#help me!!!!
1 messages · Page 1 of 1 (latest)
you could add knockback resistance to it
in the entity file
unless if you're only using commands
Execute at @e[type=zombie] if block ~~-1~ air run tp @e[type=zombie] ~~-1~
Its a way not the best but yh
/tp @s ~~~ repeated on the zombie should work on a normal world. are you playing a on server or something like that?
its prob a addon, this happens to me too
oh well they said they use commands so i think it should work normally? maybe its a bit weird if the commands are in the entity file itself
well, in my addon i use tick.json
I want time to stop and the players to stop where they are "to give more realism" so I use:
execute as @e[tag=ts_effect] at @s run tp @s ~~~
But when I hit them they move, meaning they still receive knockback
I don't think it's a bug, but I don't know, it's weird.
yeah that is the correct command, but its most likely since the command could not function as wanted if there is even slight delay between executions
jus thave to find a different other than using commands, 1 thing you could do is tping things to a fixed position when you start a timestop but this would require an additonal entitiy for each entity that gets timestopped
Yeah, but to be honest I liked the knockback. Gives a little more realism yk?