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Minecraft command block: allow user on server to spawn one animal (per user)


How can I only allow a player to spawn once on a Minecraft server?Minecraft Command Blocks Help - Selecting previous target in a second command blockMinecraft Tree Tipper Command Block ErrorSummon armorstands recursively from an origin with only one armorstand per blockMinecraft : Command block - Tp areaKill all armor stands within a block except one MinecraftHow to check that a specific type of entity is not around?Command block not telling the right player - MinecraftI can't have more than one working command block in my Minecraft worldHow to make a command block summon an end crystal on top of said command block in minecraft 1.14.1






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








2















I'd like to create a quest where a user can activate a command block that will spawn one ocelot, but limit it so that each player can activate said command only once.



I've got the command to spawn one ocelot, which is:



/summon ocelot ~ ~1 ~ PersistenceRequired:1


but I don't know how to limit it so that each player can only do it only once. I found the solution to something similar, but I don't know how to integrate that into spawning animals rather than giving items.



TL;DR: How would I use a command block to allow each player to summon an ocelot only once?










share|improve this question
















bumped to the homepage by Community 1 hour ago


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















  • Without reviewing the research you've done, what I can say is you want to tag players that have spawned an animal, and then use that tag to prevent them from doing the same in the future. Note that this can be bypassed by ops.

    – MBraedley
    Feb 15 at 21:05












  • Hey, look, an XY problem! Try asking about why ocelots don't spawn instead and give more details for that (in a new question).

    – Fabian Röling
    Feb 15 at 21:51











  • What exactly is your question here? How to replace /give with /summon? Just… do it. Just replace it. I don't understand the problem.

    – Fabian Röling
    Feb 15 at 21:53











  • @FabianRöling that won't work because you don't /summon a player. The player argument is no longer included in the /summon command, but it needs to be included in order for it to only allow one command per player. Unless I'm looking at it wrong.

    – Takaia
    Feb 16 at 23:57











  • "The player argument is no longer included in the /summon command" What? What would that even do? Summoning a player?

    – Fabian Röling
    Feb 17 at 1:28

















2















I'd like to create a quest where a user can activate a command block that will spawn one ocelot, but limit it so that each player can activate said command only once.



I've got the command to spawn one ocelot, which is:



/summon ocelot ~ ~1 ~ PersistenceRequired:1


but I don't know how to limit it so that each player can only do it only once. I found the solution to something similar, but I don't know how to integrate that into spawning animals rather than giving items.



TL;DR: How would I use a command block to allow each player to summon an ocelot only once?










share|improve this question
















bumped to the homepage by Community 1 hour ago


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















  • Without reviewing the research you've done, what I can say is you want to tag players that have spawned an animal, and then use that tag to prevent them from doing the same in the future. Note that this can be bypassed by ops.

    – MBraedley
    Feb 15 at 21:05












  • Hey, look, an XY problem! Try asking about why ocelots don't spawn instead and give more details for that (in a new question).

    – Fabian Röling
    Feb 15 at 21:51











  • What exactly is your question here? How to replace /give with /summon? Just… do it. Just replace it. I don't understand the problem.

    – Fabian Röling
    Feb 15 at 21:53











  • @FabianRöling that won't work because you don't /summon a player. The player argument is no longer included in the /summon command, but it needs to be included in order for it to only allow one command per player. Unless I'm looking at it wrong.

    – Takaia
    Feb 16 at 23:57











  • "The player argument is no longer included in the /summon command" What? What would that even do? Summoning a player?

    – Fabian Röling
    Feb 17 at 1:28













2












2








2








I'd like to create a quest where a user can activate a command block that will spawn one ocelot, but limit it so that each player can activate said command only once.



I've got the command to spawn one ocelot, which is:



/summon ocelot ~ ~1 ~ PersistenceRequired:1


but I don't know how to limit it so that each player can only do it only once. I found the solution to something similar, but I don't know how to integrate that into spawning animals rather than giving items.



TL;DR: How would I use a command block to allow each player to summon an ocelot only once?










share|improve this question
















I'd like to create a quest where a user can activate a command block that will spawn one ocelot, but limit it so that each player can activate said command only once.



I've got the command to spawn one ocelot, which is:



/summon ocelot ~ ~1 ~ PersistenceRequired:1


but I don't know how to limit it so that each player can only do it only once. I found the solution to something similar, but I don't know how to integrate that into spawning animals rather than giving items.



TL;DR: How would I use a command block to allow each player to summon an ocelot only once?







minecraft minecraft-commands






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Feb 17 at 1:00







Takaia

















asked Feb 15 at 20:01









TakaiaTakaia

143 bronze badges




143 bronze badges





bumped to the homepage by Community 1 hour 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 1 hour ago


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














  • Without reviewing the research you've done, what I can say is you want to tag players that have spawned an animal, and then use that tag to prevent them from doing the same in the future. Note that this can be bypassed by ops.

    – MBraedley
    Feb 15 at 21:05












  • Hey, look, an XY problem! Try asking about why ocelots don't spawn instead and give more details for that (in a new question).

    – Fabian Röling
    Feb 15 at 21:51











  • What exactly is your question here? How to replace /give with /summon? Just… do it. Just replace it. I don't understand the problem.

    – Fabian Röling
    Feb 15 at 21:53











  • @FabianRöling that won't work because you don't /summon a player. The player argument is no longer included in the /summon command, but it needs to be included in order for it to only allow one command per player. Unless I'm looking at it wrong.

    – Takaia
    Feb 16 at 23:57











  • "The player argument is no longer included in the /summon command" What? What would that even do? Summoning a player?

    – Fabian Röling
    Feb 17 at 1:28

















  • Without reviewing the research you've done, what I can say is you want to tag players that have spawned an animal, and then use that tag to prevent them from doing the same in the future. Note that this can be bypassed by ops.

    – MBraedley
    Feb 15 at 21:05












  • Hey, look, an XY problem! Try asking about why ocelots don't spawn instead and give more details for that (in a new question).

    – Fabian Röling
    Feb 15 at 21:51











  • What exactly is your question here? How to replace /give with /summon? Just… do it. Just replace it. I don't understand the problem.

    – Fabian Röling
    Feb 15 at 21:53











  • @FabianRöling that won't work because you don't /summon a player. The player argument is no longer included in the /summon command, but it needs to be included in order for it to only allow one command per player. Unless I'm looking at it wrong.

    – Takaia
    Feb 16 at 23:57











  • "The player argument is no longer included in the /summon command" What? What would that even do? Summoning a player?

    – Fabian Röling
    Feb 17 at 1:28
















Without reviewing the research you've done, what I can say is you want to tag players that have spawned an animal, and then use that tag to prevent them from doing the same in the future. Note that this can be bypassed by ops.

– MBraedley
Feb 15 at 21:05






Without reviewing the research you've done, what I can say is you want to tag players that have spawned an animal, and then use that tag to prevent them from doing the same in the future. Note that this can be bypassed by ops.

– MBraedley
Feb 15 at 21:05














Hey, look, an XY problem! Try asking about why ocelots don't spawn instead and give more details for that (in a new question).

– Fabian Röling
Feb 15 at 21:51





Hey, look, an XY problem! Try asking about why ocelots don't spawn instead and give more details for that (in a new question).

– Fabian Röling
Feb 15 at 21:51













What exactly is your question here? How to replace /give with /summon? Just… do it. Just replace it. I don't understand the problem.

– Fabian Röling
Feb 15 at 21:53





What exactly is your question here? How to replace /give with /summon? Just… do it. Just replace it. I don't understand the problem.

– Fabian Röling
Feb 15 at 21:53













@FabianRöling that won't work because you don't /summon a player. The player argument is no longer included in the /summon command, but it needs to be included in order for it to only allow one command per player. Unless I'm looking at it wrong.

– Takaia
Feb 16 at 23:57





@FabianRöling that won't work because you don't /summon a player. The player argument is no longer included in the /summon command, but it needs to be included in order for it to only allow one command per player. Unless I'm looking at it wrong.

– Takaia
Feb 16 at 23:57













"The player argument is no longer included in the /summon command" What? What would that even do? Summoning a player?

– Fabian Röling
Feb 17 at 1:28





"The player argument is no longer included in the /summon command" What? What would that even do? Summoning a player?

– Fabian Röling
Feb 17 at 1:28










1 Answer
1






active

oldest

votes


















0














Scoreboards!



You can track a user with scoreboards. The main gist is:




If a user has an hasOcelot score of 1 presses the button, do nothing.

If a user has an hasOcelot score of 0 presses the button, spawn an Ocelot.
Give the current player who pressed the button a score for hasOcelot of 1.




Where hasOcelot is a score of type 'dummy' that you use to keep tabs on who has spawned an Ocelot and who hasn't.



You can use the /testfor command with the radius and score selectors to see if the player fits into the criteria.




tl;dr




Chain command blocks like this:

/testfor @p[r=2,score_hasOcelot_max=0] (Check if user hasn't spawned)
/summon ~ ~1 ~ minecraft:Ocelot (Summon if the previous /testfor was true)
/scoreboards players set @p[r=2,score_hasOcelot_max=0] hasOcelot 1 (mark him as having an ocelot spawned, continuation of chain)


Note: I might've messed up some selectors due to changes between 1.9 and now.







share|improve this answer




















  • 1





    testfor was removed in 1.13. Also, this probably won't work in a function file because it relies on conditional execution. Not a deal breaker, but generally makes life easier. And the selectors are wrong for 1.13.

    – MBraedley
    Feb 24 at 16:44












  • @MBraedley I haven't used commands in 1.13 yet, so if you have a better answer, by all means change it... Or post your own.

    – aytimothy
    Feb 25 at 9:33














Your Answer








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1 Answer
1






active

oldest

votes








1 Answer
1






active

oldest

votes









active

oldest

votes






active

oldest

votes









0














Scoreboards!



You can track a user with scoreboards. The main gist is:




If a user has an hasOcelot score of 1 presses the button, do nothing.

If a user has an hasOcelot score of 0 presses the button, spawn an Ocelot.
Give the current player who pressed the button a score for hasOcelot of 1.




Where hasOcelot is a score of type 'dummy' that you use to keep tabs on who has spawned an Ocelot and who hasn't.



You can use the /testfor command with the radius and score selectors to see if the player fits into the criteria.




tl;dr




Chain command blocks like this:

/testfor @p[r=2,score_hasOcelot_max=0] (Check if user hasn't spawned)
/summon ~ ~1 ~ minecraft:Ocelot (Summon if the previous /testfor was true)
/scoreboards players set @p[r=2,score_hasOcelot_max=0] hasOcelot 1 (mark him as having an ocelot spawned, continuation of chain)


Note: I might've messed up some selectors due to changes between 1.9 and now.







share|improve this answer




















  • 1





    testfor was removed in 1.13. Also, this probably won't work in a function file because it relies on conditional execution. Not a deal breaker, but generally makes life easier. And the selectors are wrong for 1.13.

    – MBraedley
    Feb 24 at 16:44












  • @MBraedley I haven't used commands in 1.13 yet, so if you have a better answer, by all means change it... Or post your own.

    – aytimothy
    Feb 25 at 9:33
















0














Scoreboards!



You can track a user with scoreboards. The main gist is:




If a user has an hasOcelot score of 1 presses the button, do nothing.

If a user has an hasOcelot score of 0 presses the button, spawn an Ocelot.
Give the current player who pressed the button a score for hasOcelot of 1.




Where hasOcelot is a score of type 'dummy' that you use to keep tabs on who has spawned an Ocelot and who hasn't.



You can use the /testfor command with the radius and score selectors to see if the player fits into the criteria.




tl;dr




Chain command blocks like this:

/testfor @p[r=2,score_hasOcelot_max=0] (Check if user hasn't spawned)
/summon ~ ~1 ~ minecraft:Ocelot (Summon if the previous /testfor was true)
/scoreboards players set @p[r=2,score_hasOcelot_max=0] hasOcelot 1 (mark him as having an ocelot spawned, continuation of chain)


Note: I might've messed up some selectors due to changes between 1.9 and now.







share|improve this answer




















  • 1





    testfor was removed in 1.13. Also, this probably won't work in a function file because it relies on conditional execution. Not a deal breaker, but generally makes life easier. And the selectors are wrong for 1.13.

    – MBraedley
    Feb 24 at 16:44












  • @MBraedley I haven't used commands in 1.13 yet, so if you have a better answer, by all means change it... Or post your own.

    – aytimothy
    Feb 25 at 9:33














0












0








0







Scoreboards!



You can track a user with scoreboards. The main gist is:




If a user has an hasOcelot score of 1 presses the button, do nothing.

If a user has an hasOcelot score of 0 presses the button, spawn an Ocelot.
Give the current player who pressed the button a score for hasOcelot of 1.




Where hasOcelot is a score of type 'dummy' that you use to keep tabs on who has spawned an Ocelot and who hasn't.



You can use the /testfor command with the radius and score selectors to see if the player fits into the criteria.




tl;dr




Chain command blocks like this:

/testfor @p[r=2,score_hasOcelot_max=0] (Check if user hasn't spawned)
/summon ~ ~1 ~ minecraft:Ocelot (Summon if the previous /testfor was true)
/scoreboards players set @p[r=2,score_hasOcelot_max=0] hasOcelot 1 (mark him as having an ocelot spawned, continuation of chain)


Note: I might've messed up some selectors due to changes between 1.9 and now.







share|improve this answer















Scoreboards!



You can track a user with scoreboards. The main gist is:




If a user has an hasOcelot score of 1 presses the button, do nothing.

If a user has an hasOcelot score of 0 presses the button, spawn an Ocelot.
Give the current player who pressed the button a score for hasOcelot of 1.




Where hasOcelot is a score of type 'dummy' that you use to keep tabs on who has spawned an Ocelot and who hasn't.



You can use the /testfor command with the radius and score selectors to see if the player fits into the criteria.




tl;dr




Chain command blocks like this:

/testfor @p[r=2,score_hasOcelot_max=0] (Check if user hasn't spawned)
/summon ~ ~1 ~ minecraft:Ocelot (Summon if the previous /testfor was true)
/scoreboards players set @p[r=2,score_hasOcelot_max=0] hasOcelot 1 (mark him as having an ocelot spawned, continuation of chain)


Note: I might've messed up some selectors due to changes between 1.9 and now.








share|improve this answer














share|improve this answer



share|improve this answer








edited Feb 17 at 1:17

























answered Feb 17 at 1:11









aytimothyaytimothy

11.8k12 gold badges62 silver badges112 bronze badges




11.8k12 gold badges62 silver badges112 bronze badges







  • 1





    testfor was removed in 1.13. Also, this probably won't work in a function file because it relies on conditional execution. Not a deal breaker, but generally makes life easier. And the selectors are wrong for 1.13.

    – MBraedley
    Feb 24 at 16:44












  • @MBraedley I haven't used commands in 1.13 yet, so if you have a better answer, by all means change it... Or post your own.

    – aytimothy
    Feb 25 at 9:33













  • 1





    testfor was removed in 1.13. Also, this probably won't work in a function file because it relies on conditional execution. Not a deal breaker, but generally makes life easier. And the selectors are wrong for 1.13.

    – MBraedley
    Feb 24 at 16:44












  • @MBraedley I haven't used commands in 1.13 yet, so if you have a better answer, by all means change it... Or post your own.

    – aytimothy
    Feb 25 at 9:33








1




1





testfor was removed in 1.13. Also, this probably won't work in a function file because it relies on conditional execution. Not a deal breaker, but generally makes life easier. And the selectors are wrong for 1.13.

– MBraedley
Feb 24 at 16:44






testfor was removed in 1.13. Also, this probably won't work in a function file because it relies on conditional execution. Not a deal breaker, but generally makes life easier. And the selectors are wrong for 1.13.

– MBraedley
Feb 24 at 16:44














@MBraedley I haven't used commands in 1.13 yet, so if you have a better answer, by all means change it... Or post your own.

– aytimothy
Feb 25 at 9:33






@MBraedley I haven't used commands in 1.13 yet, so if you have a better answer, by all means change it... Or post your own.

– aytimothy
Feb 25 at 9:33


















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