I have a scoreboard name of KillLog with the playerKillCount criteria.
I want the system to detect when a player kills another player, which should add a value of 1 to the scoreboard. This system should then see that a player has killed another player, increase the world border by 10 blocks, and then reset the counter to 0 to reset the system, so it actively looks for another player to be killed again.
The system I have been fiddling with does absolutely nothing and I don't know why. I have removed redundancies, toggled the blocks to always on so they don't require redstone, watched hours of tutorials and I don't know where the problem is. Forgive me, I'm new and hope to make better stuff than this dumb system later on.
I expect this first block to execute a check 20 times a second the playerKilled score and when it equals 1 I expect it to activate the chain of blocks after it.
I'm more than confident in believing this second block will add 10 to the world border, but despite the command attached to it being true, the border remains the same size.
This last block, I believe, should reset the score in playerKilled to 0, but similarly to the block before it, it doesn't activate despite conditions being met.
My problem is I must be believing something incorrectly about my system, but my limited knowledge and density of depth of command blocks makes it difficult to identify the problem. I believe the repeating block isn't actually testing for what I think it's doing, and since testfor doesn't exist anymore I'm at a loss.
*Edited for clarity and previous suggestions updated with pictures.
execute if entity @a[<arguments>] …
" …what? What should execute? You wrote no command that actually does anything. Then the second one, it starts with "execute run
", which is completely useless.