i did that, but then the command wouldn't work so I added in ",score_Unicorn_min=1" in the @e brackets, and it still didn't work...
Also, I accidentally placed the radius value in there, when I placed it in the actual command block, I took that out. (Also, what is the 's' for? Because when I had the command in there previously, I had it without the 's'', and no error message came up.)
By adding the "score" parameter, you are ensuring that the command will never work in the first place. It's trying to find an item with a "Unicorn" score of 1, of which no item like that exists, which then stops the /scoreboard command from setting that score to the item. By not including that parameter, you ensure the command will succeed. The command I've presented does work.
The "s" is the datatype, standing for "Short". Without it, the datatype is "Integer". The game specifically assigns "Short" to enchantment IDs and levels in item NBT when enchanting or receiving enchantments on items in survival, so it's best to be consistent everywhere as item data will otherwise not be auto-corrected (and, if trying to target items based on their enchantment data, would require you to specify multiple commands to cover multiple datatypes).
So I did that, and now it says 'the dataTag does not match for aed428fa-4b9c-4370-9328-f4002d7c1ec9'
Sorry for all of the trouble, but I'm completely new to redstone and command blocks... thanks so much for helping me.
If there are other item entities on the ground, then the error message will not be useful since the command must iterate for each item entity to locate a match. The last output will show the last item processed, which will not necessarily be the one(s) that matched.
A quick way to ensure it worked is to instead target it based on its score:
That would explain it, seeing as I have a repeat command block that is set to kill any slime in a radius of about 500 or something :P. (I kinda got sick of the slimes...)
Also, do I have to input that into a command block? (Sorry I had like 2 seconds to test it out, so I just put it in chat, and it says that the player wasn't found, so I'm assuming I have to put it in a command block.) I'll try it out tomorrow, thank you so much for the help
Thanks, it worked! I simply added that, then made that command block a repeat as well :D. Which leads me to ask, what's the best type of hopper clock? Because from what I know, it's not possible to summon a repeat command block. But if I'm wrong, please say otherwise :). Thanks once again!
Help! Can you please provid the commands for these blocks and effects? Red clay=kill. Green clay=speed 5. Yellow clay=jump boost 6. blue clay=levitation 2. Purple clay=teleports the player up 5 blocks. Brown clay=slowness 2. Black clay=blindness 3. And finally, Pink clay=teleports the player down 5 blocks. I don't know how long this will take but can you do it? Thanks!
How do you summon a fireball at snowballs or arrows? Also, how do you make it so when you crouch you get teleported into the block so its like your crawling in the block? The map Scary Blocks did this with pistons and I would like to do it with blue stained clay or glass!
You can do much more than double. Recently began to question just how many when I was playing with a random dungeon generation idea. I was using execute-detect to test for feature and room placement. Was generating them using some C# code, my largest execute-detect command was for a 60 block volume but I was optimizing away any tests for air blocks so I think the deepest it got was 18 or so.
This will break the block the arrow is in only if its glass and the arrow has a score because it is in glass. You could also do a conditional command block after those two that plays a sound of glass breaking to players near the arrow and do a particle effect of glass breaking for just some extra detail.
So I'm fairly new to using the /execute command, but have been working with command blocks for some time, and am having some difficulty identifying a problem...
I'm working on making a push-able block (smooth granite), and have the block be cloned to a space one further away from the player after a delay of 10 ticks (using a scoreboard with objective 'pushDelay'). I've set up a system whereby the following commands function as intended:
However, any other direction (negative x, positive or negative z) doesn't work. For example, the following command doesn't give me any output info, even though all I changed (I believe) was the direction: