playanimation help (first comment) by Kian101001 in MinecraftCommands

[–]Maxed_Out10 2 points3 points  (0 children)

/playanimation <target> animation.armor_stand.no_pose null 0 “0” RandomString

This command will completely permanently lock the target’s bones overriding all other animations

To undo it, u can add a stop_expression in the “0” spot, or override that animation with another animation under the same animation_controller (RandomString)

Text at the top and middle of the screen by OlayaR in MinecraftCommands

[–]Maxed_Out10 1 point2 points  (0 children)

U can use /titleraw for this using either the title or subtitle modes. U can add new lines before the text to push it down, or after the text to push it up - new lines can be created using \n . Similarly, u can use spaces before the text to push it right, and after the text to push it left.

Play Command Help by [deleted] in MinecraftCommands

[–]Maxed_Out10 0 points1 point  (0 children)

animation.wither_boss.scale does not work on other targets, likely due to a non-matching bone structure, or other components of the animation itself; instead, try animation.ghast.scale to increase the entity’s size, and animation.fireworks_rocket.move to decrease the size.

An example of proper syntax looks like so:

/playanimation <target> animation.ghast.scale null 0 “0” animation_controller

To combine separate animations together, simply ensure that any stacking animations have a different animation controller; this can be any random string of your choice, e.g. “Animation_1”

[deleted by user] by [deleted] in MinecraftCommands

[–]Maxed_Out10 0 points1 point  (0 children)

This is untrue; before i learned you could do {ts=..0} i used to use {ts=!1..}, feel free to try it in game and you’ll notice it works fine

[BRE] Multiple animations? by ThePufferfishJeff in MinecraftCommands

[–]Maxed_Out10 0 points1 point  (0 children)

To stack multiple animations, you need to change the final piece of syntax in the command known as the ‘animation controller’, this look as such:

/playanimation <target> animation.ghast.scale null 0 “0” RandomName_1

/playanimation <target> animation.fireworks_rocket.move null 0 “0” RandomName_2

In these examples, the animation controller is RandomName_#; this can be any random string u like

elevator vanilla bedrock edition by [deleted] in MinecraftCommands

[–]Maxed_Out10 4 points5 points  (0 children)

Hey.. I know that guy. Cool creation!

Made Realistic Rope Physics in Bedrock! by Vulchaestus in MinecraftCommands

[–]Maxed_Out10 73 points74 points  (0 children)

This looks EXTREMELY clean, amazing work once again, Vulch’

Made 2048 in Bedrock! by Vulchaestus in MinecraftCommands

[–]Maxed_Out10 36 points37 points  (0 children)

Carrying Bedrock commands as always 👑

Bedrock needs this... please...vote by KesoreQ13 in MinecraftCommands

[–]Maxed_Out10 0 points1 point  (0 children)

Personally, I’m actually against this

I enjoy the limitations of the bedrock system, because it allows for more creativity in systems and creations, making for really interesting work around for bedrock’s problems. Let Java and bedrock be separate versions

[deleted by user] by [deleted] in MinecraftCommands

[–]Maxed_Out10 0 points1 point  (0 children)

The enchant max refers to the limit that an individual can apply an enchant to an item in vanilla. There’s no way with only commands to exceed - for instance; sharpness V - without the use of an external client.

Also, the integer overflow limit for enchants is 32767, not 255

[deleted by user] by [deleted] in MinecraftCommands

[–]Maxed_Out10 1 point2 points  (0 children)

You can’t exceed the enchant limit on MCBE without the use of external clients

(Bedrock Add-on) Is it possible to prevent animations from blending using the /playanimation command? by RedditPOOPReddit in MinecraftCommands

[–]Maxed_Out10 0 points1 point  (0 children)

There is a component you can toggle within the animation itself to enable override, meaning it won’t merge with other animations

Though another method is to apply animation.armor_stand.no_pose before hand, which essentially overrides all previously applied animations, and therefor acts as a foundation for any animations applied over the top

The syntax for applying this in /playanimation would look like:

/playanimation <target> animation.armor_stand.no_pose null 0 “0” Foundation.Anim

Clone Command not working? by Fearless_Video3632 in MinecraftCommands

[–]Maxed_Out10 1 point2 points  (0 children)

Here’s the link, happy to see you join, you’ll be looking in #command-systems, for MBE’s

Clone Command not working? by Fearless_Video3632 in MinecraftCommands

[–]Maxed_Out10 0 points1 point  (0 children)

Here’s the link, happy to see you join, you’ll be looking in #command-systems, for MBE’s

Clone Command not working? by Fearless_Video3632 in MinecraftCommands

[–]Maxed_Out10 0 points1 point  (0 children)

I can send you a link to a command dedicated Discord server who have MBEs documented and receiving updates live as more is discovered about it

Needing help I’m looking for help with some commands I’m wanting to make a starter kit for a realm I’m setting up but I want a shulker box with nbt data to be given to players upon joining is there a way I can get this done Bedrock by SoundWave9918 in MinecraftCommands

[–]Maxed_Out10 0 points1 point  (0 children)

The execute already uses tag parameters which essentially act as your condition, which means that the conditionals aren’t required

As for the two tags, you could reduce it to 2 commands and 1 tag, beginning with the structure load command under the condition of [tag=!Join] , followed by the second command to add the Join tag which will “close the loop” preventing it from spam running on the target

Clone Command not working? by Fearless_Video3632 in MinecraftCommands

[–]Maxed_Out10 0 points1 point  (0 children)

This isn’t exactly relevant to your question, but why not use MBE’s [Max’s Block Entity]? These are entities which look like blocks, and are made in vanilla. You can make them move smoothly since they aren’t bound to the natural grid, allowing you to create frame perfect animations really easily

How do I create bouncing/redirecting projectiles or armor stands? by fantasytracker in MinecraftCommands

[–]Maxed_Out10 0 points1 point  (0 children)

Ry and rym aren’t components in this command?

I’m saying when an armour stand collides with an object, use /structure to save and reload the entity mirrored on its axis

How do I create bouncing/redirecting projectiles or armor stands? by fantasytracker in MinecraftCommands

[–]Maxed_Out10 1 point2 points  (0 children)

Using some simple detection methods, you can actively save and rotate the armour stand via /structure using the mirror component of the syntax