#Commands General

1 messages · Page 10 of 1

fallow cliff
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I can give world with all hidden blocks if u want
but they r inside chests

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also this youtuber called silentwisperer has a tutorial on his channel

lean prism
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Ok

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Thanks

polar shardBOT
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xp_troll1234

Although that would be useful to me, what we are looking for is a way to obtain them in survival, without losing the achievements.

For the latter, we are using a plugin that does not disable achievements, and that allows you to use commands, and that is precisely why I would like to know if there is a way to use the Id, instead of the name, to obtain them with commands

dense dawn
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@polar shard

polar shardBOT
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muhfadhil08

Halo

quiet cedar
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Hi hi who knows how to

When a player join a function
/function assign tag
Will be randomly assign from 1 of the 10 tag
And after getting assign to that tag you will get a [you are (tag)] message

And after getting that specific tag you will get a specific effect that corresponding the that specific tag
Let's say
I got a tag name runner
It give me speed infinite 1
And weakness infinite 1

And if you die the effect will come back

naive timber
# quiet cedar Hi hi who knows how to When a player join a function /function assign tag Wil...

bao_cmd_impulse_unc
/scoreboard objectives add effect dummy effect

bao_cmd_repeat_unc
/execute as @a as @s unless score @s effect matches 0.. unless score @s effect matches ..0 run scoreboard players random @s effect 1 10
bao_cmd_chain_unc
/effect @a[scores={effect=1}] speed infinite 100 true
bao_cmd_chain_unc
/effect @a[scores={effect=1}] weakness infinite 100 true
bao_cmd_chain_unc
/effect @a[scores={effect=2}] fire_resistance infinite 100 true
bao_cmd_chain_unc
/effect @a[scores={effect=2}] night_vision infinite 100 true
.....,etc.

Depending on the effect or group of effects you want to give randomly, it would be defined by the scoreboard score.

#

@quiet cedar

restive portal
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Anyone know how I can tp myself or an entity that's in air to the nearest surface block below them?

naive marten
teal seal
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how can i tp some entity 10 blocks behind me?

fallow cliff
teal seal
jaunty flint
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Is it possible to check who mined a random block using command blocks? (With random tool)

fallow cliff
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  1. the block being broken
  2. the player being nearby
  3. the broken block being within view range of the player
  4. the tool having taken damage
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some checks are straightforward
some require out of the box thinking

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but if u have the option to use scripting api, use that instead of commands

hard dawn
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Which would be slower and more laggy prone?

  • a mcfunction running every tick with say, about 200ish tag @a[hasitem] commands
  • a script that does the same thing but for the single item changed in their inventory and per player
rose tusk
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Not sure. That's why we benchmark it!

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I would assume the script would be more performant, though, as items changing in the inventory is a relatively infrequent event. And you could add a filter to the subscription, which in theory is more optimal.

hollow atlas
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Any website or smth that checks the syntax of a bedrock command?

fill ~~~ ~~18~ ps:sigillaria_log
fill ~1~~ ~-1~~ ps:sigillaria_log
fill ~~~1 ~~~-1 ps:sigillaria_log
fill ~1~19~ ~1~20~ ps:sigillaria_log
fill ~-1~19~ ~-1~20~ ps:sigillaria_log
fill ~2~21~ ~2~26~ ps:sigillaria_log
fill ~-2~21~ ~-2~26~ ps:sigillaria_log
fill ~-3~22~ ~-1~26~ ps:sigillaria_leaves replace air
fill ~-2~22~-1 fill ~-2~26~1 ps:sigillaria_leaves replace air
fill ~3~22~ ~1~26~ ps:sigillaria_leaves replace air
fill ~2~22~-1 fill ~2~26~1 ps:sigillaria_leaves replace air
fill ~-3~23~-1 ~-1~23~1 ps:sigillaria_leaves replace air
fill ~3~23~-1 ~1~23~1 ps:sigillaria_leaves replace air
fill ~-3~23~-1 ~-1~25~1 ps:sigillaria_leaves replace air
fill ~3~23~-1 ~1~25~1 ps:sigillaria_leaves replace air
fill ~-2~27~ ~-2~27~ ps:sigillaria_leaves
fill ~2~27~ ~2~27~ ps:sigillaria_leaves

_ _

polar cliff
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I got this error message and I don't know what it means

Here is the command
titleraw @a[hasitem={item=sorcerer_craft:basic_combat, location=slot.weapon.mainhand},scores={sneak=0}] actionbar {"rawtext":[{"text":"§fBasic Punch§7[Punch]\§fHeavy Punch§7[Use] §b"},{"score":{"name":"*","objective":"cursed"}},{"text":"/"},{"score":{"name":"*","objective":"cursedMax"}}]}

knotty oriole
# polar cliff I got this error message and I don't know what it means Here is the command ```...

Bad escape sequence in string

the "escape sequence" refers to the usage of \ usually in trying to create new lines
if you put \ by itself, it thinks you're trying to either create a new line, or basically tell it that a character usually not allowed in a string is considered part of its contents, such as " or \
-# (doing \\ lets you use \ in your string)

this is the error you made in your rawtext
looks like you were trying to create a new line and forget the n after the \

unique spindle
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What are the block states for string that has been stepped on?

quick falcon
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Hey guys how can I track the players scoreboard with the command tellraw and show the numbers in the scoreboard??

golden hound
golden hound
quick falcon
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Commands][warning]-Error on line 1: command failed to parse with error 'Syntax error: Unexpected "@a": at "xecute at >>@a<<[tag=p_cod"'

execute at @a[tag=p_codes,scores={default_one=10}] run scoreboard players set @a default_one 0

how can i fix this

true laurel
quick falcon
dark bison
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What's more performance friendly

  1. Running constant commands through tick.json

  2. Having entities run the command through an environment_sensor

dark bison
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Damn its making the game lag

fallow cliff
dark bison
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Let's say I had a function file, and in this function file, it was the main file for scoreboard timers for abilities.
And then I had it that it would execute as @e at @s positioned ^^^ run function ability_timers . So that means if the entity doesn't have the tag, they shouldn't run the function by default. Am I correct?

fallow cliff
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I mainly use score holders as a state system

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Example:

main.mcfunction

execute if score map_1 wiki:q.is_active matches 1 run function maps/map_1/on

execute if score map_2 wiki:q.is_active matches 1 run function maps/map_2/on

silent apex
brittle oyster
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we don't have /attribute yet right? In stable that is

knotty oriole
restive portal
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How do I fix this? The entity (magic circle) runs this command:

execute as @s if entity @e[type=mw:templar_snow,tag=unfriendly] run tp @e[type=!mw:lunar_tug_p1,type=!mw:templar_snow,type=!item,r=12,rm=0.5,family=!spell,tag=!unfriendly] ^0.7 ^0.2 ^0.6 facing @e[type=mw:templar_snow] true

It turns invisible for the pulling part.

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Instead of slow pull it just teleports the targets right on the boss

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It's 3 am and I can't sleep without getting it right 🥀🥀

knotty oriole
knotty oriole
restive portal
restive portal
knotty oriole
restive portal
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Probably, is it the magic circle entity's position?

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Do I just use execute at?

knotty oriole
restive portal
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Yes

knotty oriole
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Ure teleporting each entity by relative coordinates ^^^, but the command isnt running at everyone’s own position — it’s running at the circle, I think? Hard to tell from that command, there is some missing context

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U need to get the position of each target respectively, otherwise ure just teleporting everyone relative to the entity ure currently executing at

restive portal
knotty oriole
restive portal
restive portal
knotty oriole
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Gotcha

knotty oriole
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There is technically multiple ways u can do this

restive portal
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Okie

knotty oriole
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It depends on how well u mark when an entity is doing this pulling in attack

restive portal
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Technically, I don't mind whoever gets pulled, it only depends if the entity has the tags friendly/unfriendly

knotty oriole
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If it has a tag or something, u can just execute as and at everyone, and then teleport them towards the nearest entity doing the pulling in attack — however u dictate that

restive portal
knotty oriole
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If there isn’t any clear indicators of when ur entity is doing an attack, then instead, ull need to continue to execute as the entity performing the attack which u can reference with @s, but then u need to execute at everyone else, which u can then reference with @n

knotty oriole
restive portal
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I'll just doohickey

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Thanks and bye

knotty oriole
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Makes sense

restive portal
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Nevermind is it this one?

/execute as @e[type=!mw:templar_snow] at @s run tp @s ^^0.1^0.6 facing @e[type=mw:templar_snow] true

knotty oriole
restive portal
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Wuh

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But it has the "!"

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Meaning anything else but her would be teleported

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No errors pop up, but it doesn't work either

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I think I got it mixed up. Maybe I should just make any entity near 12 radius run the command.

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Execute as @e[r=12,type=!mw:templar_snow,family=!spell,tag=!unfriendly] at @s run tp @s ^0.7^0.1^0.6 facing @e[type=mw:templar_snow] true

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It works now

knotty oriole
rose tusk
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What did you end up going with? Based on the initial question I would have tried this:

execute if entity @e[type=mw:templar_snow,tag=unfriendly] as @e[type=!mw:lunar_tug_p1,type=!mw:templar_snow,type=!item,r=12,rm=0.5,family=!spell,tag=!unfriendly] at @s facing entity @e[type=mw:templar_snow,c=1] feet run teleport @s ^0.7 ^0.2 ^0.6 true
knotty oriole
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U should combine the facing into the teleport portion also, and u can use @n instead of c=1, but those are both kinda minor

rose tusk
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Ah, forgot an at @s

restive portal
restive portal
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Anything else that doesn't have the tags get teleported

rose tusk
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@n, sure. But I wouldn't remove the /execute facing argument because that changes the behavior; /teleport ... facing applies rotation after, /execute facing applies rotation before

restive portal
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Though it may flunk some projectiles like enderpearls if you try throwing it while the teleportation activates

knotty oriole
restive portal
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I'd say goodnight to ya'll but it is literally 4:35 am and I don't think I'm getting any sleep

knotty oriole
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I guess the first tick will be a little different if u apply after

restive portal
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Sooo. Goodmorning ya'll.

knotty oriole
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Yeah alright that’s fair

rose tusk
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With how small the distance is here, likely not.

restive portal
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12 radius, it works well now that I got it right

rose tusk
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I mean the distance in which you teleport the mob, which is about 0.92 blocks. If you had a much larger offset, like 10 blocks, then it could noticeably alter where the mob ends up relative to its intended path, and it would be based on its initial rotation on that first tick

restive portal
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Is there a command to detect if an entity has effects?

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I remember there being one but for some reason I can't find it

fallow cliff
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But if u can use scripts, that would prob be better

fallow cliff
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/execute as @e unless entity @s[scores={effect.slowness=1..}] run say I don't have slowness :D

/execute as @e[scores={effect.slowness=1..}] run say I have slowness :(

hard dawn
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Would we ever get [hasitem={tag=}]? Seems like a stretch and I could really use it for performance

hard dawn
# knotty oriole Why for performance

Currently using a million hasitem commands to determine players are netherite or diamond or iron etc. Hasitemtag would let me use minecraft:netherite_tier, as there is already that entity filter in JSON, has_equipment_tag, but it doesn't work for normal inventory slots. Only equipment slots

knotty oriole
hard dawn
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I'm wondering if i could do a combination of them to reduce the commands I run

knotty oriole
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commands are basically abandoned, so u shouldnt expect things like that to come any time, id be surprised if they did

hard dawn
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Use commands to use json for the equipment slots and if match abandon the rest of the inventory scan

knotty oriole
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if ure already using add ons, then just use scripts

hard dawn
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Since most of the time people will be wearing the armor

knotty oriole
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there is rarely any reason to use commands if ure using add ons

hard dawn
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for this use case

knotty oriole
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but they have more optimisation potential

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it makes more sense in this sorta context

hard dawn
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Oh trust me they don't here 🥀🥲

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Using @a selectors in commands seems to be magnitude faster than running an @s function for every player

knotty oriole
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functions are always faster, u should use them if u can

hard dawn
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Well, not seems, I tested it. There's maybe a 5x difference, and it only grows the more players you got

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Yeah I'm using mcfunctions

knotty oriole
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im not that good w scripts, but im pretty sure they have inventory update events now

hard dawn
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They don't work for equipment slots, unfortunately

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I've thought of that too, it would be so much faster in that case

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Cause I'm running my Mcfunction every tick

fallow cliff
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@hard dawn u can use an execute or gate to test within same command

see:
https://wiki.bedrock.dev/commands/logic-gates

  • /execute unless entity @p[hasitem=[{item=diamond_sword,quantity=0},{item=iron_sword,quantity=0}]] run <command>
    • Run the command if the player has either a diamond sword or an iron sword.
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I would write one command ask an Ai to generate the rest for me based on the given command

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If you use such checks often in ur systems, u can use the check to give them a tag

So for future checks just check for that tag to reduce command length and slightly improve performance

hard dawn
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would this even be faster? execute is extremely slow

restive portal
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Is it?

knotty oriole
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Extremely slow is rly exaggeratory though

hard dawn
knotty oriole
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It’s a matter of like 0.000002s or smt

hard dawn
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Well, when I was optimizing my MC functions I found that:
tag @a [x=500,dx=100000,y=-150,dy=1000,z=-500,dz=1000] add pvp ran at about 50ms delay when running it N times, and execute as @a at @s run tag @s [x=500,dx=100000] add pvp ran with 300ms delay ran about N times

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execute if block is even slower 💀

knotty oriole
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That’s like 6 ticks

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I used a benchmarking tool; execute by itself only introduces about 2,000ns of overhead, and then obv there is a little extra depending on what execute subcommand u use, but it isn’t anything to be concerned about at that scale

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Ud need about a hundred thousand of them to even be noticeable in that tick

hard dawn
knotty oriole
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That’s scripts

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Ure calling scripts

hard dawn
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Well since they're both running from scripts we can safely assume both recieve the same negative effects of scripts being slow

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So we can still measure the difference between the commands

knotty oriole
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U shouldn’t be running commands from scripts anyway generally speaking

hard dawn
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Of course not lol

knotty oriole
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In terms of raw commands, it’s nth to be worried ab, again it’s only 2,000ns overhead, but it also depends on what ure doing as to how much sense that actually makes

hard dawn
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Also used it to find that the effect clear command is faster than iterating the effects and doing clearEffect() 😭🥀

hard dawn
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why did they remove it it worked fine before 🥀

fallow cliff
hard dawn
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apparently scoreboard players set @a [tag=netherite,scores={armor=!5}] armor 5 is faster than scoreboard players set @a [tag=netherite] armor 5 🥀

fallow cliff
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yes

polar cliff
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So quick question I'm trying to add pictures to actionbars and when I look at other addon creators functions to see how they did all I see is this 

fallow cliff
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Its easy

hard dawn
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^^

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I wouldn't say it's that easy

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The learning curve is a matter of if you could be bothered to open a pixel art program and put the emojis in the correct items

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Grid spots

teal seal
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execute as @e[tag=sapient] at @s if block ~ ~ ~ wooden_door
How could i make this command look for multiple wooden doors around the entity?

fallow cliff
teal seal
fallow cliff
teal seal
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alr it worked, thanks

dark bison
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Im tryna chnage the offset of my command to 2 blocks to the left
But it just starts at the players feet

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Im sure there's something im doing wrong?
But cant see it

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function ronin/ability/ryoku/use/kansen
Already has an offset of ^^1.2^0.5

knotty oriole
dark bison
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Thats the thing, its supposed to, but it doesn't execute at ^^1.5^

polar cliff
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For some reason when I tried to do /xp -127 it didn't work how am I meant to remove xp?

rose tusk
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You must subtract entire levels. @polar cliff

hollow atlas
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How do I make a command that says the health and owner of a specific entitiy?

fallow cliff
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But there is no easy way to detect and display entity health with commands alone. You'll need to create a post and give more context about your project

So we can better understand areas where it would be fine to make compromises

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I see your bio says you make mods so I suppose it would be better for you to look into add-on based solution.

tight ridge
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Guys can someone help me

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Tag players who have the blade
tag @a[hasitem={item=gw_weapon:azure_blade}] add convert_me

For each tagged player, clear blades and give ONE new blade
execute as @a[tag=convert_me] run clear @s gw_weapon:azure_blade 0 64
execute as @a[tag=convert_me] run give @s gw_weapon:azure_blade 1 0 {"minecraft:keep_on_death":{}}

Remove tag and clean up
tag @a remove convert_me
kill @e[type=item,name="Azure Blade"]

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I was trying to bind the sword like soul binding for the player who use it

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But I'm getting this

mental apex
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how do you play the first person attack animation with playanimation command

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I have tried it multiple times it just does nothing

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/playanimation @s animation.player.first_person.attack_rotation_item animation.player.first_person.attack_rotation_item 900

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am I doing something wrong

silent apex
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-# it's still in the playanimation command it goes like
playanimation @s animation.first_person.attack_rotation_item x 900 "v.attack_time=1;"
idk if it'll work but you can fiddle with it and try it out

hard dawn
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I'm so confused why your command block UI looks like java but you're using touch screen and you're on phone

dark bison
dark bison
knotty oriole
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it looks like it

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u should consider looking into how to do math based animations with molang so u dont have to define each frame, just the key frames and motion patterns

silent apex
silent apex
knotty oriole
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u arent rly limited at all with the kind of math based animations u can make

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the way u write animations in molang with commands is essentially the same as how theyre written externally, like in the animation json files

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they also work by using molang on the bones

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u can technically speaking get the same results as for example animations made in blockbench
actions and stuff for example uses procedural animations with molang

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if u make an animation in blockbench, it just eases the two frames together, and u can make a rly similar affect with molang expressions; u should give it a try

silent apex
knotty oriole
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its kinda rough and incomplete, but u get the idea

silent apex
knotty oriole
# silent apex holy gwakamoly that was insanely incredibly smooth and awesome<:bao_panda_star:...

this system works by just defining the keyframes, and then lerping between them

first, create a custom variable to handle the runtime:
v.time = (v.time ?? 0) + 1
this would work, but keep in mind molang runs per frame, which varies per player, so the above command would desync for players with different framerates; after one second, a player with 30fps would have a time value of 30, while another with 60fps would have a value of 60
the solution is to integrate delta time
v.time = (v.time ?? 0) + q.delta_time

silent apex
knotty oriole
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now u have a timer, we can try making a simple lerp
define the start and end values, for example:

v.start_ypos = 0;
v.end_ypos = 16;```

we will need a smoothing variable; i like to use `hermite_blend` here cus its rly smooth:

```js
v.time = (v.time ?? 0) + q.delta_time;
v.smooth_time = math.hermite_blend(v.time);

v.start_ypos = 0;
v.end_ypos = 16;

the hermite blend will return a value between 0-1, where 0 is our start keyframe, and 1 is the end keyframe; it is the progression between frames as a float
we will next pass this value into an interpolation function to actually interpolate between our frames:

v.time = (v.time ?? 0) + q.delta_time;
v.smooth_time = math.hermite_blend(v.time);

v.start_ypos = 0;
v.end_ypos = 16;

v.ypos = math.lerp(v.start_pos, v.end_pos, v.smooth_time);

this is a linear lerp, but other lerps can be used, like squared, for example
custom lerp funcs can also be used

silent apex
knotty oriole
#

here is a full example of this system in use that my friend made

he uses the segment variable to define each keyframe with equal distance apart:

// v.t = v.t??0.01;
v.t = q.anim_time;

// 0-1s -> segment 0
// 1-2s -> segment 1
// 2s+ -> segment 2
v.segment = math.min(math.floor(v.t), 2);
v.local_t = v.t - v.segment;
v.smooth_t = math.hermite_blend(v.local_t);

v.segment == 0 ? {
    v.start_x = 0;
    v.start_y = 0;
    v.start_z = 0;
    v.end_x = 10;
    v.end_y = 5;
    v.end_z = 0;
    v.start_xrot = 0;
    v.start_yrot = 0;
    v.start_zrot = 0;
    v.end_xrot = 90;
    v.end_yrot = 45;
    v.end_zrot = 0;
};

v.segment == 1 ? {
    v.start_x = 10;
    v.start_y = 5;
    v.start_z = 0;
    v.end_x = 5;
    v.end_y = 10;
    v.end_z = 5;
    v.start_xrot = 90;
    v.start_yrot = 45;
    v.start_zrot = 0;
    v.end_xrot = 180;
    v.end_yrot = 0;
    v.end_zrot = 90;
};

v.segment > 1 ? {
    v.start_x = 5;
    v.start_y = 10;
    v.start_z = 5;
    v.end_x = 15;
    v.end_y = 0;
    v.end_z = 10;
    v.start_xrot = 180;
    v.start_yrot = 0;
    v.start_zrot = 90;
    v.end_xrot = 360;
    v.end_yrot = 90;
    v.end_zrot = 180;
};

v.xpos = math.lerp(v.start_x, v.end_x, v.smooth_t);
v.ypos = math.lerp(v.start_y, v.end_y, v.smooth_t);
v.zpos = math.lerp(v.start_z, v.end_z, v.smooth_t);

v.xrot = math.lerp(v.start_xrot, v.end_xrot, v.smooth_t);
v.yrot = math.lerp(v.start_yrot, v.end_yrot, v.smooth_t);
v.zrot = math.lerp(v.start_zrot, v.end_zrot, v.smooth_t);

// v.t > 3 ? {v.t = 0;};
// v.t = v.t + 0.001;
#

v.segment == 1 ? { };
is an example of an if statement in molang syntax; if v.segment is equal to 1, then run the code within; its rly syntactically similar to JavaScript if u have any experience

silent apex
knotty oriole
#

depending on ur application depends on what method u should use

in this case, my friend is using equidistant keyframes, so this system works well
u can substitute the v.segment value for if statements using v.time to say at what points in the animation should u run what, which is more suitable for keyframes of varying length; u will have to get a little creative with how u procedurally calculate the local_time though

in my video, i use a slightly different system that works for my application
my system has two handlers; a client sided one, and a server sided one
the client sided handler controls all the animation visuals, and looks pretty similar to the above one, but it uses v.animation_state to control what to run when
v.animation_state is based on an adjacent scoreboard value held on the entity, which is determined by my server sided manager which just uses commands to modify the animation state based on environmental factors; this also is what lets me play sounds and do affects alongside my animation

#

that was a lot of info to take in, sorry for the big wall of text, there just isnt much easier way to explain it all, lmao

#

i wish u luck

#

feel free to ping if u have any questions

silent apex
#

dis should literally be in bedrock wiki

knotty oriole
#

it would be a good system to document, i agree

#

another thing i should also mention is a small performance consideration

#

in the example i provided above, it uses a bunch of consecutive if statements, though, most of the time, u will only ever have one of them running at a time

#

if that is the case, u should use if-else statements instead just so it stops parsing once it finds ur animation and doesnt waste resources continuing to check the rest of the conditions when u already have found the one u want to run

silent apex
#

I gaved up TvT it made the hand turn into a propeller instead...

silent apex
#

-# maybe it only works for certain thing

knotty oriole
restive portal
#

Literal magic over here

fallow cliff
knotty oriole
#

But I mean yeah math is basically magic so

restive portal
#

Math IS magic...

fallow cliff
silent apex
next nebula
#

i am playing this animation
and it flickers in first person a lot (cause it is playing and stopping) any idea how to stop that? or make it not play in first person

{
  "format_version": "1.8.0",
  "animations": {
    "animation.xxxxx.standing": {
      "loop": "hold_on_last_frame",
      "animation_length": 0.25,
      "override_previous_animation": true,
      "bones": {
        "body": {
          "position": ["0.0 - ((v.is_first_person || !q.is_riding) ? 0.0 : this)", "0.0", "0.0 - ((v.is_first_person || !q.is_riding) ? 0.0 : this)"]
        },
        "leftarm": {
          "rotation": [
            "0.0 - ((v.is_first_person || !q.is_riding) ? 0.0 : this)",
            "0.0 - ((v.is_first_person || !q.is_riding) ? 0.0 : this)",
            "((math.cos(query.life_time * 103.2) * 2.865) + 2.865) * -1.0 - ((v.is_first_person || !q.is_riding) ? 0.0 : this)"
          ]
        },
        "rightarm": {
          "rotation": [
            "0.0 - ((v.is_first_person || !q.is_riding) ? 0.0 : this)",
            "0.0 - ((v.is_first_person || !q.is_riding) ? 0.0 : this)",
            "(math.cos(query.life_time * 103.2) * 2.865) + 2.865 - ((v.is_first_person || !q.is_riding) ? 0.0 : this)"
          ]
        },
        "leftleg": {
          "rotation": [
            "0.0 - ((v.is_first_person || !q.is_riding) ? 0.0 : this)",
            "0.0 - ((v.is_first_person || !q.is_riding) ? 0.0 : this)",
            "0.0 - ((v.is_first_person || !q.is_riding) ? 0.0 : this)"
          ]
        },
        "rightleg": {
          "rotation": [
            "0.0 - ((v.is_first_person || !q.is_riding) ? 0.0 : this)",
            "0.0 - ((v.is_first_person || !q.is_riding) ? 0.0 : this)",
            "0.0 - ((v.is_first_person || !q.is_riding) ? 0.0 : this)"
          ]
        }
      }
    }
  }
}

this isn't specifically command related (could be) but you guys are the most knowledgeable about these kinda of animations

#

in context this is used to disable riding animation

fallow cliff
#

if u r using commands to play the animation:

/playanimation @a animation.xxxxx.standing none 0 "0" xxxxx:standing
next nebula
fallow cliff
# next nebula it is not, i can't edit vanilla files

I'm guessing this is for marketplace

I dunno how to add custom player animations without conflicts with vanilla ones

That's the only way I know

Maybe you can ask Jean or Felix
They might know a different method

next nebula
neat lily
#

hey folks, can the /testforblocks check for signed books in a barrel??

knotty oriole
#

All data must be the same to be a match

neat lily
knotty oriole
neat lily
#

My book simply has "1" on the first page. It fails to match if I move the book around the slots in the barrel, which is correct behaviour, but if I put I back to slot 1, it still fails, almost like it remembers it was in other slots in the past. It's odd, but I'll persevere

#

Like I say it starts off working fine, but somewhere along the line it just fails to match and I have to "reset" each barrel. I am doing a setBlock to replace the target barrel once it matches

restive portal
#

How can I use scoreboard command to make a random number generator?

#

I would rather this than keep triggering randomizers within the entity itself, but I may have to do that instead of commands...

rose tusk
#

Use the command /scoreboard players random <player: target> <objective: string> <min: int> <max: int> @restive portal

restive portal
robust marlin
#

anyone know why this animation isn't playing? /playanimation @e[type=axolotl] animation.axolotl.play_dead

heavy holly
#

this is possibly unrelated to commands, but i have a fully built world for skyblock, but theres still the flatworld beneath, but i want to get rid of it, ive used scripts to delete it but its a mess, is there a way to transfer it to another world or something?

thick rampart
#

There's a void world generation. If your world are fully addon-related, you could just do that. If you had builds on the map and can't simply switch, you probably want to open an NBT Editor and edit the world's generation manually.

heavy holly
restive portal
#

Is there anyway to prevent spreadplayers from spreading my entity into the deep canals of caves?

#

Like, if it's above the surface and the distance of the spread is more than 14 blocks wide and tall, it would just.. sink underground

naive marten
restive portal
#

Unless if my brain doesn't work rn

naive marten
restive portal
naive marten
restive portal
naive marten
naive marten
#

Since it's random, it's not a guarantee anyways

#

If a player is fighting this entity and there's a mountain behind the player, the entity won't teleport naturally (because of the checkforblocks Boolean)

#

But if you've set multiple directions for it to teleport, in one of them it'll be successful, otherwise, it'll just look like the player got lucky

naive marten
# restive portal But terrains 😭

It would be a decent amount of commands but it's not really a problem as this triggers randomly + I really doubt you care about performance that much considering you're using commands for this kind of behavior

naive marten
restive portal
restive portal
#

Maybe 8 blocks away, then if none, 14 blocks away

naive marten
restive portal
quick falcon
#

Hey guys,do i can use both tags to share one command like this?

replaceitem entity @s[tag=test1] [tag=test2] slot.armor.head 1 armor:tester

foggy swan
knotty oriole
#

Can’t tell if ure asking for an AND or an OR gate; either way, both should be there

restive portal
#

What's the selector for a player's gamemode? I don't want creative players targetted by effects from this one entity I have 🙏

restive portal
restive portal
#

Any idea how I can make an entity face the nearest enemy/tagged entity with tp?

I tried this but it didn't work:
/execute as @e[type=vex] at @s run tp @s ^^^ facing @e[type=!vex]

#

The idea was to keep them in place but their heads would keep facing the nearest entity

restive portal
#

/execute as @e[type=vex] at @s anchored eyes run tp @s ^^-0.63^0.36 facing @e[c=1,type=!vex,r=200,type=!player,type=!item]

The command above kinda works but the entity I made for it doesn't cuz the animation isn't related to look at target, so I added that variable so hopefully it works now