#(zen9967) Teleporting player in Last location

44 messages · Page 1 of 1 (latest)

sly marsh
mighty sapphireBOT
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(zen9967) Teleporting player in Last location

mighty sapphireBOT
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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.

sly marsh
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Im thinking this is on player steps on water

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But im not sure how i can make it teleport to last location where they jumped of. Or last block and not air.

sly marsh
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I tried doing - teleport <player.context.last_location> but it included the air.

sly marsh
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bump

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!t previos_location

last anvilBOT
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Possible Confusion

Did you mean to search for npctag.previous_location?

sly marsh
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!t previous_location

last anvilBOT
sly marsh
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!t below

last anvilBOT
# sly marsh !t below

Returns the location below this location. Optionally specify a number of blocks to go down.
This just moves straight along the Y axis, equivalent to !tag VectorObject.sub with input 0,1,0 (or the input value instead of '1').

Group

math

Returns

LocationTag

sly marsh
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!t flag

last anvilBOT
# sly marsh !t flag
Cannot Specify Searched Tag

Multiple possible tags: <server.flag[<flag_name>]>, <FlaggableObject.flag[<flag_name>]>, <server.has_flag[<flag_name>]>, <server.flag_map[<name>|...]>, <FlaggableObject.has_flag[<flag_name>]>, <FlaggableObject.flag_map[<name>|...]>, <ItemTag.with_flag[<flag_set_action>]>, <server.list_flags>, <FlaggableObject.list_flags>, <server.npcs_flagged[<flag_name>]>, <AreaObject.blocks_flagged[<flag_name>]>, <ChunkTag.blocks_flagged[<flag_name>]>, <server.flag_expiration[<flag_name>]>, <server.players_flagged[<flag_name>]>, <FlaggableObject.flag_expiration[<flag_name>]>, <ItemTag.with_flag[<flag_set_action>].duration[<expire_duration>]>, <PlayerTag.worldguard.test_flag[<name>]>, <server.spawned_npcs_flagged[<flag_name>]>, <server.online_players_flagged[<flag_name>]>, <PlayerTag.worldguard.test_flag[<name>].at[<location>]>, ...

sly marsh
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i need help 😦

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!t material

last anvilBOT
snow yoke
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Is that video, an example how it should looks like at the end?

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maybe you get a long with the on player walks event.

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!e walks

last anvilBOT
# snow yoke !e walks
Cannot Specify Searched Event

Multiple possible events: player walks, player walks over notable.

snow yoke
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!e player walks

last anvilBOT
# snow yoke !e player walks
Group

Player

**WARNING**

This event fires very very rapidly!

Event Lines

player walks

Triggers

when a player moves in the slightest.

Has Player

Always. - this adds switches flagged:<flag name> + permission:<node>, in addition to the <player> link.

Context

<context.old_location> returns the location of where the player was.
<context.new_location> returns the location of where the player is.

Has Known Location

True - this adds switches in:<area> + location_flagged:<flag name>.

Cancellable

True - this adds <context.cancelled> and determines cancelled + cancelled:false.

sly marsh
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Im looking to know how i can save the last location on player standing at.

forest sandal
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!e steps on block

last anvilBOT
forest sandal
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!e entity steps on block

last anvilBOT
# forest sandal !e entity steps on block
Required Plugins or Platforms

Paper

Group

Paper

**WARNING**

This event may fire very rapidly.

Event Lines

entity steps on block <entity> steps on <material>

Triggers

when a non-player entity steps onto a specific block material. For players, use !event player steps on block.

Context

<context.entity> returns an EntityTag of the entity stepping onto the block.
<context.location> returns a LocationTag of the block the entity is stepping on.
<context.previous_location> returns a LocationTag of where the entity was before stepping onto the block.
<context.new_location> returns a LocationTag of where the entity is now.

Has Known Location

True - this adds switches in:<area> + location_flagged:<flag name>.

Cancellable

True - this adds <context.cancelled> and determines cancelled + cancelled:false.

Examples
# Announce the name of the entity stepping on the block and the material of block.
on entity steps on block:
- announce "<context.entity.name> stepped on a <context.location.material.name>!"
# Announce the material of the block a sheep has stepped on.
on sheep steps on block:
- announce "A sheep has stepped on a <context.location.material.name>!"
# Announce that a sheep has stepped on a diamond block.
on sheep steps on diamond_block:
- announce "A sheep has stepped on a diamond block! Must be a wealthy sheep!"
forest sandal
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!t locationtag.find_spawnable_blocks_within

last anvilBOT
forest sandal
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just find a spawnable block nearby instead

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teleport them there

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with the event

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make sure to include these in the teleport command too

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!t locationtag.with_yaw

last anvilBOT
forest sandal
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!t locationtag.with_pitch

last anvilBOT
forest sandal
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        - actionbar "<&c>You can't swim"
        - teleport <player> <context.previous_location.find_spawnable_blocks_within[10].first.with_yaw[<player.location.yaw>].with_pitch[<player.location.pitch>]>```
gaunt vortexBOT
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@sly marsh