Minecraft running test The 2019 Stack Overflow Developer Survey Results Are InAutomatically running a Minecraft commandMinecraft Test If A Chest Contains An ItemChange a scoreboard objective is a player gets within proximity of an entity?How to change scoreboard score if player does not have item in his inventory?How can I detect which specific mob was killed by a player and increase a score accordingly?Minecraft Vanilla server - Test if a player is lagging?Minecraft /xp wont let me target @p or @aMinecraft : Problem with 1.9 command blocksMaking crafted items usable in adventure modeHow to test if a player is running in 1.13

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Minecraft running test



The 2019 Stack Overflow Developer Survey Results Are InAutomatically running a Minecraft commandMinecraft Test If A Chest Contains An ItemChange a scoreboard objective is a player gets within proximity of an entity?How to change scoreboard score if player does not have item in his inventory?How can I detect which specific mob was killed by a player and increase a score accordingly?Minecraft Vanilla server - Test if a player is lagging?Minecraft /xp wont let me target @p or @aMinecraft : Problem with 1.9 command blocksMaking crafted items usable in adventure modeHow to test if a player is running in 1.13



.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








6















I am wondering if there is a better way to track, or test, how fast a player is going, then activate command off that. So far I have: /scoreboard objective add Sprint stat.WalkOneCm Then, every tick I have that set to zero. /scoreboard players set @p Sprint 0 Then, after it resets 5 times, It tests to see if the players movement speed if in between 150 and 200 WalkOneCm score per tick. If true, then you get a speed boost. However, sometimes it fails, and tests when its at 50 or so. Is there a better measurement?










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  • 2





    Are you using 1.8 or 1.9 version of Minecraft?

    – Jason_
    Mar 24 '16 at 0:45











  • How are you doing your test? That seems to be the important part.

    – MBraedley
    Mar 24 '16 at 9:56











  • I am using 1.8 Jason_ @MBraedley I am using a testfor command /testfor @p[score_Sprint=200,score_Sprint_min=150] and that activates every 5 ticks. Each reset is 1 tick

    – c15kenworthman
    Mar 27 '16 at 1:45











  • also, I have no idea how to highlight test, only bold and italic it. sorry about that, I would highlight commands if I knew how.

    – c15kenworthman
    Mar 27 '16 at 1:45

















6















I am wondering if there is a better way to track, or test, how fast a player is going, then activate command off that. So far I have: /scoreboard objective add Sprint stat.WalkOneCm Then, every tick I have that set to zero. /scoreboard players set @p Sprint 0 Then, after it resets 5 times, It tests to see if the players movement speed if in between 150 and 200 WalkOneCm score per tick. If true, then you get a speed boost. However, sometimes it fails, and tests when its at 50 or so. Is there a better measurement?










share|improve this question
















bumped to the homepage by Community 47 mins ago


This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.










  • 2





    Are you using 1.8 or 1.9 version of Minecraft?

    – Jason_
    Mar 24 '16 at 0:45











  • How are you doing your test? That seems to be the important part.

    – MBraedley
    Mar 24 '16 at 9:56











  • I am using 1.8 Jason_ @MBraedley I am using a testfor command /testfor @p[score_Sprint=200,score_Sprint_min=150] and that activates every 5 ticks. Each reset is 1 tick

    – c15kenworthman
    Mar 27 '16 at 1:45











  • also, I have no idea how to highlight test, only bold and italic it. sorry about that, I would highlight commands if I knew how.

    – c15kenworthman
    Mar 27 '16 at 1:45













6












6








6








I am wondering if there is a better way to track, or test, how fast a player is going, then activate command off that. So far I have: /scoreboard objective add Sprint stat.WalkOneCm Then, every tick I have that set to zero. /scoreboard players set @p Sprint 0 Then, after it resets 5 times, It tests to see if the players movement speed if in between 150 and 200 WalkOneCm score per tick. If true, then you get a speed boost. However, sometimes it fails, and tests when its at 50 or so. Is there a better measurement?










share|improve this question
















I am wondering if there is a better way to track, or test, how fast a player is going, then activate command off that. So far I have: /scoreboard objective add Sprint stat.WalkOneCm Then, every tick I have that set to zero. /scoreboard players set @p Sprint 0 Then, after it resets 5 times, It tests to see if the players movement speed if in between 150 and 200 WalkOneCm score per tick. If true, then you get a speed boost. However, sometimes it fails, and tests when its at 50 or so. Is there a better measurement?







minecraft minecraft-commands






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Mar 24 '16 at 9:56









MBraedley

13.3k1786136




13.3k1786136










asked Mar 24 '16 at 0:16









c15kenworthmanc15kenworthman

373




373





bumped to the homepage by Community 47 mins ago


This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.







bumped to the homepage by Community 47 mins ago


This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.









  • 2





    Are you using 1.8 or 1.9 version of Minecraft?

    – Jason_
    Mar 24 '16 at 0:45











  • How are you doing your test? That seems to be the important part.

    – MBraedley
    Mar 24 '16 at 9:56











  • I am using 1.8 Jason_ @MBraedley I am using a testfor command /testfor @p[score_Sprint=200,score_Sprint_min=150] and that activates every 5 ticks. Each reset is 1 tick

    – c15kenworthman
    Mar 27 '16 at 1:45











  • also, I have no idea how to highlight test, only bold and italic it. sorry about that, I would highlight commands if I knew how.

    – c15kenworthman
    Mar 27 '16 at 1:45












  • 2





    Are you using 1.8 or 1.9 version of Minecraft?

    – Jason_
    Mar 24 '16 at 0:45











  • How are you doing your test? That seems to be the important part.

    – MBraedley
    Mar 24 '16 at 9:56











  • I am using 1.8 Jason_ @MBraedley I am using a testfor command /testfor @p[score_Sprint=200,score_Sprint_min=150] and that activates every 5 ticks. Each reset is 1 tick

    – c15kenworthman
    Mar 27 '16 at 1:45











  • also, I have no idea how to highlight test, only bold and italic it. sorry about that, I would highlight commands if I knew how.

    – c15kenworthman
    Mar 27 '16 at 1:45







2




2





Are you using 1.8 or 1.9 version of Minecraft?

– Jason_
Mar 24 '16 at 0:45





Are you using 1.8 or 1.9 version of Minecraft?

– Jason_
Mar 24 '16 at 0:45













How are you doing your test? That seems to be the important part.

– MBraedley
Mar 24 '16 at 9:56





How are you doing your test? That seems to be the important part.

– MBraedley
Mar 24 '16 at 9:56













I am using 1.8 Jason_ @MBraedley I am using a testfor command /testfor @p[score_Sprint=200,score_Sprint_min=150] and that activates every 5 ticks. Each reset is 1 tick

– c15kenworthman
Mar 27 '16 at 1:45





I am using 1.8 Jason_ @MBraedley I am using a testfor command /testfor @p[score_Sprint=200,score_Sprint_min=150] and that activates every 5 ticks. Each reset is 1 tick

– c15kenworthman
Mar 27 '16 at 1:45













also, I have no idea how to highlight test, only bold and italic it. sorry about that, I would highlight commands if I knew how.

– c15kenworthman
Mar 27 '16 at 1:45





also, I have no idea how to highlight test, only bold and italic it. sorry about that, I would highlight commands if I knew how.

– c15kenworthman
Mar 27 '16 at 1:45










1 Answer
1






active

oldest

votes


















0














I found a possible answer, but I haven't got it to work yet:



First, you build a clock (with a bit longer delay).



Then, you let a set of Command blocks be triggered at once. Theese CMD blocks should summon a circle of Armour Stands with different names around the Player.

Then, after a small delay, a CMD Block row tests the Player distance from each ArmorStand (by name). If any Player-ArmorStand distance is smaller then, let's say, 1 block, another command is executed, eg.:




/execute @e[name=ArmorStand1] ~ ~ ~ execute @a[r=1] say @p is sprinting




If summoned in this way, it gives a total of 24 CMD blocks:




_ ■ ■ ■ _

■ _ _ _ ■

■ _ P _ ■

■ _ _ _ ■

_ ■ ■ ■ _




P for Player, ■ for ArmorStand, _ for nothing.






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    1 Answer
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    active

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    1 Answer
    1






    active

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    active

    oldest

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    active

    oldest

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    0














    I found a possible answer, but I haven't got it to work yet:



    First, you build a clock (with a bit longer delay).



    Then, you let a set of Command blocks be triggered at once. Theese CMD blocks should summon a circle of Armour Stands with different names around the Player.

    Then, after a small delay, a CMD Block row tests the Player distance from each ArmorStand (by name). If any Player-ArmorStand distance is smaller then, let's say, 1 block, another command is executed, eg.:




    /execute @e[name=ArmorStand1] ~ ~ ~ execute @a[r=1] say @p is sprinting




    If summoned in this way, it gives a total of 24 CMD blocks:




    _ ■ ■ ■ _

    ■ _ _ _ ■

    ■ _ P _ ■

    ■ _ _ _ ■

    _ ■ ■ ■ _




    P for Player, ■ for ArmorStand, _ for nothing.






    share|improve this answer



























      0














      I found a possible answer, but I haven't got it to work yet:



      First, you build a clock (with a bit longer delay).



      Then, you let a set of Command blocks be triggered at once. Theese CMD blocks should summon a circle of Armour Stands with different names around the Player.

      Then, after a small delay, a CMD Block row tests the Player distance from each ArmorStand (by name). If any Player-ArmorStand distance is smaller then, let's say, 1 block, another command is executed, eg.:




      /execute @e[name=ArmorStand1] ~ ~ ~ execute @a[r=1] say @p is sprinting




      If summoned in this way, it gives a total of 24 CMD blocks:




      _ ■ ■ ■ _

      ■ _ _ _ ■

      ■ _ P _ ■

      ■ _ _ _ ■

      _ ■ ■ ■ _




      P for Player, ■ for ArmorStand, _ for nothing.






      share|improve this answer

























        0












        0








        0







        I found a possible answer, but I haven't got it to work yet:



        First, you build a clock (with a bit longer delay).



        Then, you let a set of Command blocks be triggered at once. Theese CMD blocks should summon a circle of Armour Stands with different names around the Player.

        Then, after a small delay, a CMD Block row tests the Player distance from each ArmorStand (by name). If any Player-ArmorStand distance is smaller then, let's say, 1 block, another command is executed, eg.:




        /execute @e[name=ArmorStand1] ~ ~ ~ execute @a[r=1] say @p is sprinting




        If summoned in this way, it gives a total of 24 CMD blocks:




        _ ■ ■ ■ _

        ■ _ _ _ ■

        ■ _ P _ ■

        ■ _ _ _ ■

        _ ■ ■ ■ _




        P for Player, ■ for ArmorStand, _ for nothing.






        share|improve this answer













        I found a possible answer, but I haven't got it to work yet:



        First, you build a clock (with a bit longer delay).



        Then, you let a set of Command blocks be triggered at once. Theese CMD blocks should summon a circle of Armour Stands with different names around the Player.

        Then, after a small delay, a CMD Block row tests the Player distance from each ArmorStand (by name). If any Player-ArmorStand distance is smaller then, let's say, 1 block, another command is executed, eg.:




        /execute @e[name=ArmorStand1] ~ ~ ~ execute @a[r=1] say @p is sprinting




        If summoned in this way, it gives a total of 24 CMD blocks:




        _ ■ ■ ■ _

        ■ _ _ _ ■

        ■ _ P _ ■

        ■ _ _ _ ■

        _ ■ ■ ■ _




        P for Player, ■ for ArmorStand, _ for nothing.







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered May 7 '16 at 17:01









        RudolfJelinRudolfJelin

        5,03072871




        5,03072871



























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