#Function Delay
1 messages · Page 1 of 1 (latest)
Huh? for real?
this doesn't work?
tag @s add test
execute if entity @s[tag=test] run say success
correct. Specifically,
tag @r[type=armor_stand,name=test] add active
execute as @e[type=armor_stand,name=test,tag=active] at @s run ...
It only works if those two lines I gave as an example are in separate functions and execute on separate game tics
1.20.0
is it on realms?
nope, just a singleplayer world
give me a sec (I mean like 10 minutes to do some testing)
If that is true, would break everything
Ok my bad, I just tested it again and it worked as it should have. To be fair, I had an amazing function pack that generated random dungeons, but it never worked because of this issue, but that was in 1.18 and 1.19, I never tested it in 1.20. Thanks for your help!
What was the issue? I'm curious
Prob should delete this whole forum... not to cause mass testing panic
I can't show you the original scripts that had these problems, because I was so mad I deleted them 😶 . The problem was it would select an armor stand at random, give it a tag of "active", and generate a dungeon room off of it. However, the function never worked because it could never detect the entity with the tag because it didn't allow a game tick to go by
So it never generated a room of the dungeon because there was no "active" armor stand for it to find