#(flshjones) help with if entity has_tag script
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Your flag command is wrong
pray tell
!c flag u
core
flag [<object>|...] [<name>([<#>])](:<action>)[:<value>] (expire:<time>)
Sets or modifies a flag on any flaggable object.
- flag <player> playstyle:aggressive
- flag <player> just_did_something expire:5m
- flag <npc> location:<npc.location>
- flag <context.damager> damage_dealt:+:<context.damage>
- flag server cool_people:->:<[player]>
... and 4 more.
You did - flag entity some_flag
entity is just plain text
If you want to flag the damaged* entity, you do - flag <context.entity> some_flag
tysm :, ) its always the little things i miss
Also
Instead of an if check for flag
you could just do on player damages entity_flagged:flag_name
ooo thank u so much, very helpful!!
!lang advanced object machables
Did you mean to search for advanced object matchables?
Script events have a variety of matchable object inputs, and the range of inputs they accept may not always be obvious.
For example, an event might be "player clicks <block>"... what can "<block>" be filled with?
"<block>" usually indicates that a LocationTag and/or MaterialTag will be matched against.
This means you can specify any valid block material name, like "stone" or "air", like "on player clicks stone:" (will only run the event if the player is clicking stone)
You can also use a catch-all such as "block", like "on player clicks block:" (will always run the event when the player clicks anything/anywhere)
You can also use some more complicated matchables such as "vanilla_tagged:", like "on player clicks vanilla_tagged:mineable/axe:" (will run if the block is mineable with axes)
(Fo...
Object System
Thats the doc that explains stuff like that ^
thanks again :) big help
yw
@compact basalt
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