#Is there a way I could set a happy ghast's still_timeout to be forever?
1 messages · Page 1 of 1 (latest)
you can run the data modify command every like minute
Put it in the tick/loop function?
I mean its inefficient; if you did a lot of commands like that it would probably lag out, but if its just one or two i don't see it making a big difference
If it lags you can always remove it and trigger it with a schedule instead
Flying speed/movement speed attribute
Yeah
You can do /execute as @e[type=happy_ghast] run attribute @s flying_speed base set (whatever)
It'll modify it for all existing ghasts, if you want you can put it in a loop aswell
Shouldn't lag your game but if it does you can put both commands in a schedule instead
it would only do it for loaded entities. the best method is a tick function that runs a function as happy ghasts that dont have some tag which applies that tag as well as your attribute
so something like execute as @e[type=happy_ghast,tag=!example] run function ns:example
Most anything is gonna be detectable, but how they are detected will vary. I'd certainly recommend starting with advancements
Why are you hardcoring the id...?
Rather, why are you targeting the ID?
Just use target selector arguments to find the nearest happy ghast
Why do you need the ID of the entity though?
Alright, yeah so you're coming at this with engineer brain and overcomplicating the problem
@n[type=happy_ghast,distance=..12] will select the nearest Happy Ghast within a 12 block radius