#(kylo_011) MythicMob entity TP
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(kylo_011) MythicMob entity TP
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Or how can I make the spawned entity move to a specific flagged location
!c walk
entity
walk (<entity>|...) [<location>/stop] (speed:<#.#>) (auto_range) (radius:<#.#>) (lookat:<location>)
Causes an entity or list of entities to walk to another location.
Causes an entity or list of entities to walk to another location.
Specify a destination location to walk to, or 'stop' to stop all walking.
Optionally, specify a "speed:<#.#>" argument to control the speed of the NPCs.
Optionally, specify "auto_range" to automatically set the path range for the walk instruction
(if not specified, an NPC will not be able to walk to a location outside of its existing path range, by default 25 blocks).
(Does not apply to non-NPC entities).
Note that in most cas...
entity
teleport (<entity>|...) [<location>] (cause:<cause>) (entity_options:<option>|...) (relative) (relative_axes:<axis>|...) (offthread_repeat:<#>) (offthread_yaw) (offthread_pitch)
Teleports the entity(s) to a new location.
Teleports the entity or entities to the new location.
Entities can be teleported between worlds using this command.
You may optionally specify a teleport cause for player entities, allowing proper teleport event handling. When not specified, this is "PLUGIN". See !language teleport cause for causes.
Instead of a valid entity, an unspawned NPC or an offline player may also be used.
Optionally specify "relative" to use relative teleportation (Paper only). This is primarily useful only for...
However, if you want an entity to go back or get teleported back to a specific noted area.
Consider..
!c entity exits area
Did you mean to search for equip?
Er
Did you mean to search for mechanism quantity?
!e entity exits area
!e entity enters|exists
Did you mean to search for entity enters|exits area?
Okay
Entity
cancelling this event will have different results depending on the cause. Teleporting the entity away 1 tick later might be safer.
<entity> enters|exits <area>
when an entity enters or exits a noted area (cuboid, ellipsoid, or polygon). On Spigot servers, only fires for players. Paper is required for other mob types.
When the entity is a player. - this adds switches flagged:<flag name> + permission:<node>, in addition to the <player> link.
<context.area> returns the area object that was entered or exited.
<context.cause> returns the cause of the event. Can be: WALK, WORLD_CHANGE, JOIN, QUIT, TELEPORT, VEHICLE.
<context.to> returns the location the entity moved to (might not be available in exit events).
<context.from> returns the location the entity moved from (when available, depending on cause).
<context.entity> returns the entity that entered/exited an area.
True - this adds <context.cancelled> and determines cancelled + cancelled:false.
Use this event for entities entering and leaving noted areas.
Be mindful of that teleporting suggestion.
I suppose alternatively you could consider
!e entity pathfinds
Paper
Paper
<entity> pathfinds
to:<area> to only process the event if the entity is pathfinding into a specified area.
at:<entity> to only process the event when the entity is pathfinding at a specified entity.
when an entity starts pathfinding towards a location or entity.
when the target entity is a player. - this adds switches flagged:<flag name> + permission:<node>, in addition to the <player> link.
when the target entity is an NPC.
<context.entity> returns the EntityTag that is pathfinding.
<context.location> returns the LocationTag that is being pathfound to.
<context.target> returns the EntityTag that is being targeted, if any.
True - this adds switches in:<area> + location_flagged:<flag name>.
True - this adds <context.cancelled> and determines cancelled + cancelled:false.
And check if the location matches any blocks in your areaobject blocks.
Or uh
!t locationtag.is_in
Returns whether the location is in an area, using the same logic as an event "in" switch.
Invalid input may produce odd error messages, as this is passed through the event system as a fake event.
areas
ElementTag(Boolean)
Several ways of doing things here.
thanks
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@last prawn