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    posted a message on Change mob AI after it's summoned

    I have a hallway with an enderman that has noAI and silent at the opposite end the player enters. When the player get's too close I want to change the mob's AI and have it rush the player then disappear before reaching the player. Changing the AI of the mob after it's spawned is my problem; everything else I can figure out. Is there a way of doing this without having to tp the mob then spawn a new one with different specs in its place?

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

    Can you explain why that is. What is it that you doing by adding the extra "\"?

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on nested command block command

    I'm looking to have a chain-always active command block use setblock to set a repeating command block with this command: execute as @p[nbt={Inventory:{tag:{display:{Name:"{\"text\":\"Backdoor Key\"}"}}}}] run playsound minecraft:ui.toast.challenge_complete master @p -31 63 318 1 1 1


    I tried this but it's not working: setblock -31 60 322 minecraft:repeating_command_block[facing=east]{Command:"execute as @p[nbt={Inventory:{tag:{display:{Name:"{\"text\":\"Backdoor Key\"}"}}}}] run playsound minecraft:ui.toast.challenge_complete master @p -31 63 318 1 1 1",auto:1} replace


    Anyone know how this can be done?

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on 1.13 killing named mob issues

    That did it! You fixed a week long headache.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on 1.13 killing named mob issues

    It's funny because I used a generator to create the summon command and that's how it was formatted, but what you say makes sense. I'll give that a try when I get the chance. Thank you.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on 1.13 killing named mob issues

    Ok, bare with me here. I'm summoning an invisible noAI silent zombie named Lock. The zombie's spawnpoint is placed so that the zombie's body covers a redstone button. If the player has a specific named item (Backdoor Key) I want to teleport the zombie below bedrock then kill him. The issue I'm having is the command for killing a named mob isn't working for me and I'm not sure what I'm doing incorrectly.


    Here's my whole process -


    When the player reaches a certain point a repeating always active command block sets this command:

    execute if entity@p[x=-48,y=63,z=299,distance=..20] run setblock -23 63 291 minecraft:redstone_block


    Redstone block will activate an impulse command block to summon named mob:

    summon minecraft:zombie -48.42 63.00 298.75 {Invulnerable:1,Silent:1,NoAI:1,Rotation:[40f,0f],ActiveEffects:[{Id:14,Amplifier:0,CustomName:"\"Lock\"",Duration:999999,ShowParticles:0b}]}


    Finally I use a repeating always active command block to check for the "Backdoor Key" then kill the named mob:

    execute as @p[nbt={SelectedItem:{tag:{display:{Name:"{\"text\":\"Backdoor Key\"}"}}}}] run kill @e[type=minecraft:zombie,name=Lock]


    I tried using run kill @e[type=minecraft:zombie] and it worked but that's too vague a command as I don't want to kill all zombies.


    According to everything I've read, this should work, but it doesn't. Can anyone explain what I'm missing?

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Item transfer to chest when player dies (1.12.2 command help)

    I'm going to have to do a bit a reading because I don't know a thing about any of that but now I have a place to start. Thank you!

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Item transfer to chest when player dies (1.12.2 command help)

    I'm fairly new to using command blocks for more advanced usage. I'm currently making a horror survival map with lore in written books. The player will be able to take these books with them as they progress. However, if they die, I'd like the written books of lore to be safely transferred back into its starting chest. That is the preferred idea. If that's not an option then is there a way to allow players to read the books but not take them?

    Posted in: Commands, Command Blocks and Functions
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