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Introduction of all the squares in the latest edition of My World
1.7 or below can't run, the power can be manually adjusted, and the terrain can be manually adjusted.

The power of this rocket launcher can be adjusted manually. And the terrain can be adjusted manually if it is unbreakable. The most powerful is almost 100 grid, and all the creatures in it will be blown up. This principle is made by coolies, and Sethbling's design is TNT. This can be done with an ordinary bow. Bows and arrows do not need any special effects. The disadvantage is that any arrow will explode, and so will the arrow fired by the skeleton/launcher.

This is all the circuits. Only the lower row of command blocks is used to control bows and arrows, so four command blocks and a high-speed pulse are always used.

Check the arrow/experience with the latest @e, and then pull TNT. Then I used the principle of creeping reptiles. The advantage is that you can customize the power without destroying the terrain. Of course, it is also possible to change this device into an experience bottle Grenade, just to change the detection object.

It works as follows: first, there is a command box to detect the landing arrow. If it is detected, it will give an output, and then it will brush out a hidden and lit custom coolie with a short explosion delay. The next step is to put the coolie TP where the arrow landed, and the arrow will be brushed off after the explosion. First, teach you how to detect falling arrows:

/testfor @e[type=Arrow,c= 1]

{ inround: 1b }

As you can see, a newly selected unit is used here: @ E. So this machine can't run under MC 1.7. The purpose of @e is to detect all creatures and virtual bodies in the map. For example: Luosha, lit TNT and so on. Creatures include cows, pigs, zombies and so on. So it is very useful. So @e is followed by: [type=Arrow, c= 1], which means to detect an arrow that has been brushed at the latest. Here c= 1 is the earliest meaning (the oldest), that is, the first arrow to be brushed. If it is c=- 1, it is the latest brush arrow (the youngest). C= other numbers, that is, multiple targets are selected, and there is no difference between morning and evening. Therefore, c= 1 and c=- 1 are the difficulties, and the main uses can be distinguished in the server. So c= 1 in the instruction, that is, when the machine is activated, the earliest flying arrow will be detected and the output will be given. Novices may not understand. So the following NBT: {in ground: 1b} is to detect whether the arrow landed. B is a unit and must be added up. Therefore, if this command box is pulsed, its main function is to detect an arrow that has landed and is the first shot. And then give the output.

After the output, you will go to the second command box and brush an invisible coolie. Description:

/Summon the reptile ~ ~1~ 4s.g18 u.a+M5 d0t: Z4j

{Explosion radius: 100, activation effect: [{Id: 14, duration: 99999, ambient temperature: 1}], ignition: 1, fuse: 3}

I won't say much about this instruction. For details, please go to the instruction box tutorial index in my personal signature. The main purpose is to brush out a stealth, with coolies afraid of explosion delay 3. The explosion area is now 100, but the player can control it himself. Activate another command box after the first gear, the main purpose is to send coolies to the place where the arrow has just been detected. Due to the extremely short delay, it will explode immediately after being delivered to the site without any delay. These instructions are:

/tp @e[type=Creeper,r=5] @e[type=Arrow,c=- 1]

R=5 in the coolie fear is to TP the coolie fear in the fifth box of the explanation box on the bow and arrow. If you don't add it, the consequence is that the command box will TP all the coolies in the map onto the bow and arrow. Finally, he became a coolie who was afraid of summoning bows and arrows. Here we should pay attention to the place where coolies are afraid and the command box of TP should be within 5 boxes. Only in this way can we detect it normally, and TP. This arrow is just the latest one. This may have a disadvantage: if player A shoots an arrow in the server, and then player B shoots another arrow, when player A's arrow falls behind, the explosion will hit player B's arrow. Because c=- 1, when player B shoots an arrow, his arrow becomes the latest brush arrow. But this possibility is very small, because the midway delay is very short.

So in the end, the arrow was cleaned. Direct use:

/kill @e[type=Arrow]

As you can see, you can now type /kill in the command box. And kill an arrow in the instruction. That is, brush it off in case it gets stuck in the machine.