#(BlueViperX) Is there a way to spawn an entity with a unique flag?
24 messages · Page 1 of 1 (latest)
(BlueViperX) Is there a way to spawn an entity with a unique flag?
Hi I'm AutoThreadBot! Don't mind me, I'll just be adding the helper team to this thread so they can see it. A human will get to you soon.
You can block this bot if you don't want to see these messages, I won't mind.
<@&525394568410038282>
Help us help you by pasting your script to https://paste.denizenscript.com/New/Script and linking it back here.
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!
Content of Denizen Script Paste #103476: 'Script camera'... pasted 2022/11/27 13:59:38 UTC-08:00, Paste length: 1775 characters across 51 lines
You're trying to flag the entity instance you create with <entity[TelecamereEntity]>, but not your spawned entity
!c spawn t
entity
spawn [<entity>|...] (<location>) (target:<entity>) (persistent) (reason:<reason>)
Spawns a list of entities at a certain location.
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...
<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).
!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.
Script Command System
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!
!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!
I found the error! Thank you !