我的世界1.8追踪火箭原理详解
我的世界1.8追踪火箭原理详解。今天给大家介绍一下我的世界1.8版本中的追踪火箭的原理吧!想知道追踪火箭是怎么发射的不妨进来看看下面的指令代码哦!希望大家喜欢。
下面是occ单指令:
/summon FallingSand ~ ~1 ~ {Block:redstone_block,Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:/fill ~ ~0 ~1 ~ ~-17 ~1 redstone_block},Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:setblock ~ ~3 ~1 stone},Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:setblock ~ ~4 ~ command_block 0 replace {Command:fill ~ ~2 ~ ~ ~-21 ~1 air}},Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:setblock ~3 ~-14 ~-1 command_block 0 replace {Command:scoreboard players add @e[type=Arrow] RocketTag 1 {damage:5.5}}},Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:setblock ~3 ~-13 ~1 command_block 0 replace {Command:execute @e[type=Arrow,score_RocketTag_min=1,score_RocketTag=1] ~ ~ ~ summon Fireball ~ ~ ~ {ExplosionPower:0,direction:[],CustomName:Rocket}}},Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:setblock ~4 ~-12 ~-1 command_block 0 replace {Command:scoreboard players add @e[type=Arrow] GuidedRocketTag 1 {damage:6.0}}},Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:setblock ~4 ~-11 ~1 command_block 0 replace {Command:execute @e[type=Arrow,score_GuidedRocketTag_min=1,score_GuidedRocketTag=1] ~ ~ ~ summon Fireball ~ ~ ~ {ExplosionPower:0,direction:[],CustomName:GuidedRocket}}},Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:setblock ~5 ~-10 ~-1 command_block 0 replace {Command:scoreboard players add @e[type=Fireball,name=GuidedRocket] RocketTag 1}},Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:setblock ~5 ~-9 ~1 command_block 0 replace {Command:execute @e[type=Fireball,score_RocketTag_min=2,score_RocketTag=2,name=GuidedRocket] ~ ~ ~ summon Fireball ~ ~ ~ {ExplosionPower:0,direction:[],CustomName:GuidedRocket}}},Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:setblock ~6 ~-8 ~-1 command_block 0 replace {Command:execute @e[type=Fireball,score_RocketTag_min=4,name=GuidedRocket] ~ ~ ~ kill @e[r=0,type=Fireball,name=GuidedRocket]}},Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:give @p bow 1 0 {ench:[{id:48s,lvl:7s}],display:{Name:GuidedRocketLauncher}}},Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:give @p minecraft:bow 1 0 {ench:[{id:48,lvl:6}],display:{Name:RocketLauncher}}},Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:scoreboard objectives add GuidedRocketTag dummy},Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:scoreboard objectives add RocketTag dummy},Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:gamerule commandBlockOutput false},Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:"fill ~2 ~-2 ~ ~6 ~-2 ~ redstone_block"},Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:"setblock ~2 ~-1 ~-1 command_block 0 replace {Command:/fill ~ ~ ~1 ~5 ~ ~1 stone 0 replace redstone_block}"},Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:"setblock ~2 ~ ~1 command_block 0 replace {Command:/fill ~ ~ ~-1 ~5 ~ ~-1 redstone_block 0 replace stone}"},Time:1,Riding:{id:"FallingSand",Block:stone,Time:1}}}}}}}}}}}}}}}}}}}}
模组详解
总是担心自己的箭术太差?没事,这个模组会给你带来二次挽救的机会
本模组的精华所在在于向量继承和在1.8下的拥有者继承
本模组非常简单只有两个个计分板-RocketTag和GuidedRocketTag
核心原理是火球的速度向量若为空被召唤时会朝着与拥有者相同的方向做直线运动
由于第一个火球是被箭打出去的所以owner也就自动变成了射出箭的玩家了
如果你愿意的话甚至可以用铠甲架来操控火箭
首先是例行的高频,不予解析;
scoreboard players add @e[type=Arrow] RocketTag 1 {damage:5.5}
通过弓箭初始的伤害值(也就是从弓的附魔属性)来标记火箭
execute @e[type=Arrow,score_RocketTag_min=1,score_RocketTag=1] ~ ~ ~ summon Fireball ~ ~ ~ {ExplosionPower:0,direction:[],CustomName:Rocket}
在普通火箭的地方都生成火球继承向量
scoreboard players add @e[type=Arrow] GuidedRocketTag 1 {damage:6.0}
通过弓箭初始的伤害值(也就是从弓的附魔属性)来标记追踪火箭
execute @e[type=Arrow,score_GuidedRocketTag_min=1,score_GuidedRocketTag=1] ~ ~ ~ summon Fireball ~ ~ ~ {ExplosionPower:0,direction:[],CustomName:GuidedRocket}
在追踪火箭的地方都生成火球继承初始向量
scoreboard players add @e[type=Fireball,name=GuidedRocket] RocketTag 1
将追踪火箭的分数加一进行循环
execute @e[type=Fireball,score_RocketTag_min=2,score_RocketTag=2,name=GuidedRocket] ~ ~ ~ summon Fireball ~ ~ ~ {ExplosionPower:0,direction:[],CustomName:GuidedRocket}
继承玩家视角来达到追踪效果
execute @e[type=Fireball,score_RocketTag_min=4,name=GuidedRocket] ~ ~ ~ kill @e[r=0,type=Fireball,name=GuidedRocket]
自动清除火箭
PS:在此非常感谢我的世界玩家qin905604662的分享。模组转自国外友人curse,原帖链接https://www.youtube.com/watch?v=548wxRDL1U8
以上就是我的世界1.8追踪火箭原理详解。更多精彩尽在游戏园我的世界专区。
热门攻略推荐:
我的世界1.8追踪火箭原理详解。今天给大家介绍一下我的世界1.8版本中的追踪火箭的原理吧!想知道追踪火箭是怎么发射的不妨进来看看下面的指令代码哦!希望大家喜欢。
下面是occ单指令:
/summon FallingSand ~ ~1 ~ {Block:redstone_block,Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:/fill ~ ~0 ~1 ~ ~-17 ~1 redstone_block},Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:setblock ~ ~3 ~1 stone},Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:setblock ~ ~4 ~ command_block 0 replace {Command:fill ~ ~2 ~ ~ ~-21 ~1 air}},Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:setblock ~3 ~-14 ~-1 command_block 0 replace {Command:scoreboard players add @e[type=Arrow] RocketTag 1 {damage:5.5}}},Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:setblock ~3 ~-13 ~1 command_block 0 replace {Command:execute @e[type=Arrow,score_RocketTag_min=1,score_RocketTag=1] ~ ~ ~ summon Fireball ~ ~ ~ {ExplosionPower:0,direction:[],CustomName:Rocket}}},Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:setblock ~4 ~-12 ~-1 command_block 0 replace {Command:scoreboard players add @e[type=Arrow] GuidedRocketTag 1 {damage:6.0}}},Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:setblock ~4 ~-11 ~1 command_block 0 replace {Command:execute @e[type=Arrow,score_GuidedRocketTag_min=1,score_GuidedRocketTag=1] ~ ~ ~ summon Fireball ~ ~ ~ {ExplosionPower:0,direction:[],CustomName:GuidedRocket}}},Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:setblock ~5 ~-10 ~-1 command_block 0 replace {Command:scoreboard players add @e[type=Fireball,name=GuidedRocket] RocketTag 1}},Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:setblock ~5 ~-9 ~1 command_block 0 replace {Command:execute @e[type=Fireball,score_RocketTag_min=2,score_RocketTag=2,name=GuidedRocket] ~ ~ ~ summon Fireball ~ ~ ~ {ExplosionPower:0,direction:[],CustomName:GuidedRocket}}},Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:setblock ~6 ~-8 ~-1 command_block 0 replace {Command:execute @e[type=Fireball,score_RocketTag_min=4,name=GuidedRocket] ~ ~ ~ kill @e[r=0,type=Fireball,name=GuidedRocket]}},Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:give @p bow 1 0 {ench:[{id:48s,lvl:7s}],display:{Name:GuidedRocketLauncher}}},Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:give @p minecraft:bow 1 0 {ench:[{id:48,lvl:6}],display:{Name:RocketLauncher}}},Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:scoreboard objectives add GuidedRocketTag dummy},Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:scoreboard objectives add RocketTag dummy},Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:gamerule commandBlockOutput false},Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:"fill ~2 ~-2 ~ ~6 ~-2 ~ redstone_block"},Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:"setblock ~2 ~-1 ~-1 command_block 0 replace {Command:/fill ~ ~ ~1 ~5 ~ ~1 stone 0 replace redstone_block}"},Time:1,Riding:{id:"FallingSand",Block:command_block,TileEntityData:{Command:"setblock ~2 ~ ~1 command_block 0 replace {Command:/fill ~ ~ ~-1 ~5 ~ ~-1 redstone_block 0 replace stone}"},Time:1,Riding:{id:"FallingSand",Block:stone,Time:1}}}}}}}}}}}}}}}}}}}}
模组详解
总是担心自己的箭术太差?没事,这个模组会给你带来二次挽救的机会
本模组的精华所在在于向量继承和在1.8下的拥有者继承
本模组非常简单只有两个个计分板-RocketTag和GuidedRocketTag
核心原理是火球的速度向量若为空被召唤时会朝着与拥有者相同的方向做直线运动
由于第一个火球是被箭打出去的所以owner也就自动变成了射出箭的玩家了
如果你愿意的话甚至可以用铠甲架来操控火箭
首先是例行的高频,不予解析;
scoreboard players add @e[type=Arrow] RocketTag 1 {damage:5.5}
通过弓箭初始的伤害值(也就是从弓的附魔属性)来标记火箭
execute @e[type=Arrow,score_RocketTag_min=1,score_RocketTag=1] ~ ~ ~ summon Fireball ~ ~ ~ {ExplosionPower:0,direction:[],CustomName:Rocket}
在普通火箭的地方都生成火球继承向量
scoreboard players add @e[type=Arrow] GuidedRocketTag 1 {damage:6.0}
通过弓箭初始的伤害值(也就是从弓的附魔属性)来标记追踪火箭
execute @e[type=Arrow,score_GuidedRocketTag_min=1,score_GuidedRocketTag=1] ~ ~ ~ summon Fireball ~ ~ ~ {ExplosionPower:0,direction:[],CustomName:GuidedRocket}
在追踪火箭的地方都生成火球继承初始向量
scoreboard players add @e[type=Fireball,name=GuidedRocket] RocketTag 1
将追踪火箭的分数加一进行循环
execute @e[type=Fireball,score_RocketTag_min=2,score_RocketTag=2,name=GuidedRocket] ~ ~ ~ summon Fireball ~ ~ ~ {ExplosionPower:0,direction:[],CustomName:GuidedRocket}
继承玩家视角来达到追踪效果
execute @e[type=Fireball,score_RocketTag_min=4,name=GuidedRocket] ~ ~ ~ kill @e[r=0,type=Fireball,name=GuidedRocket]
自动清除火箭
PS:在此非常感谢我的世界玩家qin905604662的分享。模组转自国外友人curse,原帖链接https://www.youtube.com/watch?v=548wxRDL1U8
以上就是我的世界1.8追踪火箭原理详解。更多精彩尽在游戏园我的世界专区。
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