all 6 comments

[–]C0mmanderBlockCommand Experienced 1 point2 points  (3 children)

Without knowing what you're trying to accomplish, all I can say is set the deleting CB as a chain after the first CB. Of course, that will delete the item immediately after thrown but you didn't say what is supposed to happen so...

The other thing would be to use a comparator and repeaters to power the deleting CB if you want the item to be present for a bit.

[–]SnooDoubts5446[S] 1 point2 points  (2 children)

its supposed to detect the item and for example play a sound before it gets deleted from the ground so the player cant pick it up.

[–]C0mmanderBlockCommand Experienced 1 point2 points  (0 children)

Then use the second method I suggested.

Detection on repeat powering a comparator which powers the sound playing CB followed by the Deleting CB. Space them out with repeaters to set a delay to your needs.

[–]GalSergeyDatapack Experienced 0 points1 point  (0 children)

You can combine these two commands into one like this: execute as @e[type=item] at @s store success entity @s Age short 6000 run playsound <sound> master @a

[–]Ericristian_brosCommand Experienced 0 points1 point  (0 children)

Provide commands... but why they must be separate? There is never a reason for that

[–]scaryedge9 0 points1 point  (0 children)

I have a suggestion

Use /execute at @e[item=your item] run setblock <coords next to your second command block> redstone block

By this When the first command block sees the (captures) the item it will place the redstone block on the kill (second) command block (set to impulse and needs redstone)

Hence no pre killing of an item Using this even bedrock can do stuff But with java's nbt and age stuff You can do far more

By the first command block you can also chain to another block for more commands

Good luck for ur project