#(BlueViperX) Is there a way to spawn an entity with a unique flag?

24 messages · Page 1 of 1 (latest)

round idol
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Hi, I am trying to spawn an rmorstand with a flag of type 1, 2, 3, 4, etc... but when I try to do so it tells me that this type of entity cannot be flagged.

marsh oasisBOT
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(BlueViperX) Is there a way to spawn an entity with a unique flag?

marsh oasisBOT
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sudden flint
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yeah, it just depends on how you're doing it

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!info haste debug

lime daggerBOT
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Info: debug

If you need help with a script issue, one of the most powerful tools Denizen has to offer is full debug output. This is displaying in your console whenever scripts are running until you turn debug off. To share a debug log quickly and easily with helpers, simply run the command /denizen debug -r in-game to begin recording, then run through the part of the script you need help with, then run the command /denizen submit. This will give you a link to a paste of the debug log, which you can then copy/paste back to us!

round idol
jade timber
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You're trying to flag the entity instance you create with <entity[TelecamereEntity]>, but not your spawned entity

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!c spawn t

lime daggerBOT
# jade timber !c spawn t
Group

entity

Syntax

spawn [<entity>|...] (<location>) (target:<entity>) (persistent) (reason:<reason>)

Short Description

Spawns a list of entities at a certain location.

Description

Spawn an entity or list of entities at the specified location.

Accepts the 'target:<entity>' argument which will cause all spawned entities to follow and attack the targeted entity.

If the persistent argument is present, the entity will not despawn when no players are within range, causing the entity to remain until killed.

Optionally specify 'reason:<reason>' (Paper only) to specify the reason an entity is spawning for the 'entity spawns' event,
using any reason from <@link url https://hub.s...

Related Tags

<EntityTag.is_spawned> Returns whether the entity is spawned.
<server.entity_types> Returns a list of all entity types known to the server. Generally used with ...
<entry[saveName].spawned_entities> returns a list of entities that were spawned.
<entry[saveName].spawned_entity> returns the entity that was spawned (if you only spawned one).

jade timber
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!lang save argument

lime daggerBOT
# jade timber !lang save argument

The "save:<name>" argument is a special meta-argument that is available for all commands, but is only useful for some.
It is written like:

  • run MyScript save:mysave

When the save argument is used, the results of the command will be saved on the queue, for later usage by the "entry" tag.

The useful entry keys available for any command are listed in the "Tags" documentation section for any command.
For example, the "run" command lists "<entry[saveName].created_queue>".
The "saveName" part should be replaced with whatever name you gave to the "save" argument,
and the "created_queue" part changes between commands.
Some commands have multiple save entry keys, some have just one, most don't have any.

Many users make the mistake of using dynamic save names like "save:<[something]>" - this is almost always wrong. Use a constant name, just like you do for definitions.

Group

Script Command System

round idol
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Error Message: Cannot flag 'entry[Camera1]': that does not appear to be an object! Only objects (like an EntityTag) and special keyword 'server' are flaggable!

jade timber
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!debug

lime daggerBOT
# jade timber !debug
Info: debug

If you need help with a script issue, one of the most powerful tools Denizen has to offer is full debug output. This is displaying in your console whenever scripts are running until you turn debug off. To share a debug log quickly and easily with helpers, simply run the command /denizen debug -r in-game to begin recording, then run through the part of the script you need help with, then run the command /denizen submit. This will give you a link to a paste of the debug log, which you can then copy/paste back to us!

round idol
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I found the error! Thank you !