Ive tried this out a few times and I got it working, so I believe your issue would be you are using a decimal for the tp. This game works on a single block coordinate. It does not pan out or work when it comes to decimal values when it involved moving something. Remove the decimal.
If this has helped you, let me know and mark this as [SOLVED] when editing the title for the thread.
Well i solved that part, but im trying to make it so either if the player is next to more than one hopper it will make them tp, or if they are near multiple hoppers, they have to move away from the hoppers.
Did you figure it out, because if you have then I wont try to find a solution (considering you have figured other commands out you were trying to find.)
trying to find info on the motion tag to see if anything is possible with that. Basically trick house puzzle 8
I can make the player move forward the direction they are facing with
/execute at @p if block ~ ~-1 ~ minecraft:blue_ice run execute at @p[distance=..4,y_rotation=-10..10] run tp @p ~ ~ ~.25 facing ~ ~ -160
but i think i need to find another way to stop them other than the unless modifier with a hopper nearby. because they still need to tp forward when next to them.
You can either tag two different types of armor stands (or more depending on how many you want) and place them inside each hopper then give all armor stands invisibility. Once the player is near two different armor stands then they would be teleported back.
Thats the start of a great idea! But if they leave that armor stand wouldnt it still stop them at the next one?
Im also trying to think of a way to check difference between positions every tick or something. If the position changed, then it executes the tp command unless there is a hopper next to them, resetting the tp until their position changes.
Ohh you mean so I can detect the number of entities in a certain range. That makes sense.
I might still need something to track movement because while it would allow the tp command, it would just make them go in whatever direction they look at first.
But that is a useful trick ill have to keep in mind
lol back again
i have this command
i want it to run unless there is a hopper next to the entity. so i had this
This teleports the player in the direction while on ice unless there is a hopper in a cardinal direction relative to the player.
its a lot, i know. but i also need the player to not be able to just move along a line of hoppers to cheat and get across..
should i use a function with that command and another only allowing a player move away from a hopper if theres more than one nearby?
Ive tried this out a few times and I got it working, so I believe your issue would be you are using a decimal for the tp. This game works on a single block coordinate. It does not pan out or work when it comes to decimal values when it involved moving something. Remove the decimal.
If this has helped you, let me know and mark this as [SOLVED] when editing the title for the thread.
Well i solved that part, but im trying to make it so either if the player is next to more than one hopper it will make them tp, or if they are near multiple hoppers, they have to move away from the hoppers.
Did you figure it out, because if you have then I wont try to find a solution (considering you have figured other commands out you were trying to find.)
nope.
trying to find info on the motion tag to see if anything is possible with that. Basically trick house puzzle 8
I can make the player move forward the direction they are facing with
but i think i need to find another way to stop them other than the unless modifier with a hopper nearby. because they still need to tp forward when next to them.
You can either tag two different types of armor stands (or more depending on how many you want) and place them inside each hopper then give all armor stands invisibility. Once the player is near two different armor stands then they would be teleported back.
Thats the start of a great idea! But if they leave that armor stand wouldnt it still stop them at the next one?
Im also trying to think of a way to check difference between positions every tick or something. If the position changed, then it executes the tp command unless there is a hopper next to them, resetting the tp until their position changes.
Well, the armor stands are more for to detect when they are close to too many hoppers, which in return teleport them back as you so want.
As for being able to tell the difference in positions per tick, I am not too sure on how to do that.
Ohh you mean so I can detect the number of entities in a certain range. That makes sense.
I might still need something to track movement because while it would allow the tp command, it would just make them go in whatever direction they look at first.
But that is a useful trick ill have to keep in mind