#Commands General
1 messages · Page 2 of 1
Yes
Lol
How can i check
/tag @s list```
/gamerule sendcommandfeedback true```
Something is wrong in the picture ,did you notice ?
đ
A sand block on top of torch?
what's wrong?
Sand can't be placed on torch
glitch
Yeah it can
No it can't
Yes it can
BTW how tf is it possible to be able to open containers like chest or hopper while crouching and having block in hand ?
Idk dude. You tell me.
Go try it then
I'm sick. I can't.
I can do it besides placing sand block on torch
đ
Thank u guys anyway
Np
trying crouching and place sand on torch
That will do nothing different
who knows
I know
there are some blocks on which u can't place without crouching
so I'm just sayin to try
Using commands, does anyone have a good idea on how I can make a redeem code system, I had one before but it was some boring, rename paper on anvil and drop it.
Functions will work aswell btw, i just dont know scriping n stuff so it has to be done with commands of some sort
Thatâs like basically one of the only ways
Idk what else it would be
wtf is the block state for light blocks
i cannot find it
im tryina /fill light blocks with a power level of 15
Block states (also known as block properties) are extra pieces of data that further define a block, such as how it appears or behaves.
In Bedrock Edition, there are also aux values (also known as Metadata) to define a block. Aux values are in the format of binary flags, which basically match the block states one-to-one. And they are accessible i...
Doesn't help, i tried that already
Give me the command you used
Meh its 4 am and im tired but it was smth like block_light_level or level, tried both
I bet you put the aux value input in quotation marks
Huh
Proper block state would be:
light_block[âblock_light_levelâ:15]
oh.. lol
What you probably did was:
light_block[âblock_light_levelâ:â15â]
Ty
Hey, how can i run an execute command that affects entities (@e) around me but not the runner itself (@s)?
execute as @s at @s run execute as @e[r=___,rm=0.1]
this wont work if they are inside your hitbox though
0.01 I usually what I use
It basically requires them to be halfway inside the player
Which usually isnât a problem
Dang, I forgot min radius exists, thanks a lot!
That command seems redundant, is there a reason for the execute as @s at @s run?
execute as @e[r=#,rm=0.1] âŠ
as @s at @s means
selecting @s
at @s located on the player
Why though? By default that should already be the case unless it is told to be different elsewhere (like a function call or something)
well if u put it in a command block
if u do as @e[tag=] or something
but dont follow up with the at @s
itll just do it located at the cmd block
If you put it in a command block, u won't use @s, that's why i was confused as to the reason
I thought there was a bug or something and that was a workaround
Isn't execute as @s at @s still located on command block itself too?
u dont do @s in the cmd block
only on the at @s part u do
Then, why using execute as @s at @s run ... ?
cause this guy told me to so
he said @s so i just assumed it was a normal non cmd block cmd
if it's a normal non cmd block cmd, it shouldn't be needed
at least, if you're using @s
Does tellraw not work in functions
Itâs supposed to be {ârawtextâ:[{âtextâ:âtext hereâ}]} right
Wrong quotation marks
Is there a character limit for tellraw
Nah
Yeah the command block character limit.
Lame
Which is different on all devices lol
I need an execute command for if there's a diamond block below me
Like
execute as @a at @s positioned ~~~ run damage @s 5
execute as @a at @s if block ~ ~-1 ~ diamond_block runâŠ
Tnx
Let's say I have a block with multiple different block states / properties. Is there a way to only test for one state without needing to hard code all the possible combinations for the other states?
See, ideally I'd want to do something like this if block ^ ^ ^5.2 gm:pipe ["gm:content":1] but my custom block has 5 properties with about 6 possible values each, so I would probably nuke the game if I try and test for all combinations
Use unless instead of if
Does anyone know how to code a world edit using command blocks?
Well thatâs pretty broad; what sort of features would u want in it
Simple brush tools are one thing, but more complex things - such as area filling - may be a more difficult task if u arenât very good at commands
Has there been any changed to how the scoreboard command work in the past two months?
no
thanks
Yeah, 1+1 now equals 3
Glad it is now more accurate!
Hi brother who is not a brother but is a Naruto fan so yeah
Could anyone inform me of how the score component in tellraw works with (fake-)players who have spaces in their name? I cannot seem to get the value printed properly and I'm unsure how to get around this issue.
My exact test code is /tellraw @s {"rawtext":[{"score":{"name":"Testing Object","objective":"Warn"}},{"text":"Aa"}]}
this is not working even though Testing Object exists and Warn exists
it outputs the error:
Syntax error: Unexpected "Object": at "Testing >>Object<<"
nvm I found a way
Just change Testing Object to TestingObject
They probably have it set to a bunch of command blocks already
Itâs also less troubling to just add 4 more characters:
{"name":"\"Testing Object\""
boom, easy peasy
How can I check (If) the number of entities in the execute command?
I tried using (example) execute if entity @s[c=2] run say test. And that didn't work as expected, because despite the player not being equal to c=2, the command was executed
Thatâs because c, or count, stands for the MAXIMUM amount of selected entities. Meaning itâll return a true even if there are less than the integer inputted, only returning a false if there are no entities that match the selector.
The workaround for this has 2 methods
But the scoreboard method is what I will explain
Create a scoreboard, for this Iâll use âCountâ
Then:
execute as @e run scoreboard players add Entities Count 1
This will select all entities then add 1 to the Count score of the fake player named âEntitiesâ for each entity in the world
We can then execute a command after this, such as:
execute if score Entities Count matches 5 run say There are 5 entities in the world currently
And then finally reset the number using:
scoreboard players reset Entities Count
Hopefully theyâll add a count minimum selector argument or something so we donât have to do this, but this isnât that complex anyways.
Thank you, I will try this
execute as @s at @s if score @e[type=thrown:double_barrel_bullet,r=1,y=~1.2] entity_count matches 2 run say two entities
@limpid prism
That means there are more than 1 thrown barrel bullets
Look, I guarantee there's only one there
The error message says otherwise
Also you arenât following what I said at all
What entity are you trying to count?
It's because I didn't understand so well
A custom projectile
I want to know how many entities of a type are within a radius of 1 block positioned in y 1.2 blocks from this point
Just
Then youâll need to use a dy statement
Also
Youâre supposed to execute as all entities
Then add it to 1 scoreboard
Hence the use of a fake player
Please read before you do
I put an event in my entity that adds the scoreboard when it is born
It is more practical for me
"set:scores": {
"run_command": { "command": [ "scoreboard players set @s entity_count 1"] }
}
I don't know where the problem is, and I don't want to do exactly as you said, adding the scoreboard to all entities, since I will only count one type
I may have some understanding problem as I don't speak English very well, I'm Brazilian
First of all, youâre setting the score in the command shown, secondly, the point of the command is to execute AS all entities that you want to count.
Which gives us the first part of the command:
execute as @e[type=thrown:double_barrel_bullet]
Then we will have all of these entities add 1 to a SINGULAR fake playerâs score. Meaning: for each entity selected, it will add 1 to a singular score:
execute as @e[type=thrown:double_barrel_bullet] run scoreboard players add FakePlayer Count 1
This sets the âFakePlayerâs count score to the amount of double barrel bullets
We then execute a command AFTER that by checking if the amount is a certain amount
execute if score FakePlayer Count matches 2
Then run a command based off that
execute if score FakePlayer Count matches 2 run say There are 2 double barrel bullets
Basically I'm trying to make a multiple damage system, because I don't know if you know, entities don't receive more than one damage at the same time, And I'm making a gun that shoots 6 projectiles at once, and I need that the more projectiles it hits, the more damage it will do, for this I added a damage sensor that when it identifies that the damage caused was by these projectiles, it throws an event that calls a function which should contain the commands that will do the calculation of entities that have within 1 block radius, the damage that will be dealt by default even if all projectiles hit will be 5 damage, then i will check if there are two projectiles then run damage @s 10
check if there are 3 projectiles then run damage @s 15
and so on
Just giving a little example of what I'm doing
I managed now to understand what you said, now I just have to somehow fit into what I'm doing
Is there a way to pushing mob like zombie forward without damage it
There isnât with commands.
Teleport
^^^ ?
Yes
I want to make if i destroy one oak log destroy all tree but command didn't work
execute at @e [type=item] if block ~~-1~ dirt 0 if block ~~1~ log -1 if block ~~2~ log -1 run fill ~~1~ ~~31~ air 0 destroy
I know I'm like four days late but that doesnt work I already tried it. It works with players but not fake players
Then what did you try?
Because Iâm pretty sure it works with fake players too
You can't access the tags of offline layers right?
Yes
Hey @buoyant kernel , this isn't a showcase channel
If you're wanting to showcase something you've made, you can upload the gif/video/images along with a short description in a #1046947779118895114 post
Oh my bad, sorry
All good :)
I have been messing around with the new execute command, but I cannot get it to work when I ask for specific block states. Like with a cauldron, I specified (which works with setblock or fill) a cauldron full with powdered snow (["cauldron_liquid":"powder_snow", "fill_level":6]). Is it impossible to ask for blocks with specific block states within the execute command, or is the syntax different?
execute if block ~ ~ ~ cauldron ["cauldron_liquid": "powder_snow", "fill_level": 6] run <command>
``` ?
That is exactly what I tried, but it never works.
Fill level is probably different because it only takes 1 bucket
Maybe try 1
Or any other number
Snowfall will slowly fill up cauldron with snow
Maybe try without fill_level
The issue is it fails with any block state. Using just ["cauldron_liquid":"powder_snow"] results in failure too.
If you don't run the command it can't fail
Error message: Execute subcommand if block test failed.
Huh, mine perfectly fine
You have to include all block states in block detection arguments or commands
You have to include all block states in block detection arguments or commands
No really
Itâs stated on the bedrock dev wiki on block states
Unless they changed it
Doubt it tho
Nvm, you need to set all block state
My initial issue is that it does not work with any or all block states within execute commands. In general you can omit some block states since the other block states are if not specified on default. For instance you can do: "setblock ~~~ cauldron ["fill_level":6]" It just uses the default liquid that is water.
Ig for now, you need to include all block state
Thatâs why I specifically said âdetectionâ commands or arguments
Like if block. Unless block. Testforblock
Also have you tried all levels yet or
Pretty much. However, it seems to work now. I might have assumed that I used all block states while I never did. Man I always make stupid mistakes. Thank you very much for making me realise that I am stupid (this is genuine, I am not joking).
Rip
anyone know why this isnt working for me in the animation_controller pls ping /fill ~1~~1 ~-1~~-1 air [] replace minecraft:light_block ["block_light_level": 15]
Encourage it to work
How do I run a command for all entities on my line?
Probably put in the wrong version like everyone else with this problem
Line of sight? Line of blocks? Line of toilets? What line?
sight
in a straight line according to the player's view
Format version of the animation controller?
I have the right version for the manifest filr
Did it ever work before?
No, just made it
Nvm I figured out the problem...
Don't know why I forgot how to format special characters on json
How do I use hasitem to detect an empty main hand slot
I tried [hasitem={item=air,location=slot.weapon.mainhand}]
You have to use janky tactics
Is this for bedrock?
Yes
ok
Like what
So how do I fricking connect two command blocks and make then both actually trigger???
Like filling the players inventory with an item and detecting that as a free spot. (Then you clear the items after)
Like that
Is there any other way to do it
anybody know a way to make players stop flying immediately once mayfly is disabled for them? It only seems to affect them once they stopped flying
Add-ons
hi there, is it possible to test if the player score is null? nvm... I fount it, but now I m trying to use this command inside a NPC to open another NPC screen. Running the command normally works fine:
/execute as @a unless entity @s[scores={q_000_postman=-2147483648..}] run dialogue open @e[type=awp:system_npc,c=1] @s npc_boat_no_member_1
But when using it inside a NPC nothing happens:
/execute as @initiator unless entity @initiator[scores={q_000_postman=-2147483648..}] run dialogue open @s @initiator npc_boat_no_member_1
Is there any limitation on the usages of the execute commands from a NPC?
@initiator seems to still be broken with the new execute syntax
The fix to this is to just tag @initiator at the beginning of the command and using the tag to select the initiator
Remember to also remove the tag afterwards
You can't use @initiator twice in /execute
Ex:
tag @initiator add Initiator
execute as @a[tag=Initiator] run tellraw @a[tag=Initiator] {ârawtextâ:[{âtextâ:âYou are the initiator of this command chainâ}]}
tag @a[tag=Initiator] remove Initiator
good idea, will try it, thx
it worked, thx again!
/tag @initiator add Initiator",` /execute as @s unless entity @initiator[scores={q_000_postman=-2147483648..}] run dialogue open @s @p[tag=Initiator,r=5] npc_boat_no_member_1 "/tag @initiator remove Initiator"
Is it a bad idea to have a long counter score for every player in my map, say I give them a 2 hours worth of ticks counter, that constantly goes down? Does it have any effect of performance?
Barely
Anyone have a idea of how to make a stock system
Can someone explain the inputpermission command?
What specifically are you stuck on?
It can disable camera movement and basic movement
Read more here: https://minecraft.fandom.com/wiki/Commands/inputpermission
Specify the operation for the player's permission status. inputpermission query [state: state] Queries the status of the specified privilege of the target. inputpermission set Modifies the status of the specified privilege of the target. targets: target: CommandSelector Specifies the owner of the permission. Must be a player name or a targe...
Tnx
Can players' hearts be modified with commands?
health_boost effect is the closest thing
Its posible to use rawtext in th name of a mob?
Youâre looking for the âselectorâ module of the .JSON text
{âselectorâ:â@e[family=mob]â}
Just replace @e[family=mob] with your selection sequence
No, example: /summon armor_stand {"rawtext":[{"text":"h"}]}
I mean, you can make their name âhâ if thatâs what youâre asking
As for stuff like numerical values not unless you have like hundreds of thousands of command blocks for each possible name
If youâre looking to make each armorstand summoned unique
Use an ID system
What I want is to appear an armor_stand with my name or anyone's name without the need to add the name by hand.
Only with scripting
Well you could do it with commands
It would just require hundreds of thousands of command blocks
is there any chance that i can store peoples inventory?
Becuz while switching the skyblock to any game the skyblock items are coming to that game
@limpid prism
Yeah, kill them
Yeah, so kill them, structure save their dropped loot, then correspond their loot to their ID score.
And then give it back to them on reconnect
Simple
Can you give me the idea, I wouldn't mind doing a million commands
just i need command can you give
The idea is to write down every single name possible
In correlation to a tag
Or something
Then just summon based on a tag
Thatâs like asking me to count the amount of apples in your fridge
I gave you what you need to do
If you donât know how to make commands then learn them by reading
Otherwise just begging people to give you all the commands is just putting yourself into a loop of begging and then begging again
You can create death detect and save an structure whit them items when die (sorry for my english)
Uh, thank you
What? You thought I was joking about the hundreds of thousands of command blocks?
No
probably a dumb question but how do I enable the new execute in behavior packs, I changed the min game version to 1.19.70 and it doesnt seem to work
That should work. What are you attempting to run the command from?
entity events
You may need to set the entity format version to 1.19.70 or above too.
I did, but it still doesn't work
Have you enabled Holiday Creator Features for the run_command event?
I have all the experiments on
Any content log errors?
no, except for unexpected syntax error for the command
What does it say?
Unexpected "@s": at "xecute as >>@s<< at @s run"
Oh and would you mind sending your manifest?
{
"format_version": 1,
"header": {
"description": "aaaSimple Guns v1 (Development Pack)",
"name": "!!aaa§e§lSimple Guns v1! [BP] (Development Pack)",
"uuid": "6cf2b13d-e972-4bb2-a6c8-62322e5725a0",
"version": [ 1, 0, 0 ],
"min_engine_version": [ 1, 19, 70 ]
},
"modules": [
{
"description": "Addon by Redstoneweewee",
"type": "data",
"uuid": "8cfff350-9ca6-44c5-95b1-12a233da0aa9",
"version": [ 1, 0, 0 ]
}
]
}
ah I see, thanks
No Problem
Idk if it's possible with commands but does anyone know how to make a cps tester
just flex here guys
/scriptevent con:give minecraft:iron_axe{Lore:["Lore1","Lore2 but longer right?", "Yep this is 3rd one but not that big as right?"], NameTag:"My Special NameTag with some under informations", Enchantments:[{lvl:5,id:"sharpness"},{lvl:5,id:"efficiency"},{lvl:5,id:"fortune"}], damage: "95%"}
It's like NBT or loot tables with extra steps.
Loot tables really need an upgrade though.
{Display: {Lore: [...], NameTag: "..."}} To be more like Java
Also, keepOnDeath: 1b
Or just Name instead on NameTag.
Take your suggestions guys i will try to implement but we cant do bigger enchantments only vanilla ones
is uppercase better?
I think one of the biggest mistakes about NBT is that it doesn't use snake_case. The casing is all over the place. đ
That's just personal preference though.
ya
how to use command or execute to detect if you have a specific block where I'm looking? if you run a command
Introduction
This method describes how to check whether the player / an entity is looking at something specific / predetermined, like a specific entity or a specific position! â Thanks to the new execute syntax, this can be achieved in a single, long /execute command.
Note; if you're looking for a more general approach or if you wish to look-detect block types refer to #1041803976749891684
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We'll use the following subcommands to achieve our goal:
as @a at @s
to modify the execution entity and position.
anchored eyes
to move the execution position up to the players eyes.
facing <entity / coordinates>
to change the execution rotation to be facing our object / entity of desire.
positioned ^ ^ ^1
to move 1 block in the direction of the object.
anchored feet
to move the anchor back down to the players feet (due to a bug in the game which would otherwise apply the eye height modification with each position change, which we don't want).
rotated as @s
to change the execution rotation back to be the same as the executing player.
positioned ^ ^ ^-1
to move 1 block in the opposite direction of where the player is facing.
if entity @s[r=0.1]
to check whether after this back and forth we've arrived roughly back at the players position. To increase / decrease the tolerance for what is considered "close enough", change the distance parameter (it needs to be between 0 and 2, because 2 basically means "you can look in the opposite direction and it's still close enough. So realistically you want to most likely stay well below 1). To calculate the exact viewing cone angle, see below.
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€
So, to bring it all together, the full command is as follows:
:copy: Copy:
execute as @a at @s anchored eyes facing <entity / coordinates> anchored feet positioned ^ ^ ^1 rotated as @s positioned ^ ^ ^-1 if entity @s[r=0.1] run
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€
Examples
Run a 'say hello cow' command when looking at the eyes of the closest cow with the tag "target"
execute as @a at @s anchored eyes facing entity @e[type=cow,tag=target,c=1] eyes anchored feet positioned ^ ^ ^1 rotated as @s positioned ^ ^ ^-1 if entity @s[r=0.1] run say hello cow!
Run a 'say hello block' when looking at the position "10 20 30"
execute as @a at @s anchored eyes facing 10 20 30 anchored feet positioned ^ ^ ^1 rotated as @s positioned ^ ^ ^-1 if entity @s[r=0.1] run say hello block
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Calculate Viewing Angle
To approximate the distance/radius you want to use based on your viewing angle, you can use the following formula, where α is the angle that you want this method to trigger inside of, left and right of the target:
r = 2 * sin ( α / 2 )
or, the inverse to calculate what viewing angle a certain radius / distance (r) value will give you:
α = sin^(-1) (r / 2) * 2
Note; depending on your calculator you need to convert from radians to degrees.
With the above calculation the example value of r=0.1 / distance=..0.1 leaves us with roughly a 6° angle by which we can miss the exact target in either direction and still have it considered "close enough."
@limpid prism this got too big and confusing I wanted something like the old days, it worked and I could understand:
execute @s ~ ~ ~ detect ^^^1~ air 0 give @s apple
execute at @s if block ^^^1 air run give @s apple
Changes where the command runs, setting the command's position, rotation, and dimension context to the entity:
/execute at <origin: target> -> execute
This does not change the executor of the command, so @s will remain as whoever was targeted last.
If multiple targets are specified then a command is ran once for each target, setting the position, rotation, and dimension context to each target.
okay
thankys
Can someone show me an example of using /clear username minecraft:air dataHere 12 the data thing?
hi there, I m trying to run a function that executes titleraw, the problem is that I can see the titleraw being executed but without text at all, the function only have this lines:
execute as @s[tag=temple_citzen1] run tp @s 2402 70 -1438 facing 2402 70 -1437
execute as @s[tag=temple_citzen1] run titleraw @s actionbar {"rawtext":[{"text":"§6Text to be sent §c§lCity!"}]}
execute as @s[tag=temple_citzen1] run tag @s remove temple_citzen1```
and this is how the titleraw shows up ingame:
is there anything that I m missing to use it on a function?
EDIT: so I figure out that the .mcfunction files do not accept special characters, so I cannot add colors to the text I will print, any workaround for this?
Yeah, do it with command blocks
I got it solved, I had to change the encoding to UTF-8 on my editor, now it works
Why does this work in the new execute format type
/execute as @s at @s if block ~ ~ ~ leaves run say hi
but this doesnt in the old execute format type
/execute @s ~ ~ ~ detect ~ ~ ~ minecraft:leaves 0 tp @s @p
leaves
curious how that works
do you link it to a script and pass the "NBT' as arguments?
Yes I have that
i am working on it đ
Yes, not all NBT, but at least some can be modify
minecraft:leaves â> leaves
Yes that doesn't work too
0 means oak leaves,
You also detected ~~~ meaning inside leaves not on leaves, are you inside leaves?
My custom entity is inside leaves.
It works with any other block
Except leaves
What are the kind of leaves that itâs in?
Oak leaves
Just placed on the ground.
How do I make a pickaxe only able to mine stone
I downgraded mc and the following command worked for me:
execute THECRUMEBELER1 ~~~ detect ~~-.1~ leaves 0 say e
Why would -.1 work?
Because it detects down .1 of a block as to not detect it as Iâm falling only when Iâm on ground level
I canât exactly get myself inside leaves without filling or pistons and stuff so I just did this
Oh
None of those work?
Is the hitbox of the entity actually contained entirely in that egg or is it somewhere else
This code works with all blocks
Except
Leaves
is there a way to locally change water color without changing biome
I know fogs exist but that doesnt change the surface color
does anyone know why the command does not work even if the scoreboard pinkDeaths is greater than purpleDeaths ?execute as @s if score @e[type=armor_stand,name=pink] pinkDeaths > @e[type=armor_stand,name=purple] purpleDeaths run function purple_win
Is it possible to make a title with a number of the scoreboard points of some1? like if i have 4 points in a objective do a title command with that number
/execute as @a run titleraw @s actionbar {"rawtext": [{"text": "Scores: "}, {"score":{"name": "@s", "objective": "value"}]}
doesn't works
Did you make the scoreboard?
He mistyped tellraw instead of titleraw
Oops, mistyped, sorry for that
np
Is there some better way to run as at some entity than as @s at @s
None that I know, but you doesn't need both always, you can use one of that in certain command and uses
yeah ofc, but there should be a combined if you want both
Did you manage to work this out? I might be having the same issue.
Yes
I just had to add a c=1 to the selectors and it worked.
Ah worked it out I had to include a c=1
ah
yeah thanks
Its annoying that it doesn't give you an error
Yes, I was about to give up when I saw that everything seemed to be fine but did not work
I thought i might have uncovered a bug :)
I think we did, you could report it on the bug page
How do I make a function using new execute?
Make version 1.19.50+
If you also want block states the. Youâll need to use 1.19.70+
But they changed some stuff about block states in later updates
So you might just want to go the newest version
But formatting might be a bit confusing
Cause the api changes like every half a second for no reason
How do I change the function version?
Might still be worth making a report requesting they show an error message.. đ (I can imagine a lot of people running into this issue and losing their mind lol)
yep
how do i make both titles commands show without deleting the 1st one?
is it possible with titleraw?
Try leaves2
I made this function to detect when the player dies, spawning a mob I created, but spawn more than one
can anyone help me to fix this
Turn on instant respawn
New syntax
tag @a add dead tag @e[type=player] remove dead execute at @a[tag=dead,tag=!still_dead] run summon pbmc:player_skeleton tag @a add still_dead tag @e[type=player] remove dead
Old syntax
tag @a add dead tag @e[type=player] remove dead execute @a[tag=dead,tag=!still_dead] ~~~ summon pbmc:player_skeleton tag @a add still_dead tag @e[type=player] remove dead
This is exactly what heâs already done..
I already did that but still have the same problem
I fixed the function. I used tags to only summon the skeleton if it has the tag and then add the tag to limit the amount
Anyone happen to know of a table with the potion data IDs. I need for a recipe and can't figure it out by going through all the command gives... I need potion of weakness
why is /gmc and /gms actually a command
Cause they wanted it to be a command
How do I detect if there is no armor equipped on the player, using [hasitem={}]?
Use quantity=0.
Is there a way to check if there is a specific item in a chest? I have tried looking at tutorials on YouTube, but they are all for Java or from before the time when the /execute command was changed. It keeps giving me a syntax error message.
testforblocks is the most similar you can get
/execute if blocks
Testforblocks is going to get removed so probably donât use that
Iâve tried /execute if blocks, thatâs the tutorials I watched but they didnât work. It may work with something other than a chest thoughâŠ
From where you got testforblocks gonna get removed ?
Not remove, but deprecated
ah
oh dang
whats it being switched over to
or the alternative for it
There already has been an alternative for it
o
execute if blocks
thanks
For some reason people donât know that ârunâ isnât an essential part of execute
Thought I donât see why you wouldnât use it
I'm slowly getting used to it
Actually that came out wrong
I should say ârunâ is optional*
Itâs very much essential
Ah
That behavior isn't as useful on Bedrock since there's no /execute store.
When we discussed this with the Java devs, the idea was to store the result of /execute if|unless or other subcommands. The only limitation is that it would take the result of the last subcommand.
For example, here's a way to get the total number of players in a single command:
execute store result score player_count temp if entity @a
At least, I believe that was the intention. Its been years.
andddd this has what to do with ârunâ being optional and âif blocksâ being a replacement for /testforblocks?
Mostly with run being optional.
It used to be required back when /execute was being reworked on Java.
I mean yeah but this is bedrock
I know, but they ported the same behavior.
I could see it being useful in command blocks though.
I just donât really understand what youâre responding to and whatâs your point
Because ârunâ is very much essential in like 99.99% of execute commands
I'm trying to explain why it exists because we're partially responsible for this behavior.
So what were you saying wasnât useful here then
Because ârunâ is very much useful after execute
Otherwise it would just be a weird way to rewrite testfor and testforblocks
I think we're both misunderstanding each other.
Seems so
As I said, I'm just trying to explain why that specific behavior exists. In most cases, run is necessary.
Oh I see
Yeah I kind of misread âbehaviorâ as something else
Honestly I shouldâve probably known what you were talking about considering I used to do java commands
It's fine. At least the confusion seems to be resolved. đ
like loot crates?
you can use pigs 
just like no entity using scoreboard
well you can use fake players then
just randomise a scoreboard value and then whatever that value is give the player a predefined packet
Use structure blocks
execute if blocks ~~~ ~~~ ~~~ all run scoreboard randomCrate random 1 10
execute if scoreboard randomCrate random matches 1 run structure load "structure name" ~~~
execute if scoreboard randomCrate random matches 2 run structure load "structure name" ~~~
...
o
Thereâs a toxic rain command???
Thatsssss not how it works, rain is purely a visual particle it doesnât have a hitbox so you canât detect if it hits the player only when there is rain
Though I only know how to do it in scripting, not sure about commands
okay but how do you detect rain?
oh how do you detect changes?
and you prob can with daylight sensors since they can sense if rain is there because it inflicts the daylight
ah trueeeee
ah i mean it sounds smart with what we have
haha
could detect fire being extinguished
Is there a syntax error?
execute as @a[scores={tpa=${tpaId}, name=!${sender.name}}] run tp @s ${sender.name}
yeah it seems you put the name argument in the scores dictionary change it too
execute as @a[scores={tpa=${tpaId}}, name=!${sender.name}] run tp @s ${sender.name}
Ohh, Thanks! I never would have caught it
yeah it gets confusing if you add extra brackets in there thats not gonna be for the command i would suggest writing the command first with placeholders and then adding the actual things in to avoid future errors
can mcfunctions not use execute?
they don't load or reload if I add an execute command (execute as @e[r=16] at @s run tp @s ~ ~ ~1)
What's your min_engine_version? It needs to be 1.19.50 or higher.
who does the r=16 refer too? the caller of the function?
If anything is off in the mcfunction, it will not load
is that the only thing in there?
The caller
thank you! that fixed it
with the /camera command how would you rotate the camera so that its looking back at you,so kinda like third_person_front but looking back at you no matter what direction you are looking?
is it still a min_engine_version issue if the command i'll add after won't work? i updated the min engine version to 1.19.50
execute if block ~ ~-2 ~ piston ["facing_direction":0] if blocks ~8 ~-8 ~8 ~-8 ~-8 ~-8 ~-8 ~-9 ~-8 all as @e[x=~-8,dx=15,y=~-8,dy=15,z=~-8,dz=15] at @s run tp @s ~ ~-1 ~
nvm
i am moving a command block with clone and telling it to move me with tp
and it was cloning itself before it was moving me
so it didn't move me
is there any way to remove the "you have been teleported to: ..." notification when using tp?
like gamerule commandblockoutput false but for tp notifications
nvm again. it's gamerule sendcommandfeedback
what command to start raid in a village
execute as @s[scores={commandblocks=1..}] positioned as @s run function checks/optional/nocommandblocks
Anyone know why this is reporting an error with as on 1.20.0?
You doing it on a realm?
BDS
For some reason when I do camera commands like this in a function file, it doesnt like ease / move slowly, it just instantly puts my camera there, but if i were to run this in a cmd block, it'd ease properly
Are you running the command every tick?
I dont think so, it only runs the camera cmd when the players score thing is '80' and it goes down by 1 each tick
so i dont think it can run every tick
I think for the new execute or new commands need to start with /
no functions arent allowed to have /
âpositionedâ argument in execute is broken on realms
Also just use âat @sâ
Yea I swapped it out.
Must be the same case for BDS as well.
Seems like it
which command starts raid on a village
Put the bad omen effect
I think theres a weird bug, where if you have a /camera command running while the player is constantly being teleported to themselves/in the same spot to prevent them moving. Any 'ease' animation thing with the /camera command just wont play, itll basically skip the slow moving camera thing... idk why this happens but is there a reason for this?
why when running
/execute as @a if block ~ ~-1 ~ air run effect @s jump_boost 1 2 true
in chat it work but when putting it in a command block don't work
failed to execute 'effect' as null
changing "at" with "as" give
excute subcommand if block test failed
add at @s after as @a..... in chat since you typed the command the postion is known. It is not assumed in a function file, you have to tell it.
is this true?
@s has trouble In command blocks
sorry but I didn't understand what you mean
the solution
This is what I'm working on : p
dont try to use chatgpt it will only spread misinformation
yeah but in my case i have to test if the information is correct or not
the AI was trained on data from 2021, so it is not familiar with the latest commands syntax
but the new excute command syntax is similar to the java one. so asking the AI dose help sometimes
theres a thing thats called, asking the community :3 has a practically 99% to give you correct info
This command works
/execute as @p[tag=hole_one,tag=!hole_two] run tellraw @a {"rawtext":[{"text":"§dGo to hole two"}]}
But when I use the old syntax in an animation controller it doesnt:
"execute @p[tag=hole_one,tag=!hole_two] ~ ~ ~ tellraw @a {\"rawtext\":[{\"text\":\"§dGo to hole two\"}]}"
Anyone knows whats wrong?
i did ask
ah okay
question how optimized are mcfunctions
in what way?
and compared to what exactly? because it should be more optimised then command blocks
I said animation controller,
I have an old format version so the old execute still works
Ohh
compared towards cmd blocks
Do you know what's wrong?
what's the cmd supposed to do
When one of the players in the map has specific tag run a tellraw command
It should work
But, I'm not familiar with the animation controller thing
"/execute @p[tag=hole_one,tag=!hole_two] ~ ~ ~ /tellraw @a {\"rawtext\":[{\"text\":\"§dGo to hole two\"}]}"
maybe
or just double \ it.
{\\\"rawtext\\\":[{\\\"text\\\":\\\"§dGo to hole two\\\"}]}```
No
Well the command itself isn't wrong either, so it's probably the animation controller setup.
Why does positioned break if its not the first in the chain /execute???
is it on the realm?
Cause realms are dumb
Yes
I guess that means I need to do /execute at <selector> run /execute positioned ~~2~ run .... lmao
titleraw @a actionbar {"rawtext":[{"text":" -=-§lâąÂ§aSky§bGen§l§râą-=-"},{"text":"\n§dName§r : §a"},{"selector":"*"},{"text":"\n§dBalance§r : §a"},{"score":{"name":"*","objective":"money"},{"text":"\n§dBank§r : §a"},{score":{"name":"*","objective":"bank"}]}
What is wrong in this?
Whats the new command for tippet arrows????
@glass wave /titleraw @a actionbar {"rawtext":[{"text":" -=-§lâąÂ§aSky§bGen§l§râą-=-\n"},{"selector":"*"},{"text":""},{"text":" \n§dBalance§r : §a"},{"score":{"name":"*","objective":"money"}},{"text":" \n§dBank§r : "},{"score":{"name":"*","objective":"bank"}}]}
Like to do what
Is it possible to identify if you are in the first or third person?
It depends on if they changed it or you changed it
But currently the only way is to forcefully set their perspective using /camera to know for sure since then you would be able to control it.
Is there a way to /give armor w/ different trims etc.?
I assume there is I just have no clue where to find these json component things.
Possible only with script
Script even can't detect if you're on FPP or TPP
what is that?
First Person Perspective and Third Person Perspective
xd, I misspell it
Huh
Probably more of a c++ thing, gamesource ect
I found a video on the game source and it has game mode
It still works
mine doesn't work đŠ
That's Java mod
Script API has Game mode too
/execute as @e[c=1,type=item,name=Coal] if entity @e[type=item,name="Iron Ore"] run /kill @e[c=1,type=item,name="Iron Ore"]
Is this unoptimized
that's a lot of @e checks in one command
how often will it be run?
also remember, for every @e a puppy dies
how many has minecraft killed till today? đą
ok but like:
RUAA0:
execute as @e as @e as @e as @e as @e as @e as @e as @e as @e as @e as @e as @e as @e as @e as @e as @e as @e as @e as @e as @e as @e as @e as @e as @e as @e as @e as @e run summon wolf
Run it đ
what can /camera do rn?
Hi , Does anyone know why my scoreboard appears next to my name? how can i hide it?
/scoreboard objectives setdisplay belowname
is there a reason /ability doesn't work for me even though i'm oped in my single player world?
does /ability pop up as an autocompletion in chat?
Turn on Education edition in your settings
it didn't but education edition fixed it
Is there a way to /summon firework but include NBT data?
Structure Block doesn't store firework data at all
are there better ways to target entities other than players?
not to my knowledge, but what you can do is structure load a dispenser with fireworks then activate the dispenser
Sometimes there are other logical ways to go about a problem that's more optimal
@e[type=!player]
?
that will kill a puppy though
i guess I can just go with it at see if it lags too much
That woujld be family=!player
is there an accurate way to make you replace the blocks where you're looking at and not air with a function of execute commands
from a static position
Does anyone have a jump detection system? Try this, however, if a person stands on the edge of the block and gradually moves to the center, continue giving the tag.
execute as @a at @s if block ~~-1~ air if block ~~-1~0.26 air if block ~~-1~-0.26 air if block ~0.26~-1~ air if block ~-0.26~-1~ air run tag @s add jump
execute as @a at @s unless block ~~-1~ air unless block ~~-1~0.26 air unless block ~~-1~-0.26 air unless block ~0.26~-1~ air unless block ~-0.26~-1~ air run tag @s remove jump
Is there a way to set something on fire with commands other than setblocking it with fire?
?
like damage @e[r=10] but to light them on fire instead
it damages them, but it doens't light them on fire
Yep
I just want to light them on fire
that might work
I'll make the air into a fill to catch entity movement
there's no way other than setblock though?
execute at @a[tag=target] to catch them lol
Use scripting?
There's a dumb way to do it without setblock but its very unreliable
And not really multiplayer friendly
Without scripting
Spawn an invisble zombie near the targer
/replaceitem to make the zombie hold a sword
/enchant to give the sword fire aspect
/damage and the source is from the zombie
then kill the zombie + sword
lmao
Like I said, not really a clean method
at that point I can just make the entity I'm running the command from attack it
that's funny though
it would be even funnier if it wasn't invisible
đ
thanks for the help!
DISCLAIMER!!!!!
@dense herald
This method doesn't work
I just tested it
LOL
Time to report this as a bug. /damage doesn't respect entity's item enchantment
i tried it too
i got it to work by just having the entity attack
I'm about to test it out with area attacks
Is it possible to use the new execute in the animation controller bp or just the old one?
Area attack doesn't work with equiped items
will depend on your format version
Why does the /camera command with the 'ease' thing not work if the player is being teleported to a certain spot.
Say I want the player to stand still on the spot and do a cutscene around them with the camera command, it doesnt like 'slide' across with the ease thing, it kinda just teleports/instantly switches to the coords set for the camera...?
Are you executing the command based off the play or predetermined spots?
Because I donât think you know what the âeaseâ part of /camera actually does
this is something like what some of the cutscenes look like
this works completely fine for everyone, but people that are being constantly teleported to the same spot
Why not just use inputpermission to turn their movement off
whats that?
thats a command?
Yeah
It allows for you to disable their movement and I think camera movement too
and back on after
Yeah
ok ig il try it
why yhis is not working?
"execute if block ~ ~ ~ k:puerta_tenida_azul [ 'stylax:facing_direction' : 0 ] run setblock ~ ~ ~ k:puerta_tenida_azul [ 'stylax:facing_direction' : 3]"
I don't understand new execute
"run_command": {
"command": "/execute as @a at @s if entity @e[type=item,name=Cobblestone,c=1,r=6] run function drop",
"target": "self"
if a player is running that command, should it be ~ ~-1 ~ under the feet
?
Check the format version of the file and pack... 1.19.50+
How is your cmd not working,.,, error or not finding the block. The ~ ~ ~ position is at the knees of a player, is the block supposed to be there? Is it a bush or something?
oh and also, there is no reference point.. if that command was not ran by a mob, then ~ ~ ~ is referring to spawn
Can someone help me with the syntax on this selector?
I want it to target regular arrows only, not effect arrows
@p[r=2,hasitem={item=arrow,location=slot.hotbar,quantity=1..}]
Check your manifest version
You need min version 1.19.30 iirc in order to works with new execute
See if the data part of that command is working now. Whatever the data number for the give command,.... and I am thinking it would be zero anyway
it is 0
do you mean like @p[r=2,hasitem={item=arrow,data=0,location=slot.hotbar,quantity=1..}]?
ty!
I didn't see that there was a data part
yea, but it was broken for a while... may be fixed.. one way know for sure is to try out... even with other stuff not zero to see
it works as far as I can tell
do you know if it's possible to check two items at once with hasitem? for example, if they have a torch in the hotbar and a bucket in the hotbar in the same target selector?
I think just add another hasitem on the line, just like you can check for multiple tags
thanks!
same error đ
manifest? and take out the slash.. not needed for run_command and may cause error @dusky vortex
Only way to get that error is for something to not be 1.19.50+ That is what can recognize the new execute.
Ok Ill try
Ok didn't know about "min_engine_version" đ
This cmd
when my friend rejoins
Redstone doesnt turn off from the cmd block source
so it wont add a score
if its in a repeating always active command block it will constantly output the amount of players in redstone strength
if you want joining specifacly you'd need to do
/execute as @a run scoreboard players add playercount objective 1
every tick, and just see if the value has decreased if it has decreased somebody must have left
if you want a simpler version you could attach an observer to redstone dust of /testfor @a
but that looks for changes in player count and not joinage
thanks
np
why doesn't this command work?
/execute at @e[type=thrown_trident] positioned ~~~ run execute at @p positioned ~~~ run summon creeper ^^^4 ~~ minecraft:start_exploding_forced "§c§lBob the Bomb"```
what the @p
U didn't declare what entity is execute as so @p isn't valid
Wait
It works just fine
I've just tested it
Why does a lot of it seem redundant?
ir works in world but not in realns
Yeah
realm is quirky
/execute if entity @e[type=thrown_trident] at @a run summon creeper ^ ^ ^4 ~ ~ minecraft:start_exploding_forced "§c§lBob the Bomb"
This will work too
This will make it so that any player get near the thrown trident (4 block radius) will get a creeper spawn right in front of them
ok ill try it
Is there anyway I can 'lock' a scoreboard to net let it go to negative numbers under any circumstances?
Setting the scores under ..-1 back to 0 on tick.json is too slow for my needs
do that check everytime you change the scoreboard then, otherwise it cant be faster
uk why this code isn't working
/execute at @a run execute at @a[r=3] if block ~~1~ chain ["pillar_axis" : "x"] run playanimation @s animation.player.zipline```
May help if you explain what you are trying to do because two at @a are not making sense. Are you trying to run this command on everyone for everyone within 3 blocks of them? At least change 1st at @a to as @a at @s.... but the 2nd one is gonna catch the person running the command... that is why best to explain what you are trying to do, so the solution can be given which may be totally different
ok so its trying to do when a chain is above u u play the animation
execute as @a at @s if block ~ ~1 ~ chain......
by why the r=3 from before...?? what did that have to do with it?
if that does not work try
execute as @a at @s run execute if block ~ ~1 ~ chain......
Help, how acceso to chest folder on loot_tables, i try it but make error in chests "/" bastion_teasure
/loot spawn ~ ~ ~ loot chests/bastion_teasure chest
Wrap the chest/bastion_treasure with quotes (")
/loot spawn ~ ~ ~ loot "chests/bastion_teasure" chest
I see, thanks
You might be able to use scripting if you're not restricted to non-exp?
Is there a way to convert scoreboard to number to use in other command?
like /tp or /fill /setblock
I made something using ScriptApi and want to port it using Addon-only
But I cant do calculation or variable storage using Addon
Isn't script api part of addon, wdym?
Make the fire ball entity spawnable and summon it on your targets
Like Addon without script?
How do you prevent a player from moving using commands? Slowness 255 could do this but players can still jump.
A looping tp command makes me only face one direction
execute as @a at @s run tp ~ ~ ~ ~ ~
Trying this right now, thanks
five tildes?
3 for current location, last 2 for current rotation
Ah ok
Idk if it's works, I forgot
Gon try it rn
/inputpermission
Lemme rephrase
I need to keep an entity in place. How to do it with commands.
Ur question is player
Ok I'll try your solution, rq
For entity then just remove its AI
You can do that? I thought only java could
With commands I mean
Ah ok
If u want to disable the ability to even move the camera around
/inputpermission set @s camera disabled
Change the "disabled" to "enabled" so they can move around lol
This works with tag selector too right?
Ok then. Thanks for answering!
lol
STOP
lEL
đ
hi there, why this command is not working? it return error/execute at @a positioned ^^^1 run tag @p add testany idea?
and what is the difference between ^^^ and ~~~?
^ is for facing and ~ is for location
This should work, if you are running it on a function, your manifest min engine version might be too old, which will cause on new execute syntax being invalid
1,
19,
70```which version should I use?
I feel like that one should work⊠but I recommend you using latest one anyway, 1.20.0
What is the error?
The only error I could see happening is if you run the command twice, the player you are targeting will already have the tag and thus fails to give the tag.
syntax error
try ^ ^ ^1 instead.
It should work, the syntax is correct
Though it should work^
nothing... when I type it doesnt give the option to use ** ^**, only the ~, is it normal?
ah I think thats normal
I don't believe it will autcomplete ^
yes on 1.20.1
May you try restarting the game?
try /execute as @a positioned ^^^1 run tag @p add test
I ran your command on my end and I received no errors, got the tag
And I directly copied and pasted it
same error
weird, because even using the ~ return me the same error
I have rebooted the server and client to test with the min engine 1.20.0 just now, and nothing yet
I really have no explanation, since it works just fine on my end
what could be an alternative option to tag an entity that is front of me and remove an tag when this entity is not on front of me?
Well, an alternative could be;
execute as <target run tp @e[type=armor_stand,tag=dummy] ^ ^ ^3
execute as @e[tag=dummy] run tag @e[r=1.5] add Target
Not sure about an alternative for removing it though
I need help, need test entity in ^^^1 anchored eyes but i cant use positioned, its bugged, something know other way to make test?
execute as Angel136381 at @s anchored eyes positioned ^^^1 unless entity @e[name=cabezaTest,r=0.01] run title @a actionbar NO
I think you meant to type if entity
/execute as Angel136381 at @s anchored eyes positioned ^^^1 if entity @e[name=cabezaTest, r=0.01, c=1] run title @a actionbar NO
This can also work but you will need to add c=1 to the selector argument
c means count/choice
Positive integer will target closest
Negative integer will target furthest
When the new execute syntax received an update we could only testfor one target at a time
no, the problem with servers >>positioned ^^^1<< error syntaxis
Afaik.. positioned should accept both relative & local coordinates (just not in combination)
How to emulate pauses in functions?
As I said before, it is a bug in the server, the command works correctly in a lonely world.
Ah ok, the first time I thought it was jusy your syntax error
bump
Ok Im gonna make a post
is there any way to change the name of an armor stand in a scoreboard list?
I know it is a unique identifier that displays in the list but would love a way to change the name...
no you cant but if you want names to show up use fake players and just constantly set their value to the one of the armor stand
can you do fake players without an addon? ie summon an entity or is there a fake player pack
yeah, fake players are a vanilla thing
not to be confused with simulated players
I have been not paying attention
fake players are just a name which holds a value on a scoreboard
How do you add a fake player
just use text instead of selectors
/scoreboard players set fakeplayername someobjective 10
Thanks. Got it sorted for what i needed
Which one is more efficient (not effecting performance)? Scoreboard or selectors
On what use case?
I have a lot of commands that use the execute if entity @e[type=player, tag=thing]
but I'm wondering if I restructure my system to use scoreboards instead
execute if score
would it make the game perform better?
This is one of my controllers that I have
I have many more for different aspects... but it's all selector based reference
If I were to change these to scorebased, just curious if it would help performance
you can defintly remove the if entity check completly and just move the selector into the at so
execute at @s[tag=archer] run function effects/archer
good call, made the changes, thanks!
if you mean switching from tags to scoreboards i think it will defintly be a great idea because it makes things easier and becomes much more flexible
titleraw @s title {"rawtext":[{"text":"§eStat Adjusted"}]}```
I have these two titleraws
How come the score is not being shown?
because you're not using a score part anywhere
you just copied that of a website right?
same format as titleraw, but shows how to add the score
execute as @a[scores={short_tick_timer=19..}] at @s run function controllers/controller_effect
execute as @a if score @s short_tick_timer matches 19.. at @s run function controllers/controller_effect
Both of these should do the same thing. Which one is more "standard" or optimized though
both are the same you wont notice any difference, and you need to stop worrying about optimising because those changes are less than 0.00000001 miliseconds
that's what I was looking for, if it was worth it or not. didn't know it was that insignificant.
I prefer shorter, correct and to the point.
Donât give out false information lol
Itâs definitely less than or equal to 1 tick but thatâs all I can say with full confidence
However at that point the delay is extremely insignificant though no actual research has been done on it
wdym? what part about what i said was wrong
You said the delay is less than 10 nanoseconds. Although most modern computers are able to carry out an instruction in around .33 of a nanosecond with things like multi core processing, that doesnât mean a command in Minecraft will also run that fast. Heck, even an input such as from a keyboard or mouse takes a minimum of a few tenths of a millisecond to a few milliseconds. Just finding the files in order to execute the commands would take more than 10 nanoseconds
yeah but i meant you wont notice any difference because the commands are very similar and you really shouldnt notice any difference
I get that but probably not the best idea to put out a number that isnât real
yeah but are you really gonna notice the difference betwenn 0.00000001ms and 0.0000001ms
Can I tag an entity that gets shot by a player arrow?
or rename it
any target selectable property
you cant rename any entity
and you can only track arrows with inaccuracys
Maybe the difference is important to me đ€·đŒââïž
what is the command to make the animation of "eating grass" of the sheep?
should be animation.sheep.grazing
yes that works, and yes it looks terrifying
well uh
Enderman but is a player
looks like a Dullahan haha
Yes
Using BPAC
When on_hit run event to trigger BPAC, then BPAC will run cmd /tag @e[r=....]
we can use
execute as @a at @s unless block x y z block1 unless block ~ ~-1 ~ block2 run ...
to check if non of those blocks is in x y z
can we check if only one of the tow blocks is in that position?
if block1 or if block2 do...
with one command
I don't believe you can but try something like this:
scoreboard players set @a temp 1
execute as @a at @s unless block x y z block1 unless block ~ ~-1 ~ block2 run scoreboard players set @s temp 0
execute as @a[scores={temp=1} run ...
on_hit event? If you don't mind me asking? What's that?
In Minecraft:projectile has a sub parameters call on_hit
Check the doc
I see. Okay
thank you very much my good man đđđż
on_hit as part of thebehavior.melee_attack? I tried it earlier and on_hit/on_kill didn't seems to work with the player
I don't think I got any behavior components working. players only work with a few regular components
How i can use jigsaw block in bedrock
idk why you specifacly responded to me but afaik my friend once told me they dont work, but they could have been wrong havent been able to make it work yet
did you manage to actually use it?
No
From what I understand. Memory caches it, once you leave the world (or maybe it's restart the game) it will no longer be saved. Disk saves it to the world.
There's also a third option which is exporting it to a BP and being able to load with a function or just the /structure load command
alright thanks
How do I test for netherite armor with the silence armor trim?
(Doing this in .mcfunction)
inside a container or what
Armor slot
Because if youâre asking about on the player you should know thatâs impossible
.
What about the inventory instead?
both are the same so no
is there a way to execute a /fill command to break all blocks unless bedrock?
you might just have to summon an entity for each column of blocks and use an execute unless command to delete blocks
How do I add a tag to a player past 1000 blocks from spawn?
Execute positioned (spawn coordinates) as @a[rm=1000] run tag @s add âŠ
No way to do it without constant spawn coords?
Well you can spawn an entity and execute at the entity instead
jigsaw blocks don't work
Using ScriptAPI then
1000 block will be really laggy if u used cmd
Alright
Does testforblock x y z bed ["occupied_bit"=true/false]
Not work
I get an error for both true and false but when I remove the occupied state it works fine
Is that all the blockstates for the bed
There are 3
Then thatâs why
Is there a way to wild card
No
Uggh
Yeah... Looking for a clean way to check bed occupied in scripting api
And this doesn't look clean
Wdym doesnât look clean
If you want to search a few blocks around the player you need to check directions, head foot, and blocks to check that 1 bit
So it is a lot to check
Are you trying to make one player sleep or something
why does the block execute the command only when the player is in the green glass blocks
command: execute as @e[y=~,dy=5,family=!knockback] at @e[y=~,dy=5,family=!knockback] run effect @s slow_falling 1 1 true
I want it to execute only when the player is above the block
#1) overcomplicated, can simplify with:
effect @e[y=~,dy=5,family=!knockback] slow_falling 1 1 true (not that I am saying this does what you want, just that this is all you needed for what you wrote)
#2) who runs this command because I see nothing about a block type
the event is run from the white block in the image but the y and dy detection is messed up
"run_command": {
"target": "self",
"command": [
"gamerule sendcommandfeedback false",
"execute as @e[r=1,y=~-1.25,dy=1,family=!knockback] run particle le:mob_particle ~ ~ ~",
"execute as @e[r=1,y=~-1.25,dy=1,family=!knockback] at @e[r=1,y=~-1.25,dy=1,family=!knockback] run summon le:mob",
"effect @e[y=~,dy=5,family=!knockback] slow_falling 1 1 true"
]
}
if the white block is in the middle of that, then so is y=~-1.25,dy=1
ye but it covers an additional layer of blocks for some reason
this is how it detects
and this is how i want it to detect
green glass and detecting is not translating for me.... I do not know what you are trying to do based on the pictures
green glass is block coordinates where the player needs to stand in order for the command to run
then add x=~ z=~ dx=0 and dz=0
but your command is still over complicated, you do not need all that... just the selector on the effect
What did they do to mess up the /tp command, i cant make projectiles using like armour stands or bats teleporting ^^^0.5 forwards anymore, it just always goes like east/same direction it spawned in, even when i spawn it and make it face ^^^10 forwards, (this all worked before 1.20.10)
I put a post up in #1067869288859447416 so if yall can help thatd be appreciated
can u send me a working example
or try this in a command block to see that it still runs the command when im next to the block when its supposed to run it only when you're inside the block:
execute at @e[x=~,y=~,z=~,dx=0,dy=0,dz=0] run summon fireworks_rocket ~ ~3 ~
"run_command": {
"command": [
"execute align xz positioned ~.5 ~ ~.5 run summon md:holo
]
}
}```
whats the issue with this?
I want to deal damage to all entities that are within 6 blocks of me, in addition to dealing damage to all entities that are 12 blocks above me
/damage @e[x=~6,y=~0,z=~6,dx=-3,dy=12,dz=-3] 25
for some reason this doesn't work, it keeps removing the player as an axis
it doesn't happen in my radius just in a coordinate close to me
;-;
/damage @e[r=6,dy=12] 25
does not work
what if you did... execute as @e[x=~6,y=~0,z=~6,dx=-3,dy=12,dz=-3] run damage @s 25
though the other was reasonable
does not work in the radius of the player
who is running the command?
player
chat or entity
using only the radius you can't put a greater height because it increases everywhere
/damage @e[r=6,dy=12] 25
the one I said to try was not radius
đ
does not work
I want it to be within the radius of an entity
put your x y z to 0 and use dx dy dz to move out... but that is one direction
u need more commands then
wait
is there a way to test if that is doing the rectangle correctly...
I need to make a damage rectangle in a radius
if i use dialogue open on two players and run commands with @initiator, does it affect both of them? or is it seperate for each one like @ s
separate
help?
hi
does anyone know whats wrong with this cuz all my maps arent gona work until this is fixed đ