Logstone
- Logstone
- logstone
- America/Chicago
- Yes
- No
When doing a scoreboard operation such as: "scoreboard players operation @e[type=Pig,name=Piggy1]" obj > @e[type=Pig] obj" It will return an error: "The entity UUID provided is in an invalid format" when there is more than one Pig around.
This happens with most every entity and every operation.I've used these commands in the past on multiple entities without a problem.
When doing a scoreboard operation such as: "scoreboard players operation @e[type=Pig,name=Piggy1]" obj > @e[type=Pig] obj" It will return an error: "The entity UUID provided is in an invalid format" when there is more than one Pig around.
This happens with most every entity and every operation.I've used these commands in the past on multiple entities without a problem.
Edit:
It doesn't happen on players
When doing a scoreboard operation such as: "scoreboard players operation @e[type=Pig,name=Piggy1]" obj > @e[type=Pig] obj" It will return an error: "The entity UUID provided is in an invalid format" when there is more than one Pig around.
This happens with most every entity and every operation.I've used these commands in the past on multiple entities without a problem.
Edit:
It doesn't happen on players
And the commands I used to use were apparently only on players.
When doing a scoreboard operation such as:
scoreboard players operation @e[type=Pig,name=Piggy1]"obj > @e[type=Pig] objIt will return an error
The entity UUID provided is in an invalid format
when there is more than one Pig around.
This happens with most every entity and every operation.I've used these commands in the past on multiple entities without a problem.
Edit:
It doesn't happen on players
And the commands I used to use were apparently only on players.
When doing a scoreboard operation such as:
scoreboard players operation @e[type=Pig,name=Piggy1] obj > @e[type=Pig] objIt will return an error
The entity UUID provided is in an invalid format
when there is more than one Pig around.
This happens with most every entity and every operation.I've used these commands in the past on multiple entities without a problem.
Edit:
It doesn't happen on players
And the commands I used to use were apparently onlyon players.When doing a scoreboard operation such as:
scoreboard players operation @e[type=Pig,name=Piggy1] obj > @e[type=Pig] objIt will return an error
The entity UUID provided is in an invalid format
when there is more than one Pig around.
This happens with most every entity and every operation.Edit:
It doesn't happen on players
When doing a scoreboard operation such as:
scoreboard players operation @e[type=Pig,name=Piggy1] obj > @e[type=Pig] objIt will return an error
The entity UUID provided is in an invalid format
when there is more than one Pig around.
This happens with most every entity and every operation.Edit:
It doesn't happen on playersEdit:
I did more testing and it gives an error when:
1) The first selector is a non-player entity
2) There are more than one entities of second selector are targeted (which includes players)
When doing a scoreboard operation such as:
scoreboard players operation @e[type=Pig,name=Piggy1] obj > @e[type=Pig] objIt will return an error
The entity UUID provided is in an invalid format
when there is more than one Pig around.
This happens with most every entity and every operation.Edit:
It doesn't happen on playersEdit:
I did more testing and it gives an error when:
1) The first selector is a non-player entity
2)There are more than one entities of second selector are targeted (which includes players)When doing a scoreboard operation such as:
scoreboard players operation @e[type=Pig,name=Piggy1] obj > @e[type=Pig] objIt will return an error
The entity UUID provided is in an invalid format
when there is more than one Pig around.
This happens with most every entity and every operation.Edit:
It doesn't happen on playersEdit:
I did more testing and it gives an error when:
1) The first selector is a non-player entity
2) More than one entities of second selector are targeted (which includes players)
The command was correct, though a mod editted and left a quote
I've tested this method on both players using @a and other entities using @e,
@e gives an uuid error, @a does in fact work.
Well not so if another player is standing inside you over the middle of you hitbox on the negative side.
Well, I've made a thing that calculates scores with operations for the player itself.
So for example /execute @a ~ ~ ~ scoreboard player option @p <score> *= @p <score>
Which means that all players should power the closest players score by the closest players score.
So the problem is that if people walk inside eachother one of the players will not calculate this score for himself but for the other, if stood on negative coordinates of the player.
And I know a lot about command blocks so I don't need explanation, I'm sure it shouldn't be like this, since the failure occurs in stange situations you wouldn't expect it to.
And @p does mean closest player, if you add extra criteria it still means closest player but only targets the players with those criteria, obviously.
But I don't have any extra criteria.
I think how it works is that when useing a selector the game starts looking from the most negative point of your hitbox. When used @p, without specification of the number is should look for (c=...) it will only have to find one person, but if another person stands in your hitbox, and the middle of his hitbox is more negative then yours, it will find that player as the closest player.
If so, this wouldn't necessarily be a bug, more just the way the code works, but I think you should be able to assume that the closest player to yourself should be youself instead of the player closest to the nagative corner of your hitbox.
Maybe this might make more sense to you qmagnet.
http://i.imgur.com/WVOv4S2.png
It's being powered every tick with a clock, I basically made a system that can calculate level-xp ratio and if your xp is high enough it levels you up.
I do this with the formula: xp next level = (L+1)³-L². In which L means your current level.
I'm using this to create for example a fishing level, a combat level or a cooking level.
The only way I can achieve this is by using the operation system in scoreboard, this mean I am using a load of += *= /= -=, for example to get the power of 3 to work I have to have a lot of scores doing *= .
The system works sublime, but once there is another player standing inside your hitbox on the negative side, they start leveling like crazy, this is because your @p is targeting them + themselves, and vice versa.
I already sort of fixed this by taking a detour, but it still bugs out, but really rarely. I know how to probably further fix this. But I still think this is a thing that should be fixed, because it's just causing trouble.
Summoned blaze balls I should add, sorry.
Summoned ghast balls don't leave fire though.
I'm not using a command, I am placing them by hand.
You can place them, but they disappear instantly, so you see the block for a split second and then it gets reversed.
Instead of not being placeable at all like with other entities.
I think this is because the client let's you place it but then server doesn't agree with that.
It's a miracle
Why is this marked as invalid?
If it is invalid then please inform me about what I am doing wrong.
Yes seems to be fixed in 1.8.3
I know everyone has a lot of workarounds as solutions but that's not really the point.
When killing or teleporting an armorstand in the nether using c=1 I dont want my perfectly positioned armorstands in the overworld to be ruined. Of course there are reasons but it working like this is not intuietive at all. Especially if you get feedback of an armorstand being teleported without seeing your armorstand teleporting.