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    posted a message on Top Down / 3rd person player control

    You can have an armor stand that the entity will be looking at, and you make it move when you want the entity to turn, and be immobile when the player is reorienting himself

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Count block

    You can use the clone command to do that :


    execute store result score @s BLOCK run clone 0 0 0 100 256 100 0 0 0 filtered minecraft:oak_button force


    But there is a limit to how many blocks you can clone.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Villager counter

    You can do that in only one command :

    execute store result score NUM VillagerNum run execute if entity @e[type=minecraft:villager,distance=..60]
    Posted in: Commands, Command Blocks and Functions
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    posted a message on can anyone help me?
    execute store result score #TAGGED nb_tagged_tmp run execute if entity @e[tag=your_tag]
    execute if score #TAGGED nb_tagged_tmp < #TAGGED nb_tagged run say "tagged dead"
    scoreboard players operation #TAGGED nb_tagged = #TAGGED nb_tagged_tmp


    The first command count how many entity has the tag "your_tag" and store it in nb_tagged_tmp score

    Then it compares it with nb_tagged score, which is how many tagged entity you had one tick earlier. If the score is lower, then you have a dead tagged entity

    and finally you put nb_tagged_tmp in nb_tagged for the next tick.


    First command block in repeat always active unconditional and the rest in chain unconditional always active.


    you have to create the scoreboard with :


    scoreboard objectives add nb_tagged dummy
    scoreboard objectives add nb_tagged_tmp dummy
    Posted in: Commands, Command Blocks and Functions
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    posted a message on how to delete nbt Tags ?? 1.16.5 [SOLVED]
    tag @e[distance=..15,nbt={Tags:["inlove"]}] remove inlove
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Player count
    /execute store result score #SCOREBOARD nb_players run execute if entity @a[x=200,y=17,z=198,dx=10,dy=1,dz=10]



    "execute store result score #SCOREBOARD nb_players" mean that you will store the result of the following command in the "nb_players" 's score of #SCOREBOARD (a fake player here, but you can choose an entity)


    "execute if entity @a[x=200,y=17,z=198,dx=10,dy=1,dz=10]" search for players at x=200, y=17, z=198 in a square of 10x1x10


    You will need to create the score before that with :


    /scoreboard objectives add nb_players dummy
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Custom villager

    You can use this site : https://mcstacker.net/

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Better timer

    You can put that in a bossbar to make a timer ;)

    Posted in: Commands, Command Blocks and Functions
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    posted a message on /execute help for adventure map 1.12.2 or 1.16.5

    To do your tellraw or execute command, I advise using https://mcstacker.net/


    Your command has to be something like this :


    execute positioned 100 53 100 run tellraw @a[dx=10,dy=10,dz=10] ["",{"text":"hello","bold":true},{"text":" "},{"text":"minecraft","underlined":true},{"text":" world","color":"dark_blue"}]
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Problems with multiplayer game. Any ideas?

    Hey :)

    So let's assume that bottom left is 0 17 0 and top right is 10 17 10 (coordinates)


    First chain of 3 :
    
    execute positioned 0 17 0 as @a[dx=0,dy=0,dz=10,tag=!pool_bottom] run scoreboard players add @s pool_points 50
    execute positioned 0 17 0 as @a[dx=0,dy=0,dz=10,tag=!pool_bottom] run tag @s add pool_bottom
    execute positioned 0 17 0 as @a[dx=0,dy=0,dz=10] run tag @s remove pool_top
    
    
    Second chain of 3 :
    
    execute positioned 10 17 0 as @a[dx=0,dy=0,dz=10,tag=!pool_top] run scoreboard players add @s pool_points 50
    execute positioned 10 17 0 as @a[dx=0,dy=0,dz=10,tag=!pool_top] run tag @s add pool_top
    execute positioned 10 17 0 as @a[dx=0,dy=0,dz=10] run tag @s remove pool_bottom
    
    
    chain of 2 :
    
    tp @a[scores={pool_points=200},tag=!pool_finished] 200 17 200
    tag @a[scores={pool_points=200},tag=!pool_finished] add pool_finished



    What does it do ?


    You check if the player reached the top bottom of the pool. If yes, it add 50 points, then add the tag pool_top. With the tag, the player can't have points anymore if he reach the top. It then remove the tag pool_bottom, which means that your player can now gain point when he reach the bottom.


    It does the same for the bottom of the pool, but inversed, it add pool_bottom tag and remove pool_top.


    The chain of 3 command blocks has to be : "repeat unconditionnal always active" for the first, and the two others "chain conditional always active"


    The chain of two command block is when the player reach 200 points. It tp the player and add him the tag pool_finished.

    The first one has to be "repeat unconditional always active" and the second "chain conditional always active"



    How does it know when a player reach the bottom or top line? It's thanks to dx dy and dz, when you specify "positioned 10 17 0 as @a[dx=0,dy=0,dz=10]", only players on the line 10 17 0 to 10 17 10 are concerned.



    Feel free to ask if you have questions

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Can someone please explain to me how do " ^ ^ ^ " work in commands?

    ^ ^ ^ is about your point of view, for exemple, ^ ^1 ^1 aims at 1 block away and 1 block above your point of view. Note that it start at your feet, if you want iit to start at your eyes, you have to add "execute anchored eyes run [command]"

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Relative positions not working with DX

    You can use the execute function :


    /execute positioned ~ ~ ~ run gamemode adventure @a[gamemode=survival,dx=25,dy=25,dz=25]
    Posted in: Commands, Command Blocks and Functions
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    posted a message on How to detect when a player enters into an area

    If you want to know which player has left the area, you can add a tag to all players who are in the area, and check every tick if they still are in :


    add tag if player is in the area :
    
    /tag @a[x=10,y=10,z=60,dx=20,dy=20,dz=70] add in_area
    
    detect if the player has left the area :
    
    /execute as @a[tag=in_area] unless entity @s[x=10,y=10,z=60,dx=20,dy=20,dz=70] run say "not in area"
    
    and don't forget to detag players who are not in the area :
    
    /execute as @a[tag=in_area] unless entity @s[x=10,y=10,z=60,dx=20,dy=20,dz=70] run tag @s remove in_area
    Posted in: Commands, Command Blocks and Functions
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    posted a message on How can I summon an ender dragon that does not move but flaps its wings ?
    /summon armor_stand ~ ~ ~ {NoGravity:1b,Invulnerable:1b,Small:1b,Invisible:1b,Passengers:[{id:"minecraft:ender_dragon"}]}
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Command for: Giving money if on team not working?

    Sorry, I misread your message ^^'


    You can't do that, you have to use another method.

    One I can advise is to send a message to the closest player when someone click on the button, and in the message, put :


    "Confirm clicking on button : Confirm", and on confirm, put a command


    /tellraw @p ["",{"text":"Confirm clicking on button : "},{"text":"Confirm","underlined":true,"color":"dark_red","clickEvent":{"action":"run_command","value":"/scoreboard players add @s[team=[teamName]] cash 350"}}]
    Posted in: Commands, Command Blocks and Functions
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