Error_Dot_Exe

Particle motions circle

Jan 14th, 2016
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  1. First, you need to know how to set motion to particles. Lets take [/particle flame ~ ~ ~ 0 0 0 0.1 10] as example.
  2. To set motion to this flame particle, we first remove the speed syntax. Now the command looks like this:
  3. /particle flame ~ ~ ~ 0 0 0 10
  4. To specify what direction the particle goes in, you change the xd and zd syntax. Lets change it to 1:
  5. /particle flame ~ ~ ~ 1 0 1 10
  6. But now, the speed of this particle is extremely high. That's because the last syntax [amount] specifies the speed of the particle. Lets change it to 0.1 so it's a lot slower:
  7. /particle flame ~ ~ ~ 1 0 1 0.1
  8. Now we have a particle that goes towards south-east.
  9. To make a pulsating circle with this, you take the coords of the circle, lets take [/particle flame ~0.8 ~ ~-0.6 0 0 0 1] as example. You want to make the x-coord the xd syntax and the z-coord the zx-syntax. Now it looks like this:
  10. /particle flame ~ ~ ~ 0.8 0 -0.6 0 1
  11. Lets remove the speed-syntax so the xd and zd become motion specifyers instead of area-width syntaxes, and lets also reduce the speed of the particle by changing the amount-syntax:
  12. /particle flame ~ ~ ~ 0.8 0 -0.6 0.1
  13. Now the particle shoots in a specific direction. Do this for all the particle commands and you should have a pretty good pulsating circle =)
  14. Now, to make a swirl thingy, you want to spawn in each particle after each other. I did this by creating 2 scoreboard objectives called 'Particle' and 'ParticleTimer'. You can create these 2 scoreboard objectives like this:
  15. /scoreboard objectives add Particle dummy
  16. /scoreboard objectives add ParticleTimer dummy
  17. Give the player/entity that you want to have the particle effect a 'Particle' score of 1. You can do that by typing this command:
  18. /scoreboard players set [targeter] Particle 1.
  19. If you want to give yourself this particle effect, you type this:
  20. /scoreboard players set @p Particle 1
  21. Now, to add a timer for the player/entity with a 'Particle' score of 1, you put this in a repeating command block that's always active:
  22. (If it's a player with a Particle score of one:)
  23. /scoreboard players add @a[score_Particle_min=1] ParticleTimer 1
  24. (If it's an entity (not a player):)
  25. /scoreboard players add @e[score_Particle_min=1] ParticleTimer 1
  26. Now, to let each particle spawn after the other, you execute each /particle command whenever the player has a specific ParticleTimer score. For example:
  27. @a[score_ParticleTimer=1,score_ParticleTimer_min=1] only specifies the player with a ParticleTimer of exactly 1.
  28. @a[score_ParticleTimer=9,score_ParticleTimer_min=9] only specifies the player with a ParticleTimer of exactly 9.
  29.  
  30. So, knowing this, lets make 1/4th of a swirl circle:
  31. Put the first command in a repeating command block that's always active, and all the others in chain command blocks that are always active:
  32. /execute @a[score_ParticleTimer=1,score_ParticleTimer_min=1] ~ ~ ~ particle flame ~ ~ ~ 1 0 0 0.2
  33. /execute @a[score_ParticleTimer=2,score_ParticleTimer_min=2] ~ ~ ~ particle flame ~ ~ ~ 0.98 0 0.1 0.2
  34. /execute @a[score_ParticleTimer=1,score_ParticleTimer_min=1] ~ ~ ~ particle flame ~ ~ ~ 0.965 0 0.2 0.2
  35. /execute @a[score_ParticleTimer=3,score_ParticleTimer_min=3] ~ ~ ~ particle flame ~ ~ ~ 0.95 0 0.3 0.2
  36. /execute @a[score_ParticleTimer=4,score_ParticleTimer_min=4] ~ ~ ~ particle flame ~ ~ ~ 0.9 0 0.4 0.2
  37. /execute @a[score_ParticleTimer=5,score_ParticleTimer_min=5] ~ ~ ~ particle flame ~ ~ ~ 0.85 0 0.5 0.2
  38. /execute @a[score_ParticleTimer=6,score_ParticleTimer_min=6] ~ ~ ~ particle flame ~ ~ ~ 0.8 0 0.6 0.2
  39. /execute @a[score_ParticleTimer=7,score_ParticleTimer_min=7] ~ ~ ~ particle flame ~ ~ ~ 0.7 0 0.7 0.2
  40. /execute @a[score_ParticleTimer=8,score_ParticleTimer_min=8] ~ ~ ~ particle flame ~ ~ ~ 0.6 0 0.8 0.2
  41. /execute @a[score_ParticleTimer=9,score_ParticleTimer_min=9] ~ ~ ~ particle flame ~ ~ ~ 0.5 0 0.85 0.2
  42. /execute @a[score_ParticleTimer=10,score_ParticleTimer_min=10] ~ ~ ~ particle flame ~ ~ ~ 0.4 0 0.9 0.2
  43. /execute @a[score_ParticleTimer=11,score_ParticleTimer_min=11] ~ ~ ~ particle flame ~ ~ ~ 0.3 0 0.95 0.2
  44. /execute @a[score_ParticleTimer=12,score_ParticleTimer_min=12] ~ ~ ~ particle flame ~ ~ ~ 0.2 0 0.965 0.2
  45. /execute @a[score_ParticleTimer=13,score_ParticleTimer_min=13] ~ ~ ~ particle flame ~ ~ ~ 0.1 0 0.98 0.2
  46. /execute @a[score_ParticleTimer=14,score_ParticleTimer_min=14] ~ ~ ~ particle flame ~ ~ ~ 0 0 1 0.2
  47.  
  48. There we go! 1/4th of a swirling circle =D
  49. To reset it, so the effect starts all over again, simply put this command in a repeating command block that's always active:
  50. /scoreboard players set @a[score_ParticleTimer_min=15] ParticleTimer 0
  51. (Or if it is an entity (not a player), use this command instead:)
  52. /scoreboard players set @a[score_ParticleTimer_min=15] ParticleTimer 0
  53.  
  54. If you add more commands, be sure to reset it at the last particle spawned. Lets say, this is the last command of the particle effect:
  55. /execute @a[score_ParticleTimer=41,score_ParticleTimer_min=40] ~ ~ ~ particle flame ~ ~ ~ -0.7 0 0.7 0.2
  56. You want to reset it at 41. The command would be this then:
  57. /scoreboard players set @e[score_ParticleTimer_min=41] ParticleTimer 0
  58.  
  59.  
  60. Hopefully you can understand this, English isn't my main language =P
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