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    posted a message on Directional Teleportation

    My mistake, I meant x and z axis, not x and y. However, the problem is still the same. I want my "robot companion" to follow me, not teleport to my exact position

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Directional Teleportation

    Yes, it remains on the ground. However, it continuously teleports to the player's position. Since it stores the position of the player's x and y axis, it continues to teleport to those locations. I do not wish for that to happen. Let me explain what I am trying to create: The armor stand, suited with armor and a walking animation, continuously looks at the player with the facing command and teleports forward. By teleporting the entity forward at the pace of 0.1, the entity becomes a slow chasing entity that always follows the player. This is a problem when I am in the air, however, as the armor stand teleports into the air against my will. So what I need is a way to ground the armor stand without teleporting it to an entitie's x or y axis.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Directional Teleportation

    Unfortunately, this does not seem to be the solution I need. With these command active, the entity constantly teleports to the palyer, which i do not want. I simply want the entity to remain on ground level, not teleport to the player's position. Got any other ideas?

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Any way to remove hitboxes?

    That's incredible! Exactly what i needed! Thank you!

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Directional Teleportation

    I've created an entity that follows a player using the new facing command, and constant teleportation forward, However, i would prefer this entity to stay on the ground and not fly up to me when i am in the air. Any ideas?

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Any way to remove hitboxes?

    While a good idea, it wont work in my case. How my command works is it summons armor stands with gold blocks on their heads. When spread out closely, it can resemble a chain. However, I can not copy that over to the area_effect_cloud...

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Any way to remove hitboxes?

    I created a command that summoned a bunch of armor stands to chain up an enemy, however once chained, its very hard to hit the player because of all the armor stands. Is there anyway to turn off hitboxes, or is it not possible?

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Function problems w/ Custom names

    Dude, you're a life saver! It worked perfectly! Much love!

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Function problems w/ Custom names

    Recently, I've been getting really deep into command block work. With all the command blocks flying around, I put most of my work into functions to save space. On top of that, I created a function that "setblocks" the command blocks necessary for the command, so all I've got to do is call upon that single function to use it in any world. I've got one small problem, however.


    execute at @p run setblock ^3 ^ ^3 minecraft:command_block[facing=up]{Command:"execute at @e[tag=Target] run summon minecraft:armor_stand ^ ^-2 ^1 {Invulnerable:1b,NoGravity:1b,Invisible:1b,CustomName:"{\"text\":\"Locked\"}"}"}


    The command above has been put into a function, and seems to work until I get to the "CustomName". In case you're confused, what this is supposed to do is: When activated by using /function, it will set a command block a few blocks in front of the player which has the command to summon an armor stand below the selected target, and the armor stand will have the name of "Locked". Like I said, the function works perfectly until the "CustomName" comes into affect. Any help would be deeply appreciated!

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Functions, Functions, Functions! [Solved]

    Looks like it might've just been typed in incorrectly. I don't think i put "run" before the setblock command like i needed to, so now it seems to be working fine. Thanks :)

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Functions, Functions, Functions! [Solved]

    I appreciate the reply! The problem, however, is not the functions themselves. I've created multiple functions, all of which work fine. Even the one i was working w/ the setblock command worked fine, until I actually input the setblock command into the function. I'm hoping to find a way around this problem

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Functions, Functions, Functions! [Solved]

    So I've been doing a lot of command block work recently, and thought about compacting down my work into one function. In order to do this, i was going to create a function that setblocks relative to the player when activated that contained the necessary commands for my needs. However, whenever i input the setblock command into a function .txt file, the function disappears from my functions options in minecraft. To be clearer, it doesn't detect my function when a setblock command is input into it. Any help would be appreciated!

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Arrow NBT Help! [1.13 Command Blocks] [Solved]

    So with this new 1.13 update in command blocks, ive been having trouble with the nbts, specifically with arrows. What I am trying to create (which worked in 1.12) is a special arrow that summons other arrows as it flies. In 1.12, i was able to do so by giving myself this arrow:


    /give @p minecraft:tipped_arrow 64 0 {CustomPotionEffects:[{Id:6b,Duration:0,Amplifier:0b}]},


    and using a repeater block to tag ONLY THAT ARROW as it flew. But, within 1.13, I cant seem to do that. I can't seem to get only certain arrows to spawn other ones, and other arrows to be normal.


    In 1.12, I have it set to where if it detects the arrow with {CustomPotionEffects::[{Id:6b,Duration:0,Amplifier:0b}]}, it will summon arrows 20 blocks above that arrow until it lands. I cant have it detect normal arrows for 2 reason:

    1. I plan on creating other cool arrows

    2. If i set that command up for normal arrows, it would spawn more arrows on top of the summoned arrows for all eternity


    I've been at this for close to a week now, so any help would be greatly appreciated!

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Cool Arrow commands 1.13

    Recently, I had watched the anime Fate: Stay night, and within that show, the archer had the ability to shoot an arrow and have a volley of arrows rain from the sky. It was pretty dope! I wanted to recreate it, so i did within 1.12. It worked, everything was cool, and i had a lot of fun with it. Problem is, a lot of other cool commands were added in 1.13, and with the updated command system, I'm totally funked. I haven't been able to crack it at all. So thought you guys might have the answer!


    Commands (1.12):


    So how i got it to work in 1.12 was by creating a unique arrow (duration, effect, etc), having a command block tag it as soon as it entered the air, and then summon arrows as it flew.


    Arrow: /give @p minecraft:tipped_arrow 64 0 {CustomPotionEffects:[{Id:6b,Duration:0,Amplifier:0b}]}


    Command to tag custom arrow: /scoreboard players tag @e[type=Arrow,tag=!magicarrow] add magicarrow {CustomPotionEffects:[{Id:6b,Duration:0,Amplifier:0b}]}


    Arrow Rain: /execute @e[tag=magicarrow] ~ ~ ~ summon Arrow ~ ~20 ~


    Kill arrow on ground impact:

    /execute @e[tag=magicarrow] ~ ~ ~ scoreboard players set @e[c=1,r=0,tag=magicarrow] inGround 1 {inGround:1b}

    /kill @e[tag=magicarrow,score_inGround_min=1]


    Like I said, this command set worked within 1.12, but I have no idea how to translate it over into 1.13. I would really appreciate your help! And just btw, the characteristics of the arrow (Id, duration, amplifier) were completely randomized, so don't feel obligated to use the same characteristics or anything! Also, forgive my messy code. Its basically Frankenstein's monster (little bit of command from one, little bit of command from another) Thanks!

    Posted in: Redstone Discussion and Mechanisms
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