#(ilikecompu) Make a hole of 3x3
33 messages · Page 1 of 1 (latest)
(ilikecompu) Make a hole of 3x3
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.
Like this or something...
!command modifyblock
world
modifyblock [<location>|.../<ellipsoid>/<cuboid>] [<material>|...] (no_physics/naturally:<tool>) (delayed) (<script>) (<percent chance>|...) (source:<player>) (max_delay_ms:<#>)
Modifies blocks.
Changes blocks in the world based on the criteria given.
Use 'no_physics' to place the blocks without physics taking over the modified blocks.
This is useful for block types such as portals or water. This does NOT control physics for an extended period of time.
Specify (<percent chance>|...) to give a chance of each material being placed (in any material at all).
Use 'naturally:' when setting a block to air to break it naturally, meaning that it will drop items. Specify the tool item that sho...
!tag locationta
Multiple possible tags: <LocationTag.up[(<#.#>)]>, <LocationTag.yaw>, <LocationTag.raw>, <LocationTag.age>, <LocationTag.faction>, <LocationTag.left[(<#.#>)]>, <LocationTag.down[(<#.#>)]>, <LocationTag.lock>, <LocationTag.face[<location>]>, <LocationTag.town>, <LocationTag.above[(<#.#>)]>, <LocationTag.below[(<#.#>)]>, <LocationTag.right[(<#.#>)]>, <LocationTag.relative[<location>]>, <LocationTag.block>, <LocationTag.drops[(<item>)]>, <LocationTag.round>, <LocationTag.direction[(<location>)]>, <LocationTag.rotate_yaw[<#.#>]>, <LocationTag.facing[<entity>/<location>]>, ...
modifyblock will let you change blocks, like sand, into air, as if it were combusted like your example
Okay but how would I make a complexer shape like in the image?
there are 601 tags that return a locationtag.
the bot message searching for locations above shows uh, like ten+ locationtag tags that return locations
you're going to have to determine what causes this to happen and use context relevant
eg, if this occurs when you break a block:
!event player breaks block
Player
player breaks block player breaks <material>
with:<item> to only process the event when the player is breaking the block with a specified item.
when a player breaks a block.
Always. - this adds switches flagged:<flag name> + permission:<node>, in addition to the <player> link.
<context.location> returns the LocationTag the block was broken at.
<context.material> returns the MaterialTag of the block that was broken.
<context.xp> returns how much XP will be dropped.
<context.should_drop_items> returns whether the event will drop items.
"NOTHING" to make the block drop no items.
ListTag(ItemTag) to make the block drop a specified list of items.
ElementTag(Number) to set the amount of xp to drop.
True - this adds switches in:<area> + location_flagged:<flag name>.
True - this adds <context.cancelled> and determines cancelled + cancelled:false.
Triggers
when a player breaks a block.
this is the event for that example
<context.location>returns the LocationTag the block was broken at.
this tag would be a good context to use, as an example
!tag locationtag.find_blocks
uh
!tag <LocationTag.find_blocks[(<matcher>)].within[<#.#>]>
Returns a list of blocks within a radius, with an optional search parameter for the block material.
Note: current implementation measures the center of nearby block's distance from the exact given location.
Result list is sorted by closeness (1 = closest, 2 = next closest, ... last = farthest).
finding
ListTag(LocationTag)
this could easily grab blocks within a radius, eg, <player.location.find_blocks[sand].within[5]> finds all sand within five blocks of your location
good luck, you got it!
Has your issue been resolved, or your question been answered?
If so, please use the </resolved:1028673926114594866> command to close your thread.
Or </invalid:1028673926898909185> if it's not possible to resolve.
If not yet resolved, please reply below to tell us what you still need.
(Note that if there is no reply for a few days, this thread will eventually close itself.)
@stone valve
It worked!