-4

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. enter image description here

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. enter image description here

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. enter image description here

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.

New contributor
0ver is a new contributor to this site. Take care in asking for clarification, commenting, and answering. Check out our Code of Conduct.
  • So, what happens when you run the command blocks you provided? – pppery Aug 11 at 15:25
  • Nothing. I expected the repeating block to recognize a player died, like it constantly checks the value to see if it changed. Then the chain conditionals should play out when the repeating blocks detects it as =1. Nothing changes though when I manually set my playerKilled=1 manually through another block, and a testing server when another player killed me did not do anything either. – 0ver Aug 11 at 15:29
  • I switched the chain blocks to always active, updated the score to 1 and the world border stayed the same again. I feel like I'm just not putting the pieces together properly and I'm missing something. Initially, I believed the last chain block was resetting the score to 0 nullifying the border change, but the score never changes, like the blocks never activate. – 0ver Aug 11 at 15:33
  • 1
    What's your question? I see no question mark and the commands you have should at least do something. That said, your commands are a mess. The first one: "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. – Fabian Röling Aug 11 at 15:54
0

Forget it. I figured it out.

This Repeating command block needs to be connected to a comparator and that points into an impulse block that then adds 10 to the world border, then resets the system using a chain block. enter image description here

I just needed a solution to the testfor command being removed, that's all. It's sorta a duplicate of another question, but not exactly the same.

New contributor
0ver is a new contributor to this site. Take care in asking for clarification, commenting, and answering. Check out our Code of Conduct.

Your Answer

0ver is a new contributor. Be nice, and check out our Code of Conduct.

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.