How to create procedure to respawn players @death points

Started by smmmadden on

Topic category: Help with MCreator software

Last seen on 16:18, 28. Mar 2024
Joined May 2018
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How to create procedure to respawn players @death points

I've tried many combinations of creating a procedure to use the Entity dies trigger, Player Rejoins trigger and no matter how I configure the procedure, I can only get Single Players to spawn back to their death points.  Multiplayers spawn to what seems a fixed spawn point and ignores anything that tries to spawn them elsewhere. I've tried in one procedure and two procedures with the same results every time.

Here is what I currently have that is probably my 30th iteration that only works with SP's.  :-)  I just want a way to send the player back to where they died so they can get their drops and continue on with whatever they were doing.  I must be missing something, but it would be nice to just have a trigger that allows for respawn @death point true or false.  This is a widely discussed topic for years as a pain point for players, but I didn't see anything in MCreator search results with a solution to cover both scenarios.

Procedure 1 - PlayerWasKilled
Event trigger - triggered by external call or when: Entity dies
if is Current entity (sub) type of EntityPlayerMP
do Set global spawn to x: x y: y z: z
Call procedure EntityDeathLocation

Procedure 2 - EntityDeathLocation
Event trigger - triggered by external call or when: Player respawns
if is Current entity (sub) type of EntityPlayerMP
do Send message to provided entity: "Another one bites the dust!"
Show in action bar: true

I've used both EntityPlayer and EntityPlayerMP in the if statement and they only work with SP's.  Also tried with two separate if/do and if, do, else logic with no luck.

Has anyone else configured this similarly or have a simple way to do this in MCreator 1.8.2?  Bonus points if the player can decide if/when to do this.  Thanks! Steve

There are some issues with…
Mon, 03/04/2019 - 16:27

There are some issues with multiplayer procedures in some rare cases as we need to use packets to send data to the server but this is not properly implemented yet. We are working to fix this.

Last seen on 16:18, 28. Mar 2024
Joined May 2018
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Thanks Klemen - I ran out of…
Mon, 03/04/2019 - 19:32

Thanks Klemen - I ran out of ideas to try, so I'm glad to hear it wasn't just me. :-)