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Scoreboard for who flips a lever



Unicorn Meta Zoo #1: Why another podcast?
Announcing the arrival of Valued Associate #679: Cesar ManaraHow can I teleport only certain people in MinecraftCheck for maximum in /scoreboard?How to replace a SPECIFIC item in a players hotbar with another specific itemData value for a powered lever?scoreboard specificationFailed to execute fill command on playerMinecraft Setblock Lever - On PositionMinecart ejection and deletion?How to detect 1 block then another in the one command?Minecraft 1.12 reliably detect player-player interaction



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4















I have a system where flipping a lever in a room will teleport the player, but I need a scoreboard to test who's actually flipped a lever to run the commands on. If the triggered commands after it only affected '@p' then the person standing closest to the lever would be affected even if they weren't the one who activated it. I tried to use a scoreboard for minecraft.use:minecraft.lever, but that's only for placing levers, not actually activating them. I need some other way to detect which player actually activated the lever.










share|improve this question







New contributor




ShadowGamer is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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  • 1





    There is no scoreboard type for this. I'm not sure if you can completely reliably track it.

    – Fabian Röling
    2 days ago






  • 1





    I guess you could use click detection and then raytracing to determine if there is a lever in the direction the player looked, but that's overkill, you would basically have to reprogram the entire "flick lever" mechanic with command blocks. Are there other ways that you could make the player do something, instead of a lever? Could you make them stand on a pressure plate, drop an item, throw a snowball, equip a helmet, etc.? Those are all much easier to track.

    – Fabian Röling
    2 days ago






  • 1





    I guess I could use armor stands holding items to form a switch-like figure and then have a detector stand that's punched as an activation, but it seems like a 'using levers' criteria would be a basic criteria...

    – ShadowGamer
    2 days ago






  • 1





    I agree, that would be a good feature and you can suggest it by pressing the "leave feedback" button in the game's menu. But for now you probably want to find a different solution, right?

    – Fabian Röling
    2 days ago

















4















I have a system where flipping a lever in a room will teleport the player, but I need a scoreboard to test who's actually flipped a lever to run the commands on. If the triggered commands after it only affected '@p' then the person standing closest to the lever would be affected even if they weren't the one who activated it. I tried to use a scoreboard for minecraft.use:minecraft.lever, but that's only for placing levers, not actually activating them. I need some other way to detect which player actually activated the lever.










share|improve this question







New contributor




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















  • 1





    There is no scoreboard type for this. I'm not sure if you can completely reliably track it.

    – Fabian Röling
    2 days ago






  • 1





    I guess you could use click detection and then raytracing to determine if there is a lever in the direction the player looked, but that's overkill, you would basically have to reprogram the entire "flick lever" mechanic with command blocks. Are there other ways that you could make the player do something, instead of a lever? Could you make them stand on a pressure plate, drop an item, throw a snowball, equip a helmet, etc.? Those are all much easier to track.

    – Fabian Röling
    2 days ago






  • 1





    I guess I could use armor stands holding items to form a switch-like figure and then have a detector stand that's punched as an activation, but it seems like a 'using levers' criteria would be a basic criteria...

    – ShadowGamer
    2 days ago






  • 1





    I agree, that would be a good feature and you can suggest it by pressing the "leave feedback" button in the game's menu. But for now you probably want to find a different solution, right?

    – Fabian Röling
    2 days ago













4












4








4








I have a system where flipping a lever in a room will teleport the player, but I need a scoreboard to test who's actually flipped a lever to run the commands on. If the triggered commands after it only affected '@p' then the person standing closest to the lever would be affected even if they weren't the one who activated it. I tried to use a scoreboard for minecraft.use:minecraft.lever, but that's only for placing levers, not actually activating them. I need some other way to detect which player actually activated the lever.










share|improve this question







New contributor




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












I have a system where flipping a lever in a room will teleport the player, but I need a scoreboard to test who's actually flipped a lever to run the commands on. If the triggered commands after it only affected '@p' then the person standing closest to the lever would be affected even if they weren't the one who activated it. I tried to use a scoreboard for minecraft.use:minecraft.lever, but that's only for placing levers, not actually activating them. I need some other way to detect which player actually activated the lever.







minecraft minecraft-commands






share|improve this question







New contributor




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











share|improve this question







New contributor




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









share|improve this question




share|improve this question






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asked 2 days ago









ShadowGamerShadowGamer

243




243




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







  • 1





    There is no scoreboard type for this. I'm not sure if you can completely reliably track it.

    – Fabian Röling
    2 days ago






  • 1





    I guess you could use click detection and then raytracing to determine if there is a lever in the direction the player looked, but that's overkill, you would basically have to reprogram the entire "flick lever" mechanic with command blocks. Are there other ways that you could make the player do something, instead of a lever? Could you make them stand on a pressure plate, drop an item, throw a snowball, equip a helmet, etc.? Those are all much easier to track.

    – Fabian Röling
    2 days ago






  • 1





    I guess I could use armor stands holding items to form a switch-like figure and then have a detector stand that's punched as an activation, but it seems like a 'using levers' criteria would be a basic criteria...

    – ShadowGamer
    2 days ago






  • 1





    I agree, that would be a good feature and you can suggest it by pressing the "leave feedback" button in the game's menu. But for now you probably want to find a different solution, right?

    – Fabian Röling
    2 days ago












  • 1





    There is no scoreboard type for this. I'm not sure if you can completely reliably track it.

    – Fabian Röling
    2 days ago






  • 1





    I guess you could use click detection and then raytracing to determine if there is a lever in the direction the player looked, but that's overkill, you would basically have to reprogram the entire "flick lever" mechanic with command blocks. Are there other ways that you could make the player do something, instead of a lever? Could you make them stand on a pressure plate, drop an item, throw a snowball, equip a helmet, etc.? Those are all much easier to track.

    – Fabian Röling
    2 days ago






  • 1





    I guess I could use armor stands holding items to form a switch-like figure and then have a detector stand that's punched as an activation, but it seems like a 'using levers' criteria would be a basic criteria...

    – ShadowGamer
    2 days ago






  • 1





    I agree, that would be a good feature and you can suggest it by pressing the "leave feedback" button in the game's menu. But for now you probably want to find a different solution, right?

    – Fabian Röling
    2 days ago







1




1





There is no scoreboard type for this. I'm not sure if you can completely reliably track it.

– Fabian Röling
2 days ago





There is no scoreboard type for this. I'm not sure if you can completely reliably track it.

– Fabian Röling
2 days ago




1




1





I guess you could use click detection and then raytracing to determine if there is a lever in the direction the player looked, but that's overkill, you would basically have to reprogram the entire "flick lever" mechanic with command blocks. Are there other ways that you could make the player do something, instead of a lever? Could you make them stand on a pressure plate, drop an item, throw a snowball, equip a helmet, etc.? Those are all much easier to track.

– Fabian Röling
2 days ago





I guess you could use click detection and then raytracing to determine if there is a lever in the direction the player looked, but that's overkill, you would basically have to reprogram the entire "flick lever" mechanic with command blocks. Are there other ways that you could make the player do something, instead of a lever? Could you make them stand on a pressure plate, drop an item, throw a snowball, equip a helmet, etc.? Those are all much easier to track.

– Fabian Röling
2 days ago




1




1





I guess I could use armor stands holding items to form a switch-like figure and then have a detector stand that's punched as an activation, but it seems like a 'using levers' criteria would be a basic criteria...

– ShadowGamer
2 days ago





I guess I could use armor stands holding items to form a switch-like figure and then have a detector stand that's punched as an activation, but it seems like a 'using levers' criteria would be a basic criteria...

– ShadowGamer
2 days ago




1




1





I agree, that would be a good feature and you can suggest it by pressing the "leave feedback" button in the game's menu. But for now you probably want to find a different solution, right?

– Fabian Röling
2 days ago





I agree, that would be a good feature and you can suggest it by pressing the "leave feedback" button in the game's menu. But for now you probably want to find a different solution, right?

– Fabian Röling
2 days ago










1 Answer
1






active

oldest

votes


















0














You don't need a scoreboard in order to actually do it.

1. Place the lever on a block.

2. Place a command block under or behind that block.

3. Set the command to /tp @p <destination>



Personally, I'd use a button, so that you can just press the button and not have to worry about the next person who comes into the room, but it's up to you. Of course, there is the off-chance that someone will be in front of you when you press the lever or button, but if that ever happens, you can just press the button again.



Unfortunately, /tp @a[scores=lever=1..] <destination> will not work because there are no criteria for flipping a lever or pushing a button, which means that in order to make it work you'd have to do /scoreboard players add @p lever 1 and /tp @a[scores=lever=1..] <destination>, but then it's the exact same as the /tp @p command and is ultimately just more complex and is not needed.



Edit: The only problem is that the closest person will be teleported even if they didn't flip the lever, however, there is no workaround for that. You'll just have to make sure that the second room is at least 4 blocks away, and hope that no one is standing closer to the lever than the person who flips it.






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    1 Answer
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    0














    You don't need a scoreboard in order to actually do it.

    1. Place the lever on a block.

    2. Place a command block under or behind that block.

    3. Set the command to /tp @p <destination>



    Personally, I'd use a button, so that you can just press the button and not have to worry about the next person who comes into the room, but it's up to you. Of course, there is the off-chance that someone will be in front of you when you press the lever or button, but if that ever happens, you can just press the button again.



    Unfortunately, /tp @a[scores=lever=1..] <destination> will not work because there are no criteria for flipping a lever or pushing a button, which means that in order to make it work you'd have to do /scoreboard players add @p lever 1 and /tp @a[scores=lever=1..] <destination>, but then it's the exact same as the /tp @p command and is ultimately just more complex and is not needed.



    Edit: The only problem is that the closest person will be teleported even if they didn't flip the lever, however, there is no workaround for that. You'll just have to make sure that the second room is at least 4 blocks away, and hope that no one is standing closer to the lever than the person who flips it.






    share|improve this answer










    New contributor




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
























      0














      You don't need a scoreboard in order to actually do it.

      1. Place the lever on a block.

      2. Place a command block under or behind that block.

      3. Set the command to /tp @p <destination>



      Personally, I'd use a button, so that you can just press the button and not have to worry about the next person who comes into the room, but it's up to you. Of course, there is the off-chance that someone will be in front of you when you press the lever or button, but if that ever happens, you can just press the button again.



      Unfortunately, /tp @a[scores=lever=1..] <destination> will not work because there are no criteria for flipping a lever or pushing a button, which means that in order to make it work you'd have to do /scoreboard players add @p lever 1 and /tp @a[scores=lever=1..] <destination>, but then it's the exact same as the /tp @p command and is ultimately just more complex and is not needed.



      Edit: The only problem is that the closest person will be teleported even if they didn't flip the lever, however, there is no workaround for that. You'll just have to make sure that the second room is at least 4 blocks away, and hope that no one is standing closer to the lever than the person who flips it.






      share|improve this answer










      New contributor




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






















        0












        0








        0







        You don't need a scoreboard in order to actually do it.

        1. Place the lever on a block.

        2. Place a command block under or behind that block.

        3. Set the command to /tp @p <destination>



        Personally, I'd use a button, so that you can just press the button and not have to worry about the next person who comes into the room, but it's up to you. Of course, there is the off-chance that someone will be in front of you when you press the lever or button, but if that ever happens, you can just press the button again.



        Unfortunately, /tp @a[scores=lever=1..] <destination> will not work because there are no criteria for flipping a lever or pushing a button, which means that in order to make it work you'd have to do /scoreboard players add @p lever 1 and /tp @a[scores=lever=1..] <destination>, but then it's the exact same as the /tp @p command and is ultimately just more complex and is not needed.



        Edit: The only problem is that the closest person will be teleported even if they didn't flip the lever, however, there is no workaround for that. You'll just have to make sure that the second room is at least 4 blocks away, and hope that no one is standing closer to the lever than the person who flips it.






        share|improve this answer










        New contributor




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










        You don't need a scoreboard in order to actually do it.

        1. Place the lever on a block.

        2. Place a command block under or behind that block.

        3. Set the command to /tp @p <destination>



        Personally, I'd use a button, so that you can just press the button and not have to worry about the next person who comes into the room, but it's up to you. Of course, there is the off-chance that someone will be in front of you when you press the lever or button, but if that ever happens, you can just press the button again.



        Unfortunately, /tp @a[scores=lever=1..] <destination> will not work because there are no criteria for flipping a lever or pushing a button, which means that in order to make it work you'd have to do /scoreboard players add @p lever 1 and /tp @a[scores=lever=1..] <destination>, but then it's the exact same as the /tp @p command and is ultimately just more complex and is not needed.



        Edit: The only problem is that the closest person will be teleported even if they didn't flip the lever, however, there is no workaround for that. You'll just have to make sure that the second room is at least 4 blocks away, and hope that no one is standing closer to the lever than the person who flips it.







        share|improve this answer










        New contributor




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









        share|improve this answer



        share|improve this answer








        edited 4 hours ago





















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        answered 5 hours ago









        Nathaniel BrownNathaniel Brown

        263




        263




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




















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