#Commands General
1 messages · Page 4 of 1
No, unfortunately not @devout marlin
you can use #1067869374410657962 for fading
Can I execute a console command on a player which is offline will the command work?
no
Is there a command that when you interact with a Block your hunger will be satisfied, like Cakes
You eat it piece by piece, this is done with run_command, right?
just give yourself the saturation potion effect lmao.
There is no way to detect clicking a block with commands, so that task turns impossible with only commands.
Where can I get information on the /camera command
in game /help
and in-game autocompletes
Or just use google
Autocomplete?
Is that on mobile
I mean the command suggestion when typing things.
when you type /give @s you should see a variety of item IDs you can type in as a guide
Oh ok
I need help
someone help him
Has he been helped
Yh
How many letters are allowed in a scoreboard objective?
iirc 32.
But that is just in the name. If you do something like;
/scoreboard objectives add “32_limit” dummy “there is no limit at all”
The text after dummy does not has a limit. I don’t think this has changed.
So the display name for the scoreboard objective has no limits? Can we read that with scripts?
It should not. I doubt the display name is readable through scripts, because when you add a score to a player in a scoreboard you use the scoreboard name, not the display name
thanks, I'll remember it.
( can't change the displayName through scripts tho... sad. )
Oh cool
What's the id sound of when an axe stripped log?
And an id sound of when a tools break?
As I researched, I've seen this:
item.axe.strip
But it doesn't work in /playsound
Ait thanks
"run_command":{ "command": [ "summon artillery:mortar_ball_shooter ~~~ 0 0 minecraft:on_degree_80" ] }
[json][error]-Sintax error: "0": unexpected in "oter ~~2~ »0« 0 minecra"
[Commands][error]-Command response could not compile commands
"run_command":{ "command": [" summon artillery:mortar_ball_shooter ~~~ 0 0 minecraft:on_degree_80" ] }
missing ""
It's right in the document, but here I just wrote it down and ended up making a mistake
i can't work this command in my minecraft its /execute @e[type=snowball] ~ ~ ~summon lightning_bolt
try /execute as @e[type=snowball] at @s run summon lightning_bolt ~~~
is the run command event response still experimental?
yes
set a property and check for it in an animation controller
hello everyone!
Is it possible to make it happen?
/tp @... moves me between dimensions without needing an object?
That is, I move from one dimension to another by writing the coordinates I want to move to and writing the dimension.
is that possible?
/execute in dimension …
thanks
how dose the structure load command work exactly
structure save test x1 y1 z1 x2 y2 z2
structure load test x3 y3 z3
how dose the game decide what corner to use in x3 y3 z3
the smallest coordinate or what
nvm
Starts loading from the most negative part of the structure
least is a better word but ya
yep
can you open npc dialogues without having npcs in the world?
How do I make it so that last command block activates with how many ticks is set instead of ignoring it when I'm using a repeat always active as the first command block and the rest is chain conditional always active
the second chain command block is making it so that the repeat command block isn't activating anymore
use a scoreboard to delay it.
(no delay)
(delay)
The chain command block activates every tick regardless of the delay set. 
because it follows the activation behind it. 
at the same time, if
stopped activating,
will keep activating according to the amount of tick delay it has, before it actually stops.
Hi all, is it possible to use a custom food item to spawn loot when consumed? Having trouble building the event part.
"minecraft:food": {
"nutrition": 5,
"saturation_modifier": "good",
"can_always_eat": true,
"using_converts_to": "minecraft:glass_bottle",
"on_consume": {
"event": "loot"
}
}
{
"loot": {
"target": "player",
"run_command": {
"command": [
"loot spawn ~~~ loot \"my_loot/loot\""
]
}
}
}
Replace "my_loot/loot" with the location of your loot_table, do not put "loot_tables/" or .json as it is not necessary.
Why can't the other 3 sources of documentation say that... Thank you so much!
I reworked my item to place a block, and the loot table gets pulled when you break it. It works, but will definitely be going back to this method, just feels so much more genuine.
Could someone help me convert these to the new executes please
execute @p[rym=135,ry=180,r=5] ~~~ execute @e[tag=moveable,r=4] ~~~ tp @s ~ ~0.25 ~0.5
execute @p[rym=-45,ry=45,r=5] ~~~ execute @e[tag=moveable,r=4] ~~~ tp @s ~ ~0.25 ~-0.5
execute @p[rym=45,ry=135,r=5] ~~~ execute @e[tag=moveable,r=4] ~~~ tp @s ~0.5 ~0.25 ~
execute @p[rym=-135,ry=-45,r=5] ~~~ execute @e[tag=moveable,r=4] ~~~ tp @s ~-0.5 ~0.25 ~```
execute as @p[rym=-180,ry=-135,r=5] at @s run tp @e[tag=moveable,r=4] ~ ~0.25 ~0.5
execute as @p[rym=135,ry=180,r=5] at @s run tp @e[tag=moveable,r=4] ~ ~0.25 ~0.5
execute as @p[rym=-45,ry=45,r=5] at @s run tp @e[tag=moveable,r=4] ~ ~0.25 ~-0.5
execute as @p[rym=45,ry=135,r=5] at @s run tp @e[tag=moveable,r=4] ~0.5 ~0.25 ~
execute as @p[rym=-135,ry=-45,r=5] at @s run tp @e[tag=moveable,r=4] ~-0.5 ~0.25 ~
I don't know exactly what this command has to do but I think it would be this
great. So ~~~ is replace by at. ok
Do you think this is as or at?
Was the command wrong? Please try again, I edited it as there was a small typo.
This is how you move furniture entities around based on which way the player is facing.
No, this command does not do that.
Do you place the block, and the entity that is placed along with it rotates to the player's side?
It does work I've use it in 4+ marketplace maps. No blocks. just entities. I've got 1 for right click/left click movement. forward back/up down/rotation and many others
This was dev before that. But that wont give you a 45 degree placement.
your furn wont ever be even
You also thinking rotation not movement
This read the players facing direction then moves the entity they interacted with forward or away from them based on left/right click
So you shouldn't use as and at
what should I use
execute as @e[tag=moveable,r=4] at @s if entity @p[rym=-180,ry=-135,r=5] run tp @s ~ ~0.25 ~0.5
execute as @e[tag=moveable,r=4] at @s if entity @p[rym=135,ry=180,r=5] run tp @s ~ ~0.25 ~0.5
execute as @e[tag=moveable,r=4] at @s if entity @p[rym=-45,ry=45,r=5] run tp @s ~ ~0.25 ~-0.5
execute as @e[tag=moveable,r=4] at @s if entity @p[rym=45,ry=135,r=5] run tp @s ~0.5 ~0.25 ~
execute as @e[tag=moveable,r=4] at @s if entity @p[rym=-135,ry=-45,r=5] run tp @s ~-0.5 ~0.25 ~
This command will be executed on the movable entity if the player @p meets the specified conditions, and based on this it will teleport to the coordinates specified at the end of the command
Is correct?
Does it affect performance alot to have alot of ticking scoreboards? say I want to create a bunch of abilities in a game, each ability having 2 scores:
- 1 For the ability in general
- 2 for the ability's cooldown (the one that will always be ticking downwards when the score is above 1)
Would this lag the game or affect performance at all if I were to have alot of these? (Im thinking like 100+ depends on how many abilities)
Also, would it lag to say, have 100+ inactive/non ticking scores on several players set to '0'
(btw if u reply to this please ping me, i dont check this server often, also only respond if you know what you're talking about, I'd appreciate if anyone could help 🙏 )
question: Is there a way to get ^^^ to use the entity direction not the player rider's? Even when I use a execute at the entity it picks up the players directions
Have you tried with:
execute as @e[type=your_entity] at @s run ...?
execute rotated as @e[]
/execute as @s[lm=10] run summon hiro:mini_jewel_zombie_hr ~ ~ ~
Because it doesn't work on the item
I've already tried with what if / in the code
Why is this not working?
"summon_a_minions": {
"sequence": [
{
"run_command": {
"command": [
"/execute as @s[lm=10] run summon hiro:mini_jewel_zombie_hr ~ ~ ~",
"/execute as @s[lm=10] run summon hiro:mini_jewel_zombie_hr ~ ~ ~",
"/execute as @s[lm=10] run summon hiro:mini_jewel_zombie_hr ~ ~ ~",
"/execute as @s[lm=10] run summon hiro:mini_jewel_zombie_hr ~ ~ ~",
"/execute as @s[lm=10] ~ ~ ~ xp -2L @s",
"playanimation @s animation.staff_attack",
"playsound mob.staff.attack"
]
}
},
What's the error?
If I'm not mistaken you need to specify Lm and L
@s[lm=10,l=1000]
You also used @s, this command would only work if used by a player. If it is used by a block or entity, use @p
And in the last command you forgot run
It's because it's an item
It's an item that you use, that's why @s
The last command execute is missing run and also those ~ ~ ~ do not exist there
Well I just found out, because that's exactly what's bugged now
"@s[lm=10] »~« ~ ~ xp -1"
09:28:26[Commands][error]-Command response could not compile commands
09:28:31[Json][error]-Erro de sintaxe: "~": inesperado em "@s[lm=10] »~« ~ ~ xp -2"
So there is no ~~~ after the run
How should my command be done then?
It depends, in this command removing xp is not necessary. But if so, use positioned ~~~ run ...
Why isn't my XP necessary?
The event of summoning the mob can only occur if the player has 10 xp levels
The xp command is already being executed in @s, it is not necessary to specify a position
But in that command you can do
execute as @s[lm=10,l=1000] run ...
What does l=1000 do?
lm and l work similar to a range, so lm=10 and l=1000 is something between 10 and 1000
I'm not sure if l is necessary, but if it doesn't work then put
I understand you say things that may not be necessary
I'll just add it to increase the line of code, good idea
Now XP is giving an error
Oh my god in heaven
It used to work so well, now it doesn't work anymore
No problem
On chat:
tp @e[type=...] ^^^102
Command Block:
execute as @p at @s positioned ^^^102 run tp @e[...] ~~~
kk
Or just do
execute at @s run tp @e[name=""] ^^^102
/execute at @s run doesn't change anything if you're typing it in chat
you sure?
@potent pine
feel free to change the selectors to just @e[type=""] i just did items and the distance of 10 just to show it works
and its a very simple command
much simpler than this is
I think you misread his message
this
102 blocks infront of wherever they are looking
this will do it
Certain. Commands written in chat already use your position and rotation, so there isnt a need for that
Unless you're changing it to something else
When i tp someone on the y command for example: tp @a ~ ~-79 ~, they get tped but they float a little before landing on the tped area, but ~~-80~ puts them stuck inside the floor block, -79.5 seems to be the best value but is this actually thr case when wanting to tp someone below but wanting them to be on the block properly?
its .5 because of the way cords work
the direct center of a block isnt 0.00 0.00 0.00 like you would think
its 0.50 0.50 0.50
Nah, that's normal. If you want a smooth landing just experiment with the y coordinate. But I would probably keep the "falling issue" since some blocks like slab, chest, and snow, have different height collisions.
Arenti just gonna wobble out of the block automatically or that isnt the case ? @thick rampart
A bit of falling is better than wobbling.
is there a way I could test for the player leaving the game in a one player map?
Can somebody save me? 🦸♂️ I'm trying to build a world where there's only zombies.
When using command blocks, I attempt to use a command block to summon a zombie at any monster location, and then a chain block to kill the monster.
Here an example:
/execute @e[type=creeper] ~~~ summon zombie
/kill @e[type=creeper]
The problem is that is not killing the mob or summoning the zonbie
Can you see the error?
/execute as @e[type=creeper] at @s run summon zombie
/kill @e[type=creeper]
I'm trying to make a double sneak system
Like have 1 point added to the scoreboard each Time a player double sneaks
Been on it for days and my brain is dead
Could someone lend me a hand
When you sneak you get the tag dash_ready
And it has a coold down of 1 second
So if you sneak again when you have this tag it will give you another tag called dash
green.
What do you mean
Never mind
Does effect @s slow_falling 0 0 negate fall damage?
@trail glade
Your name says ping me, sorry if I disturbed you in anyway
idk try jump boost too
Nvm found a way to do it with slown falling that works ok
Thanks for the suggestion tho
a scoreboard-based timer.
How
Question: I have a set of commands that run on a block with a function.
I need to run that function on a whole bunch of blocks in front of me. However, when I have execute position run the function it still runs the commands in the functions as from the players point of view.
How can I run a function in front of me 20 blocks but have all the commands in that function run as if at that locations not player locations who issued the command...
execute if block ~~-1~5 grass positioned ~~-1~5 run function block_checker_connected
For example.
I want this to check the block at ~~-1~5 is grass then as if at that position run the function.
But the function commands run as if they are at player.
Run the function through tick.json
Can you show the function commands?
so 5 blocks infront of u and not the players location
I got it worked out. positioned had to be first in the chain.
There is /tell raw command for loaded data version 1.16.100
Because I'm trying to use this command in a block in this version of that block
But command is buggy
It's not working on the block
Anybody here playing on bedrock that would want to join a creative building realm?
How /clear an item in player's mainhand? I just want to clear one item.
/replaceitem
/replaceitem entity @yourselector slot.weapon.mainhand 0 air
It will clear the entire stack
I only want to clear 1 item. If I have 64 stacks of item in my main hand, it will clear 1 item only, so there will be 63 left.
That command will replace mainhand with air, so the entire stack is gone.
/clear @s[hasitem={item=your:item,quantity=1..,location=slot.weapon.mainhand,slot=0}] your:item -1 1
Unfortunately, you do need to specify the item.
Any way to give player an item without they getting 'You have been given...' in chat? I don't want to use gamerule sendcommandfeedback.
/loot.
Thanks
edit EN_US.lang
should be in there
id imagine you can delete the entire line
i made a mistake
execute at @a[hasitem={item=egg,location=slot.weapon.mainhand},tag=plotmaster,scores={plot=5}] run title @p[r=1] actionbar §4☢ §6Throw To Select §4☢ §3❄ §1Plot 5 §3❄ §4☢ §6Drop To Teleport §4☢
This is a part of a custom tp ui I am creating for my admins on my bedrock realm. For some reason the 5 keeps censoring. I have this same command for 100 plots in this custom ui that I made and for some reason only plot 5 is censoring. Anybody have any ideas?
So the 5 becomes uncensored when adding number or alphabetical character in front of and directly after but I not symbols and I cannot find any combinations that look good. Also have sourced some custom fives off the web which are also censored. SMH 🤔 I'm stumped on this 🙁
Mojang censors really random stuff sometimes. No really good way of getting around it
any idea why this isnt working as expected?
scoreboard players add initialised world 0
#Your Commands Here (example)
execute if score initialised world matches 0 run say New world created!
scoreboard players set initialised world 1```
literally took it from the wiki
it does run the scoreboard command tho
What about it isn't workong?
it doesnt execute the say command
How do you expect it to work?
How do I get a baby zombie to ride a chicken?
Use /ride
thanks
i do not believe if works on fake entities
guys, do you have a unique command particle here?
Well I expect it to print the say command
And it doesn't do that
I took it from the wiki
How did you set it up
1- I've put the name of the file on the ticks.json values array
Then I copied what was on the Wiki and pasted it in the file
you have it as a .mcfunction right
Ye
can we see your ticks.json
I'm not a beginner I've been coding add-ons for years😂
yeah i know I just did a typo on discord
ok coool
command particles but more unique and cool, like rain particles with clouds
I hope you understand
what was the page?
oh yes i do not myself but i am interested as well
Yeah and as you can see in the screenshot I sent, the Initialize fake player is also being set to 1
So the tick.json and mcfunction are working as expected
Exactly that what's bothering me
that
is weird
uh
if you check scoreboard can you see a scoreboard was made @trail glade
in the world you made run /scoreboard objectives setDisplay sidebar world
theoretically if it can you would see it with the initialised "player" having a score of 1
i know that running tellraw as soon as you join the game sometimes you won't see it, at least in my experience
Send your function and tick.json
You can't do that much with particles using only commands. Snowstorms a good tool for making custom particles though. I'd recommend checking it out. Here's a tutorial on particles that also includes a link to it: https://learn.microsoft.com/en-us/minecraft/creator/documents/particleeffects?view=minecraft-bedrock-stable
Yeah I sent it before
.
explosion he copied it directly off the wiki
missed that
my assumption is that your game is not fully loaded in when the message is sent
try something else like summoning an entity
Nothing
weirdd
Are you making a new world everytime?
I don't really see an issue.
Yes
You should just use scripting
No, he is just messing up somewhere.
As I always say, it's a very silly mistake somewhere we can't see.
I know
No I didn't because the scoreboard initialized is set to 1
So the mcfunction and the tick.json are working
.
No it's for a marketplace product
You can still use scripting but okay
Not everything
This is correct but I'm not sure what you have is correct. I would like to have your whole behavior pack if possible.
how do i remove one item for a sell command block/
/replaceitem entity @p slot.inventory
this is what im trying and can't seem to figure out how to deduct 1
from the itemstack etc.
Use clear
alr
Anyone know why I get this content log error?
[Commands][warning]-Couldn't load file functions/menu/controls/ingame_menu/choose/m1_customization/slot3/3.mcfunction in functions directory.
https://discord.com/channels/523663022053392405/1185527491134226483
Please respond here
not sure if this been talked about before, but how do i make a command that detects whenever i move forward so that it will run a separate command? i am trying to make a charge ability for my addon that gives you speed, breaks blocks in front of you, and knockback entities in front of you.
(ping to respond too please)
/execute unless entity @a[hasitem={item=minecraft:gold_ingot,quantity=1}] run say hi
how can i make when it's <=1 like mroe than 1 it turn command
<= 1
quantity=..1
= 1
quantity=1..
thank you sir
i just want to know how to make the score been stored and can convert it into items
like when i have the item for example coin when i use it it convert into +1 point
and i just want to know how to convert the same amount of the score comes item
You can make a sequence, if you have more than 1 coin in your score you give 1 item and take 1 score
```
execute as @a[scores={coin=1..}] run give @s coin
 ```
execute as @a[scores={coin=1..}] run scoreboard players add @s coin -1
ok sure
let me try
what about this
/execute if score @s Money >= @s Money run scoreboard players add @s Money -1
I don't understand, what would that be for?
well i have an item i call it Exporter
i want when i use it
it gives me the same score amount as an item
like 1 coin = 1 score
Should the item be consumed?
i did it for the item when i use it it's convert into score
but exporter item shouldn't
With this sequence, every time the item is used it will add 1 to the coin score if the player has at least 1 coin in the inventory, and then it will consume 1 coin from the inventory.

execute as @a[hasitem={item=coin,quantity=1..}] run scoreboard players add @s coin 1

execute as @a[hasitem={item=coin,quantity=1..}] run clear @s coin 0 1
In your item add an event that will be triggered every time the item is used, use run_command to use these 2 commands
Your manifest file must have a min_engine_version greater than 1.19.40
You can send me?
Strange, there is no syntax error in as @a, could you send me the item file?
maybe should be @s ?
It must be @s because with @a it will be used in all players, but this does not cause a syntax error
so what could be
Send me the item file so I can see it
i sent u
I have this problem when someone test my map. I want to reset his scoreboard but he is offline, more specificly not currently in the world. Is there any way to reset scores of offline players? If not can i somehow delete the scoreboard data of the map?
how can i put two commands in npc command
just go to the next line and put a slash. Dont remember if it works without the slash, but I know it works with
If you want to delete it for all offline players, just copy it over to another scoreboard, reset the main one, and copy it back over.
It's really easy with /execute
/execute as @a run scoreboard players operation @s scoreboardTwo = @s scoreboardOne
thx buddy
How do I run a command on a certain hp of Player?
Behavior pack
You can download a hearts to scoreboard add-on and use the scoreboard values to run the command
Can u send me the link?
Thanks
Any idea why this command isn't working when I sneak
execute as @a[scores={sneak=0}] at @s unless entity @s[x=~-1,y=~1.5,z=~-1,dx=0,dy=0,dz=0] run execute at @s[hasitem={item=ronin:katana_unsheathed,location=slot.weapon.mainhand}] run tag @s add sheathe
@spare veldt could u help me out?
It works fine when I put it in a command block
But it's not working on the function file
Did you put the function in tick.json?
Yh I did
Was the sneak objective created?
Yh ofc
strange, if it worked in a repeat command block it should work in a tick.json function
Yh ik
No idea why tho
Are there any errors in the logs?
None
I have no idea either, maybe the sneak score is different from 0
Nah I'll keep digging tho
Try:-
execute as @a[scores={sneak=0}] at @s unless entity @s[x=~-1,y=~1.5,z=~-1,dx=0,dy=0,dz=0] run tag @s[hasitem={item=ronin:katana_unsheathed,location=slot.weapon.mainhand}] add sheathe
Alright gimme a few mins
Sure
Didn't work
I'm not sure if it's necessary, but have you enabled the experimental features?
Yh I did
Are you sure you are using the function correctly? Was it placed in the "functions" folder in BP?
Really ticks me off lmao
Yh
Can I send the addon?
It's clean
Ait gimme a min
What may be happening is that when the function changes the player's score to 1, the other function that needs the score to be 0 happens later
I'm not sure but try using this
Ait imma test it
Nvm I already have this there
I reversed the order in which the commands happen but you can try to combine the 2 functions in the same file, they happen in order from top to bottom, if the score changes to 1 before the other function happens it will fail
Oh ok
Thanks I put both commands in same function file
And I works
How do I make it so my function file doesn't continuously run if there's not an item on a wooden_conveyor
execute at @e[c=1,type=item] if block ~~-0.4~ ind:wooden_conveyor ["minecraft:cardinal_direction"="north"] run tp @e[r=0.01] ~~~0.1
execute at @e[c=1,type=item] if block ~~-0.4~ ind:wooden_conveyor ["minecraft:cardinal_direction"="east"] run tp @e[r=0.01] ~~~0.1
execute at @e[c=1,type=item] if block ~~-0.4~ ind:wooden_conveyor ["minecraft:cardinal_direction"="south"] run tp @e[r=0.01] ~~~0.1
execute at @e[c=1,type=item] if block ~~-0.4~ ind:wooden_conveyor ["minecraft:cardinal_direction"="west"] run tp @e[r=0.01] ~~~0.1```
Is the cardinal direction necessary ?
I mean is it necessary to detect if the item is on a wooden conveyor?
yes
I don't think so!
How else would it work?
I need to know the direction which the conveyor is facing so the item can also move that way on it
execute at @e[type=item,c=1] if block ~~-0.4~ ind:wooden_conveyor [] run function the_coveyor_function_with_the_4_commands
Oh, so that's what I was looking for!
yep
I've just attached the conveyor.mcfunction file into the tick file, but that would just make the game laggier if there's a lot of conveyors around
So, you can use this command to run the function file containing those four commands so you'll have only one command running when there is no item on the conveyor.
Discord's New UI is crap!
on phone ye
isn't letting me add a super reaction 🥲
rip
I have conveyor walls also. Should I put an activation command into the same function file as this one to minimise lag more?
No, you create another one like this for it.
Conveyor walls in my add-on are for centering items so they don't fall off the sides
oki
Can I be honest
I'm genuinely starting to get a little pissed off now
I've started a project and it's been ongoing for 3 days and there has been this major problem that I've been trying to solve for two days now
I've made so many posts
And it just seems like nobody would bother to help me
Except for amman works
He has been helping me but he's also been so busy so I don't want to bother him
It sucks dude
I need to get this update out to my players
It's a crucial part of our server
If you're wondering why this is so crucial to our server it's because you see I own a Kit PVP server and in the giant PVP Arena these PVP Bots spawn naturally around the arena it's a great way of making money besides killing other players and going to the generators around the map and not only that but a lot of people enjoy having the PVP box it's funner it makes the game funner especially when there's nobody else in the server
Is there anybody that's willing to help me out if you are just know that this is a very complicated and complex command system
You’ve made 6 posts in this discord and ~8 posts on Reddit. In most cases (ignoring Reddit) you’ve had at least one person respond and try to help, but typically you do not answer.
People help if they know how, but with something like this, there’s half a million different possible issues. We need responses and testing to actually solve the issue.
Brother i made a post here a few days ago asking how to make a walk detection using commands (not scripts) and did i get help? No, am i complaining about? Not really. I also searched on this server using the “rm” and “r” selectors, i scrolled down just to find out that it doesn’t work anymore. Too bad google didn’t help either.
Can I set unless execute command more than 1 block? If i can, how? Is it only add more line?
Walk detection is tricky without scripts, best way I know of is spawning armor stands and checking distance between
Could you elaborate? Not sure what you mean
Yes, add one more line.
If you don't get a reply then it simply means that no one knows the answer to your question. I have learned not to say to someone "It's not possible" unless I'm 100% sure or else someone just comes to prove me wrong which feels pretty bad.
I think that's the case with most of the people, hence you don't even get a reply.
I didn't see your question about walk detection, it's possible with commands but it requires another entity and the result is not so good
Oof
Question: How do I skip flags I don't want to use.
For example I want to use nameTag but I can't seem to get to it
Could you give me an example please
/summon cyber:axe "Cyber Axe" ~~~
doesn't works ?
It should.
I don't understand how I should get this syntex from the hints.
But yes it works thank you
If you just type /summon you'll see all the possible syntaxes.
What's the command to make the players camera flash white for 1 second?
/camera @s fade time 1 1 1 color 255 255 255
how to avoid the smooth TP using /tp command?
The teleportation is not instantaneous, but rather it makes a transition between its previous position and the new position. This hurts me a lot when doing a cinematic and I want the change of position to be instantaneous.
Thanks
You could make the player invisible before executing the /tp
the tp is executed on an entity, not on the player
I forgot to clarify that
You can still make it invisible 1 tick before it tp
I need it instantly, I can't make it disappear, it's going to look horrible when changing shots
You could create a timer that makes it invisible on the first tick, tp on the second, and remove invisibility on the 3rd
I can't make it invisible, I need it to be instantaneous
np
Not possible. Technically a glitch afaik, but it’s one that we are stuck with. I believe it was fixed for one update before being reverted
Pretty sure you can even use scripts to do a proper instantaneous teleport
Is there any way to activate the armor when it's night, using mcfuction?
Any if
Anybody know
Could someone help me out here
I'm about to rage quit
https://discord.com/channels/523663022053392405/1186630452405096530
No, you would require add-ons.
You can sort of detect wether is night or not with daylight sensors or by detecting phantoms spawning
U can set it to always day to lock the time, then add 1 to the time every tick, and 1 to a scoreboard representing time every tick
Once this reaches ab 24000, set the score back to 0
This is limited to assuming u cant use beds to skip to morning tho
There’s likely a method to combat that, however i can’t think of it off my head immediately
is there a way to only replace certain array of light block? In my exemple, i have 0..1, like in scoreboard, but is there a way to make i'm looking for in a fill command?
/fill ~10 ~10 ~10 ~-10 ~-10 ~-10 emerald_block replace light_block ["block_light_level"=0..1]
Run two commands ?
yeah I can just run multiple command line in one function, but I was just wondering if making it only one command is something possible or not^^
Anyone know the max length for the name and display name of a scoreboard?
32 characters i believe
I don't think so!
Question: What does this mean/do?
Title/ subtitle/ action bar
It’s where it actually displays
No
Does anyone know why this function doesn't work?
How are you running it ?
The last number appears to be missing in the particle coordinates
~1 ~0.1 ?
The function is executed by an entity
The image cut off the last number
is there a way to check if there are certain blocks in a radius?
like check for a spawner in a 25 block radius
From where is the radius?
im using this in addon so it'll be a block
You can use minecraft:queued_ticking to run an event, which will run either an execute if blocks or a /testforblock command(s).
doesn't /execute if blocks and /testforblocks just compare blocks?
or am i wrong
Correct. If you compare it to the block you want to look for, it will act as a search for block.
so if my block wanted to test for a spawner would i have to have the spawner below it for it to test?
Not neccesarily below, but yes. You will have to have it in an area. That's if using testforblocks
what about using execute if blocks?
or would it be the same
It would directly search for the block
is it possible to have items be scattered around in a chest when using /loot insert?
im using my own custom loot table
Yooo so ahhh.
I would like to make a better mute system and I need some help with doing that.
Wdym
So my first one was alright that I made.
More detail
It was a repeating command block with the following command.
Oh
Well yeah
Ok using ability to mute someone is pretty easy,
If you wanna do something fancy you can also implement a msg telling them they're muted
/ability @a[tag=mute] mute true
Yea
Then with a bunch of chain command blocks.
With the unmute.
But I want to give people a message telling them that they have been muted once.
In chat.
Very sorry about the Grammer man currently typing on my phone not my PC.
rather you could do
/tellraw @a[tag=mute] {"rawtext":[{"text":"§8§l>> §r§7You have been §cMUTED"}]}
/ability @a[tag=mute] mute true
/tag @a remove mute
Ye
What i meant
Same
Same concept for the unmuting part
Well dude I don't want it to spam out there chat.
Just with a unmute tag
Read
It doesnt
It sends it once
I just want it to say it once to the person that is muted.
Then when I add it to another person that is also spamming I don't want it to say it to say it to the person that is already muted and the other person.
That would remove the 2nd tag and would allow you to just use /tag ... add/remove mute
Yes what I sent you just does that
Yeah that is what I was thinking
like alreadymuted
What's the command to effect a mob within 10 blocks in a straight line infront of me with wither
I know it uses dx dy dz
But I need and example
/tellraw @a[tag=mute,tag=!muted] {"rawtext":[{"text":"§8§l>> §r§7You have been §cMUTED"}]}
/ability @a[tag=mute] mute true
/tag @a[tag=mute] add muted
/tellraw @a[tag=!mute,tag=muted] {"rawtext":[{"text":"§8§l>> §r§7You have been §aUNMUTED"}]}
/ability @a[tag=!mute,tag=muted] mute false
/tag @a[tag=!mute,tag=muted] remove muted
@merry solstice
here
You will need these commands
edit: btw this is with /tag ... add/remove mute
not possible like that
you will need loads
Fr?
Someone mentioned it somewhere in this server but I didn't pay attention cuz I didn't need it then
Can't find it anymore
/execute positioned ^ ^ ^1 run effect @e[r=1] witther 10 255 true
/execute positioned ^ ^ ^2 run effect @e[r=1] witther 10 255 true
/execute positioned ^ ^ ^3 run effect @e[r=1] witther 10 255 true
like that
maybe not 255
whatever u want
I'm tryna avoid this cuz I just want it to detect ij a straight line
I used that and it effected multiple mobs
I set c=1
this is the only way you can detect it in a straight line
Damn
xyz + dx dy dz detect in a box, in the same way /fill fills blocks
Yh that should work tho
If I detect in a box of like 2 by 10
And I use execute at @s positioned ^^^
dx etc. are always relative to the xyz arguments and cannot be absolute (using ~ fails), xyz are absolute or relative (you can use ~)
ok but Idk how it would be useful here
I'll give it a try
You could also use a raycast. It would work best with a dummy entity that executes a raycast function. I don't have the functions on me for it, but it's something along the lines of
Tp ^^^1
Execute if entity @e[r=1,type=wither_skeleton] run function raycast_hit
Function raycast
Then, raycast_hit would do whatever you need it to do on a hit and also need to kill the raycasting entity
You could use armor stands, but I always make a dummy entity
Theoretically you could avoid brute forcing or raycasting for that but it’d take quite a bit of setup and would definitely need a ticking area, likely not worth it since it’d take more time than just using 10 command blocks and plus I’d have trouble explaining it
What you could do with that method is run each command only if the previous fails, or more likely add a tag to the first one and test for that tag to not exist within a ten block radius and apply the effect to the tag (that specific strat wouldn’t work with multiplayer when people are next to each other though, you would either need to just use a bunch of different tags or the aforementioned failing method)
Tysm man but I will have to figure out my own.
I've found a way around it
I think it's the same thing you're saying here, I think
I'll give a tag to all entities in a straight line using
execute as @s positioned ^^^10 run tag @e[r=3] add potential_target
Then I'd have this run after 1 tick
execute as @s positioned ^^^ run effect @e[tag=potential_target,r=15] wither 2 5
Sorry I was doing json UI.
That would only affect entities within a 7-13 block space in front of you though and no it would affect all entities in that radius
also why positioned ^^^ when you can write “at @s” after the as
in the second one
Nvm it works
Thanks anyway
if it works for you it works though alr
Dude I was thinking of my own I will see if yours works though.
wdym
Using armor stands, how do i make it where it makes a shockwave that slowly spreads and destroys everything in its path?
https://m.youtube.com/watch?v=JWNDl2b3YCI
I would like to recreate this but without any of the particles
Quick Video showing dev testing of my nuke mod
If it were me I would create a scoreboard timer with the name destroy
Then add 1 for any armor_stamd that has the tag destroy
Then run commands for any armor_stand that has a certain score for destroy
scoreboard players add @e[type=armor_stand,tag=destroy] destroy 1
scoreboard players set @e[type=armor_stand,tag=!destroy,scores={destroy=!0}] destroy 0
tag @e[scores={destroy=21..}] remove destroy
Huh? What does that have to do with the shockwave?
I'd spawn armor stands in a circle, give them a tag
Run a command to fill air as any armor stand with that tag to fire
And further replace commands with whatever blocks you want
then have a command face them to the middle point
and at last a command to teleport themself backwards
That should do
And Ig a command that kills all of 'em after a certain amount of time
Did it! Now what can i use to tp armor stands in a mushroom cloud shape? I know what particle to execute on those armor stand too. To make things easier, i don’t need the cloud to rise up, just need that folding animation! Another thing is what sound should i use that is long lasting for the nuclear explosion sound?
I was gonna do the commands for him and send the file as am addon, but he's already got it sorted
I am curious about how your view of a shockwave would go! Please do send it if you want!
I had to use blocks for this shockwave, meaning less precision…
How to make a fill command outline, but will replace only the air. Is this possible?
fill ... barrier keep
fill ... outline_block keep
fill ... air replace barrier
Nice tricks, thanks.
does anyone got one of those actionbar scoreboard packs
you mean the scoreboard sidebar?
So I found out if you want to set a light block at a light level of your choosing just put this in.
minecraft:light_block["block_light_level"=15]
I’m v glad u found that out
Those are called block states; most blocks have a couple different categories of block states - for instance levers have one for orientation and if they are on or off
is it possible to make a psi system for a nuke without the need of custom tnt?
(instead of using just a bunch of execute unless block)
Some JSON or script nerds will call it "permutation" instead of "block states" lol
are there alternatives to the tickingarea command?
because the limit of 10 areas is too low in my opinion
Why’d u need so many permanent ticking areas in the first place
they're not permanent, they will be removed when the explosion is done spreading
How big is this damn explosion for 10 ticking areas to be too little
i honestly do not know. i've been doing a lot of optimizations lately
Is there a size limit for each individual ticking area? As you could just make a massive one
Iirc 64x312x64, but idk much
attempting to add a ticking area larger than 100 chunks or a circular ticking area with a radius less than 0 or greater than 4 chunks: FAILED
https://minecraft.wiki/w/Commands/tickingarea
I guess less than 100 chunks area (rectangle) or 4 chunks radius (circle)
Ah, ok
If your explosion requires 10 ticking areas, do note it will not work on most of the devices when accompanied by the amount of fill stuff you're going to do.
How would one call a scoreboard value into a /msg command?
For example I need a repeating command block to announce each teams score every so often something like “Your team has 1000 points”
My first assumption was to try something like “/msg @a[tag=a] Your team has [scores{aPoint}] points!”
But that doesn’t seem to work at all and I can’t find much on wikis or YouTube about this topic.
Please use /tellraw instead.
https://wiki.bedrock.dev/commands/tellraw
use tellraw, there's also titleraw for title.
Thank you both, I somehow never noticed this existed.
Yeah word, there’s definitely much bigger problems on the end of optimisation and performance if 10 ticking areas isn’t enough
i scaled down the explosion a lot, meaning i do not need a lot of ticking areas
Is it possible to make the add-on execute a command when there is a specific number on the map?
for example there are 2 people in the game, he will execute the command once
use player counter
Please don’t cross post. Be patient and wait for a response 🙂
Does this work in command block?
Unfortunately, realms don't save some gamerules, so I wanted to use one to activate a command only when there is 1 person in the realm, so as not to cause unnecessary lag.
Well thank you.
Mojang made it a bunch more harder.
It’s much better tho, and I’d argue it’s a lot more intuitive and simple as long as yk the format
Well yeah but a lot less easier to understand.
Naw i don’t think so
I mean, I’d argue a word format is a lot easier than data values
Data values only are understandable if yk what the value means, tho in a word format, it’s definitely a lot easier to understand what ”block_light_level” or ”direction” might entail in comparison
Not just to say the that mojang doesn't provide enough stuff to understand it better.
Well not that I know of.
I think their auto fill prompts do a pretty good job usually, tho some stuff could defo use work
I don’t see a big problem w the way they present block states
But if you could give me like a wiki linking to the new properties of the new /setblock and /fill command that would be at most appreciated!
Yet again there is always some pretty decent information on the minecraft wiki.
I guess google was the problem.
I guess I was the problem not being able to find it threw googles search engine.
https://wiki.bedrock.dev/commands/block-states.html
The bedrock wiki does a pretty good job at going over it I’d imagine
It’s not super complicated imo
The format always remains the same as such: [“type”=“state”]
The “type” component features examples such as ”block_light_level”, ”direction”, etc.; essentially asking what state of the block ud like to modify
The ”state” on the other hand is specifying what u want the outcome for the ”type” to be, for instance ”block_light_level”=15 - this may be a numerical value, or a string which may or may not be embedded in quotations
Ahhh, bedrock.dev
herd of it.
Another one I have herd of is https://mcbe-essentials.github.io/
OK, but there would be one that would actually be better and that would be the /give command.
Also, the /replaceitem command.
U mean if they added NBT modification to those commands?
It’d be pretty useful yeah
There are some creative work around u can typically do tho in order to replicate that if u need to give an item w enchantments, or a name, etc.
OK. So like what I'm trying to say is that if we were able to give ourselves items with enchants. That would be amazing.
Yeah Fr
That’s called NBT and it defines what data an item holds such as name, enchants, lore, etc. ; Java edition has it but we unfortunately don’t, however external hack clients like horion or some world editors can edit the NBT of items in game
Yet again I have not played Minecraft vanilla in a really long time until quiet recently so I wouldn't really know all the new stuff.
All good
U can give items w data via commands using a workaround w /structure, however the item must be created then saved prior via a structure block or the /structure command
Dude, I know that command.
That has come ages ago.
I don't know the extent of the things that have been improved.
Do I really need to answer this? This is literally an mcfunction that can be done with chain command blocks.
If ur just testing for one person, u can honestly just do:
/execute as @a at @s unless entity @a[rm=0.001] run /command…
(unless I’m dumb)
Sorry, I'm not very smart
Yooo bro you know json user interface?
What does "rm" mean?
If so me to.
But the basics but if you could help me improve that would be greatly appreciated!
I have no idea what I'm doing with json ui honestly.
Ah, so your below me level.
Oh, do you mean the badge?
I am trying to find secret items hidden in the source code of Minecraft.
I found one that has caught my eye that has been on java.
I am going to be quiet impresed with mojang in they added it to bedrock edition.
Radius Minimum - or in other words: anything outside of a radius
In this case, we’re saying:
At all players locations, only run the following command if there IS NOT another player outside a radius of 0.001 blocks from oneself
U can make the radius even smaller if u want, but 0.001 should suffice
Weird it didn't appear in the inventory.
After I edited it.
Well all the item was that I found was the identifier value name minecraft:debug_stick
I am sure it is unused.
minecraft:end_gateway
minecraft:end_portal
minecraft:info_update
minecraft:info_update2
minecraft:invisible_bedrock
minecraft:netherreactor
minecraft:mysterious_frame
minecraft:mysterious_frame_slot
minecraft:reserved6
minecraft:portal
minecraft:powder_snow
Here is some of the other things I found in the source code of minecraft bedrock edition.
These are all well known.
Meh, nothing useful.
Hi Scoreboard I don't want it to go down to negative numbers, how do I do that?
I don't want it to decrease directly by -1 so it cannot be used after 0.
You might want to set it to 0 if it goes below 0.
To be honest, I don't really understand what you exactly want.
Is there any way I can /setblock a water source that starts moving without the need of neighboring blocks to receive an update?
/setblock ~ ~ ~ flowing_water
Oh, thanks!
I have a Mana and Energy Bar and when I use an on_use it goes from 0 to minus and I don't want that.
then do this:
scoreboard players operation "#dummy" math = @s mana
scoreboard players operation "#dummy" math -= @s mana_cost
execute if score "#dummy" math matches 0.. run function enough_mana```
How do I type this to get teleported into the bowels
I'm pretty sure that's command for Wither Storm mod things
that's modded.
Hey guys, I need some help!
The player counter that I use for my SkyGen that a very friendly person that I met here helped me make is now broken and failing to work automatically!
Sorry for my grammer just woke up!
So this helps me keep track of how many people are on my SkyGen at once.
If anyone can help let me know what commands or redstone I have to do to fix it after I show you how mine works.
**```
/testfor @a
/scoreboard objectives remove PlayerCount
/scoreboard objectives add PlayerCount dummy
/scoreboard players add @a PlayerCount 0
/scoreboard objectives setdisplay list PlayerCount
Here is how mine worked.
Now the feature that allowed you to detect when players left and join is now broken!
So I really badly need some help making a fixed version!
Some relevant docs you might find useful:
Ahw, thx.
Wait I need some more help please to understand it.
How does 1 link to the other?
and could I have both in the same back?
If so that would be so useful!
As then it would only execute if I play leaves or joins!
Better to just use entity counter system (3 commands)
Because to use on-leave and on-join systems you will be running more commands on repeat (10 commands)
Which is unnecessary for your case
I did something like this.
in the tick.json
If you're triggering something that takes 20-30 commands, then it would be advisable to use on-leave + on-join
That should work
Will that work? As according to json that should infact work.
Alright man.
Now can the commands be anything?
In the mc function?
Yes
The wiki page shows where to put the commands you need
I created the .txt file and the .txt part to .json
Wait you need the scoreboard command?
I thought that it is anything?
Your amazing btw.
Like is that a example or do you exactly need those commands?
Glad to assist ^^
As I am trying to make a player counter!
I am excited now as I didn't know this about commands despite it being around since the very early days of mcbe.
/scoreboard objectives remove PlayerCount
/scoreboard objectives add PlayerCount dummy
/scoreboard players add @a PlayerCount 0
/scoreboard objectives setdisplay list PlayerCount
Line 5
Can be any command. But you need to use the exact scores argument. (Objective name can be changed)
If you read the instructions below the code, you will understand
Ahhh, with those score board commands constantly stay in there and will it overwrite my shop system in the world?
I am happy to be assisted as I am not normally a person to ask for help like this.
This is a very old school system
Improved:
/scoreboard players reset * player Count
/scoreboard players add @a playerCount 0
Add like 20-30 ticks delay in the command blocks for bit more optimization
Will it do the exact same thing?
Exact same thing
Not as a score board but near the settings tab.
Menu, yes
So it will be exactly like this if so your amazing and I can't thank you enough!
o.o
no.. unless you use the same objectives for the shop commands or something else to cause conflict
Alright nice
So this method should infact be better as it is a behavior pack
You're a beginner level commander it seems
You're expert with add-ons? 👀
as the original method used command blocks.
Are you referring to this? ^
If so, it's better to use command blocks for it. Because you need some delay. Otherwise, it can get glitchy
Because it's happening so fast
I found out that it caps out at 15 players.
But if it is only executing on the exact same tick that a player leaves and joins then it should be good right?
Getting rid of this right 😅
and placing it with the commands of my choosing.
Yep
But if you are going to use that system just for this, it's a bad idea.
6 commands for 2
That's counterintuitive
Should at least be 6 for 7
Wait do we have to keep: execute if score new total matches ..-1 run say a player has left the world
execute if score new total matches ..-1 run say a player has left the world
yes
Oh ty!
But the say command can be changed
Everything after ..-1 is up to you
Do the same for any more commands you add in that list
Ahw, tysm for letting me know your amzing but!
Idk how the improved version works!
If it allows this then I am happy but if not idk man
like oh no man
:-:
Wait do we need the: tp @a[scores={joined=0}] 0 65 0
@a[scores={joined=0}] you only need this part for your commands
Like for the player join?
^ Literally mentioned in the docs 🤣
Yes 🥹
Everything is there!
I replaced it with that.
Only the arg, not /tp
Wait we don't need the /tp command
As it is an example
On Player Join:
**```
scoreboard players add @a joined 0
scoreboard objectives remove PlayerCount
scoreboard objectives add PlayerCount dummy
scoreboard players add @a PlayerCount 0
scoreboard objectives setdisplay list PlayerCount
tp @a[scores={joined=0}]
scoreboard players reset * joined
scoreboard players set @a joined 1
On Player Leave:
**```
scoreboard players reset new total
execute as @a run scoreboard players add new total 1
scoreboard players operation new total -= old total
scoreboard objectives remove PlayerCount
scoreboard objectives add PlayerCount dummy
scoreboard players add @a PlayerCount 0
scoreboard objectives setdisplay list PlayerCount
execute if score new total matches ..-1 run say a player has left the world
scoreboard players reset old total
execute as @a run scoreboard players add old total 1
I am so confused man!
Here we have used a tp command as an example but you can use any command you prefer and as many as you require.
Sorry but arg 😭
I need to master the score board command.
And cover the basics
_<
I thought you were an intermediate
Ok so do we just need the @a[scores={joined=0}]
Or near average
So is this good
willl it be functionable
or do I have to replace my commands
with the @a[scores={joined=0}]
/scoreboard players add @a joined 0
/execute if entity @a[scores={joined=0}, c=1] run scoreboard players reset * playerCount
/execute if entity @a[scores={joined=0}, c=1] run scoreboard players add @a playerCount 0
/scoreboard players reset * joined
/scoreboard players set @a joined 1
Yes, all commands need that part
Ok thank you man for letting me know look I am just trying to make a bunch of players happy.
But as well as making the game functional.
Ahw, sorry I didn't know!
That is good to know!
TYSM, for letting me know btw my friends brother is giving me a headache!
in voice call!
And I am kinda tired :S
So yeh lol
If I wasn't being very detailed in response or sounded blank
Not just to say or the people in bad xbox voice call :/
So umm,
**```
scoreboard players reset new total
execute as @a run scoreboard players add new total 1
scoreboard players operation new total -= old total
execute if entity @a[scores={joined=0},c=1] run scoreboard players reset * playerCount
execute if entity @a[scores={joined=0},c=1] run scoreboard players add @a playerCount 0
execute if score new total matches ..-1 run say a player has left the world
scoreboard players reset old total
execute as @a run scoreboard players add old total 1
this good
?
imma gie you a thank you!
in the credits
Same D:
:3
I am so fliping tired I just need an example of both
so I can understand it forever
bro this harder then java user interface
wait for
the leave we don't need [scores={joined=0},c=1]
this right?
Meow
me a cat
I don't understand
When did these commands ever exist on the scoreboard what happened to the basic stuff man.
Breh
I give up!
THE COMMAND IS RIGHT THERE WHAT DO U MEAN
imma wait for
she the more smarter one
Zhea Evyline
like score board set display
I know
belowname
I know
but this idk man
yeah idk man
idk
Just turn on content logging and see what are the function errors...
I really don't understand man I really don't
😭
yeah idk man
this is bugged
In minecraft. go into Settings > Creator > Enable Content Log GUI and file. reload the world and press ctrl+h and see if there are function errors
everything seems to be fine
Actually. Why are you not using development bev packs folder
uneeded.
perhaps I did the files the wrong way
It's needed for live reload changes without having to restart mc
There is a pretty massive difference
Ahh tysm for letting me know man but imma just spend time with the players my brain hurts
The function is fine. You just didn't put it in the appropriate folder to make mc detect those changes
Also every time you add a new function. You need to reload the world
What about the leave man?
I need help man like this is advanced score board
You could just use script api and completely wipe the scoreboard
can you fix the other version of the score board
See it is capped at 15
I just need help man please
; (
my brain is hurting
If you're using redstone. That's why
I know that's why I want to
add new stuff
in the cmd
but she left
D:
Don't use conditions from On-Join for On-Leave. They are two different systems with different conditions
You just need to take a break, calm your mind, and work on it later. And when you do, please make sure to fully read the documents. Or otherwise, you will keep asking things that are already answered there.
Fixed code:
/scoreboard players reset new total
/execute as @a run scoreboard players add new total 1
/scoreboard players operation new total -= old total
/execute if score new total matches ..-1 run scoreboard players reset * playerCount
/execute if score new total matches ..-1 run scoreboard players add @a playerCount 0
/scoreboard players reset old total
/execute as @a run scoreboard players add old total 1
No need of credits, this is public knowledge
TY I LOVE YOU
I AM NOT USE TO THIS STUFF
We hit a new time high!
What is called
Ah ok
It has been reset and exported new other worlds multiple times.
Here is how I did it
Last time I did it was 1.17
But now I have new modern tools to get the job done
BTW TYSM YOUR AMAZING I CAN DO VIDEO ON I
TO SAVE YOU TIME IN THE FUTURE
Sure, we could link to it in the document pages
Nah, you're the first person to ever have these many doubts, and I believe that's cause you didn't read it and just copied the code
Very few people have had doubts on those pages anyway
Ahw, tysm but I have to edited it.
Ahw, ok.
Can I detect the absence of a block at a position?
For example, we can detect a block using execute when it is in a position (~~~), but can I detect when it's not there? And what is the command if possible?
You could use /testforblocks for that
You can also use /execute unless block 0 0 0 grass run say success
This is why @dire marsh cross-posting is not recommended and allowed as it can lead to people wasting their time helping you when you have already found a solution. Please don't cross-post 🙏
I beg your pardon, I'm sorry for that
No no no, please don't! I was just letting you know 😄
Hey ummm, guys I am trying to make it so it teleports me and makes me skip when I am afk.
So ummm, one of the old commands that I know of back it the day no longer weridly works.
/tp @a[tag=OPAFK] ~ ~0.5 ~ ~2
Could someone give me a updated version perhaps?
Hey guys! Can I /setblock a beehive full of honey?
No dude I just want a command that makes me spin
Then, this should work.
In the blocks states section of the command where you use [] after the block replacement. In those brackets put the block state in quotations ""
It isn't man
that is why I jut explained that.
What is it doing exactly?
Oh keeping locked in one direction where it is suppose to make me spin.
:/
I honestly don't know why man.
This command rotates u 2 degrees based off of the rotation of the target entity
If ur running this in a command block, that just means ur setting their rotation to 0 degrees (command block’s rot.) + 2 degrees
You have 4 tildas instead of 3
^ is used for facing. So maybe you do do ^2?
4 tildas is correct, the fourth is for rotation
and that wont work for rotation only works for positions
dont know if this counts
but, what would the best way of breaking up a long line of chain command blocks to be shorter?
For me anyways, it would only output the command on the corner if I set it to unconditional
but
Well
it really depends on what type of chain command block link it is
You could also do a command block on conditional that places a redstone block down next to a impulse, needs redstone
Thank you, I got a line of like… 80 command blocks…
ye, that's a lot
So being able to break into more normal sized chunks helps a lot
Alright, will do.
And try to keep the command blocks in 1 chunk
because like redstone, it can cut off if the adjacent chunk isn't loaded, and also can have an extra tick of delay when moving through a chunk
What do you mean by an extra tick of delay? Since once a chain of commands gets executed there wouldnt be an increase in tick delay just because they are in different chunks
If a command block chain is passing through more than 1 chunk, it will take a tick for the command block chain to properly run the chunk bordering command block
It's a reason why it's recommended for command block chains to stay in 1 chunk other than sim distance
Please never do this 
I would honestly just try throw in some coloured concrete to mark out where u wanna split up the chain so u can easily view the manageable segments
Are behavior packs an option for you? As if they are you could use a function
Guys, is there a way to test if is there ANY grass block within certain coordinates? I mean, I don't want to compare two areas with /testforblocks or/execute if blocks...
/execute if block.
You can only test for a single block using it though!
Yeah, I thought that'll be the case. Nevermind, I'll have to find another way of doing that. Thanks!
You could auto-generated a command for it with a python script, as regardless of what you do(whether it be scripting or something else), mc will be checking every block in the area
no thats not how it works, if you just keep in all chain commands in loaded chunks it should work, i dont have experience with running into unloaded since i always have all my chunks loaded, and also they dont need to be in the same chunk never did that and there was never any tick delay that was unwanted
huh, you know you could just have a chain command block thats pointing up?
works perfectly fine
I didn’t know that was possible
Kinda late though since I use command blocks no more but oh well
yeah its quite suprising how many people dont know how chains actually work, i wrote this some time back on how command executions actually works if anyones interested:
lets go step by step
once a command block gets activated what happens?
1. it checks if the command block is currently getting a redstone signal, if its on always active, its always getting one.
if its not getting a redstone signal skip to step 4.
2. if its unconditional execute the command.
3. if its conditonal, then check the last output of the command block behind it, if that output was true then execute the command.
4. the command block sends a signal to the command block infront of it, if the command block which received the signal is chain,
that chain command block will get activated. now you can return to step 1 with this new command block (the one which just got activated) in mind.
That's if you have unconditional. But if you set them as conditional it doesn't work around the corner
I tried it yesterday
yeah but theres a neat little trick called just not using a conditonal as a corner haha, no harm in making the line a bit longer so a unconditonal can be the corner piece
and thats because conditonals check behind them and not at who activated them so when you rotate them you usually shouldnt conditonals unless you know what you're doing
Ahw tysm man.
execute as @e[distance=..3,tag=!Immune] run damage @s entity_attack @p 15
Is this command correct?
Thanks
Need a help plz
@turbid plaza
There is an addon named spawn chunks it s makes add tickarea when u place a block or make a farm like java edition spawn chunk but when u enter the nether it stops adding new ticks area ,
This is its code (plz fix it) :
#bridge-file-version: #0
execute @a[tag=spawn] ~ ~ ~ tag @a add spawn
execute @a[tag=!spawn] ~ ~ ~ tickingarea add circle ~ ~ ~ 4
tag @a add spawn
@dull grail
?
Can u help me plz
.....
Do you get any content log errors?
No
Even i tried to write
/Say something
And it do it
And the ticksarea are not 10/10
And there is
Tick.json also in the functions file
But when i enter the nether exactly it stops adding new ticks areas
lets open a new post in #1067869288859447416 and we'll figure it out there
Ok
So like this
command: /teleport {player} X Y Z ^2 0
._.
No that didn't work.
could I have some help please.
I knew it was something like that