最后由 ⊙u⊙ 于 2020-6-24 17:46 编辑
啊这,虽然不知道想要什么效果,这特效666
如果我没看错的话,对象分数给搞混了
swordA记录于玩家
swordB记录于slime
而倒数第二条,用于重置玩家分数的命令,要求玩家拥有swordB=100..,但玩家没有这个分数,导致玩家的swordA在保持在2分
最好给slime一个Invulnerable,进墙窒息东西就崩了
SDXHOP 发表于 2020-6-24 16:49
这就是全部的,麻烦帮忙看一下
啊这,虽然不知道想要什么效果,这特效666
如果我没看错的话,对象分数给搞混了
swordA记录于玩家
swordB记录于slime
而倒数第二条,用于重置玩家分数的命令,要求玩家拥有swordB=100..,但玩家没有这个分数,导致玩家的swordA在保持在2分
最好给slime一个Invulnerable,进墙窒息东西就崩了
(=°ω°)丿 发表于 2020-6-25 11:08
1. 请务必告诉我你写这段命令是为了实现什么功能(
2. 调试的时候建议把 aec 换成 盔甲架。貌似 swordB=100 ...
先纠正一下上面37行的应该是
- execute as @e[tag=sword] at @s run tp @s ^0.5 ^ ^0.6 facing entity @e[limit=1,tag=swo1]
然后放个图
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我就是想做一个aec弄的剑(那个史莱姆是把aec固定在旁边的,用史莱姆是因为aec好像不能用Rotation转朝向,我还要用它干别的事情)
我想让这个剑绕着图上那个aec转,然后可以扫到玩家的位置