For this you can set a scoreboard that will store Pos[1] of player, and if this value is <0 then tp player, like this :
scoreboard objectives add y dummy
execute as @a store result score @s y run data get entity @s Pos[1]
execute as @a[scores={y=..0}] at @s run tp @s ~ 20 ~
For this you can set a scoreboard that will store Pos[1] of player, and if this value is <0 then tp player, like this :
scoreboard objectives add y dummy
execute as @a store result score @s y run data get entity @s Pos[1]
execute as @a[scores={y=..0}] at @s run tp @s ~ 20 ~
Why would you do scoreboard for this instead of directly checking for y?
/execute at @a as @a[y=0,dy=-16] run tp @s <location>
I tried making a command that would teleport players right before they fall to the void back onto the main island, but I failed miserably. Any help?
For this you can set a scoreboard that will store Pos[1] of player, and if this value is <0 then tp player, like this :
I like trains... OF CHAIN COMMAND BLOCKS !
Why would you do scoreboard for this instead of directly checking for y?