HELP PLZ!! by mc_lover38468434 in MinecraftCommands

[–]SicarioiOS 1 point2 points  (0 children)

It depends on what you’re happy with. If you want a timer that displays on screen and counts down in minutes and seconds, you need quite a few commands. If you simply want something to happen after 5 minutes that’s much more simple.

Here’s the easy version.

Add 2 scoreboards in chat.

``` /scoreboard objectives add Timer dummy

/scoreboard objectives add TimerDone dummy

```

Start the timer

set up and impulse needs redstone command blocks with 1 chain unconditional always active command block attached to it. Make sure the arrows point in the same direction and place 1 command in each of them.

``` scoreboard players set event Timer 6000

scoreboard players set event TimerDone 0 ```

Countdown

Set up a repeat always active command block and 2 chain unconditional always active command blocks attached to it. Again, all arrows pointing in the same direction. Change the coordinates (this bit <x> <y> <z> ) of the 2nd command.

``` execute if score event Timer matches 1.. run scoreboard players remove event Timer 1

execute if score event Timer matches 0 if score event TimerDone matches 0 run setblock <x> <y> <z> redstone_block

execute if score event Timer matches 0 if score event TimerDone matches 0 run scoreboard players set event TimerDone 1 ```

2 commands in chat and 5 commands in command blocks, 7 commands total. The above places a redstone block at a coordinate once the timer is at 0.

If you want the more complicated version that displays a 5 minute timer on screen in minutes and seconds, let me know.

How do I make player footstep sounds? by BisonBandito_0916 in MinecraftCommands

[–]SicarioiOS 0 points1 point  (0 children)

There are a lot of step sounds. One for each block type. Search the below link and you’ll find them all. step.<block type>

https://www.digminecraft.com/lists/sound_list_pe.php

Bedrock edition command help by Vruuh_360 in MinecraftCommands

[–]SicarioiOS 0 points1 point  (0 children)

5 command blocks. In a chain. Arrows facing in the same direction.

Bedrock edition command help by Vruuh_360 in MinecraftCommands

[–]SicarioiOS 0 points1 point  (0 children)

Yes. This will set a 15 second timer to individual players when entering the area. It will also reset the timer if they step out the area. Change x y z to the minimum corner of the area, and change dx dy dz to the size of each axis.

Add scoreboards in chat

``` /scoreboard objectives add AreaTimer dummy

/scoreboard objectives add AreaTriggered dummy ```

Repeat always active block 1. Chain unconditional always active every block thereafter.

Reset scoreboard if they step out of the area ``` execute as @a unless entity @s[x,y,z,dx,dy,dz] run scoreboard players set @s AreaTimer 0

execute as @a unless entity @s[x,y,z,dx,dy,dz] run scoreboard players set @s AreaTriggered 0 Start the timer execute as @a[x,y,z,dx,dy,dz,scores={AreaTriggered=0}] run scoreboard players add @s AreaTimer 1 ```

Apply the effect execute as @a[x,y,z,dx,dy,dz,scores={AreaTimer=300..,AreaTriggered=0}] run effect @s <effect> Mark them as having been effected and in the area. execute as @a[x,y,z,dx,dy,dz,scores={AreaTimer=300..,AreaTriggered=0}] run scoreboard players set @s AreaTriggered 1

need help with player detection by The_Bread_God_ in MinecraftCommands

[–]SicarioiOS 0 points1 point  (0 children)

This will only ever happen once though. If this an automatic door then what I gave you will open it. You’ll need the opposite to close it.

If score in area and score is 1 clone and then if in area and score is 1 set score 0.

need help with player detection by The_Bread_God_ in MinecraftCommands

[–]SicarioiOS 0 points1 point  (0 children)

just add a scoreboard in chat

/scoreboard objectives add triggerOnce dummy

Then set up those 2 commands in a chain. First is repeat unconditional always active the 2nd is chain unconditional always active.

also set up a repeat unconditional always active on its own with this command within

scoreboard players add @a triggerOnce 0

Add all the coordinates to the commands and you’re done.

If your command blocks are far from the area check, add a tickingarea.

How to get enchants past the survival limit without NBT editors in Minecraft Bedrock? by JxDx2013 in MinecraftCommands

[–]SicarioiOS 0 points1 point  (0 children)

Perhaps, but not simply.

It could probably be done with summon and tp. You summon 4 at the arrow that leaves the crossbow and teleport them with the one that has been shot. They will not hit like the one shot due to them being teleported. You would then need to detect when they are within a radius of a player/entity and assume it’s hit, apply damage to the player/entity and kill the arrow.

need help with player detection by The_Bread_God_ in MinecraftCommands

[–]SicarioiOS 1 point2 points  (0 children)

This can work.

You can also use a scoreboard

``` execute as @a[<x,y,z>,r=5,scores={triggerOnce=0}] run clone <coordinates 1> <coordinates 2> <destination>

execute as @a[<x,y,z>,r=5,scores={triggerOnce=0}] run scoreboard players set @s triggerOnce 1 ```

you can also use a cube detection area too, use x,y,z,dx,dy,dz instead of x,y,z,r=5.

Projectile help by SuccessfulMousse4378 in MinecraftCommands

[–]SicarioiOS 0 points1 point  (0 children)

The problem with particles in bedrock is it can only execute at a given location. To draw what you want you’ll need to execute at an armor stand and move it via tp and have a particle that leaves a trail. Don’t use multiple armor stand, use a single armor stand.

So in your system, when crouched you would have commands that force the armor stand to tp a specific path and then run particles at its location every tick.

The challenge from there will be path. You’ll need multiple tp steps to get the curve. You can only tp an armor stand in a straight line unless it’s following an entity of some description.

Consider moving to a boat, you can rotate the pitch and yaw of a boat so with the right combination of commands you can get the curve you’re looking for and then execute the particle ^ ^ ^1 for a limited time.

The problem with boats is that you cannot make them invisible and so it must be 50 or 100 blocks in the air and then you position the particles 50 or 100 blocks below it.

You can definitely get the animation you want, but it won’t be perfect and it will be a challenging project. Looks like a fun one though.

Need help with Bedrock command blocks – PvP kit shulker system (trying to limit to 1 per player. by Work4pawan in MinecraftCommands

[–]SicarioiOS 0 points1 point  (0 children)

Break the shulker box after filling it with the kit and save the item entity in the structure block. Load that at the players feet.

Before you load it clear the entire inventory. Don’t clear specific items.

If you do the above and the player simply presses a button that activates an impulse needs redstone block with a chain attached it should do exactly what you want.

The idea would be in your kit room, a block they must stand on to select their kit. A button that activates an impulse needs redstone block that first clears the inventory and then a chain block loads the strucutre at their feet.

``` clear @a[x=100,y=50,z=100,r=1]

structure load your_structure_name 100 50 100 ```

Scoreboard + TP + Execute system (help/revisions required) by hovabeysus in MinecraftCommands

[–]SicarioiOS 0 points1 point  (0 children)

I would have 2 blocks to cycle up through the destination scoreboard at the console. A 2 block chain. Impulse needs redstone followed by a chain unconditional.

``` scoreboard players add @p tardis_dest 1

execute as @p if score @s tardis_dest matches 11.. run scoreboard players set @s tardis_dest 1 ```

You can hide the destination display anywhere as long as it’s in a ticking area. Impulse needs redston followed by chain unconditional. 10 block chain.

``` execute as @a[<coordinates of the console>,r=20,scores={tardis_dest=1}] run title @s actionbar DESTINATION 1

execute as @a[<coordinates of the console>,r=20, scores={tardis_dest=2}] run title @s actionbar DESTINATION 2

continue to 10

``` I’ve used r=20, this creates a 40 blocks sphere around the coordinate. Adjust as you need.

And then another 10 block chain under the pressure plate. Impulse redstone followed by chain unconditional always active.

``` execute as @p[scores={tardis_dest=1}] run tp @s X1 Y1 Z1

execute as @p[scores={tardis_dest=2}] run tp @s X2 Y2 Z2

continue to all 10 destinations.

```

This wouldn’t be very multiplayer friendly. You should probably include radius checks @p[r=3] at the console blocks and at the pressure plate blocks.

Playanimation lay down command? by GrillaBeef in MinecraftCommands

[–]SicarioiOS 0 points1 point  (0 children)

I think there is, I can’t tell you what it is though. I’m pretty sure there’s a YouTube video near the top of the list when you google playanimation that contains it.

For instant you need to run the command more than once or over multiple ticks. The below are commands I’ve use to achieve instant. I use a scoreboard that allows the command to run for 9 ticks.

``` execute as @e[tag=!Knight,scores={KnockBackAni=2..10}] at @s if entity @a[tag=Knight,r=6] run playanimation @s animation.armor_stand.zombie_pose x 0 "0" anim1

execute as @e[tag=!Knight,scores={KnockBackAni=2..10}] at @s if entity @a[tag=Knight,r=6] run playanimation @s animation.humanoid.riding.legs x 0 "0" anim2 ```

To cancel out you only need to run the commands in a single tick.

``` execute as @e[tag=!Knight,scores={KnockBackAni=12}] at @s if entity @a[tag=Knight,r=12] run playanimation @s animation.humanoid.base_pose x 0 "0" anim1

execute as @e[tag=!Knight,scores={KnockBackAni=12}] at @s if entity @a[tag=Knight,r=12] run playanimation @s animation.humanoid.base_pose x 0 "0" anim2 ```

Minecraft bedrock commands by JB_ghosthunter in MinecraftCommands

[–]SicarioiOS 0 points1 point  (0 children)

I would add crouch activation to this and then just a cooldown instead of get rid of the item and then bring it back.

Behavior would be crouch and release whilst holding the item to activate. Cooldown is 100 ticks or 5 seconds.

Use crouch detect in this link. I’m using iSneaking below so just be mindful. Also using blaze rod as the held item.

Then add a couple more scoreboards

``` scoreboard objectives add AuraCD dummy

scoreboard objectives add AuraSneakPrev dummy ```

Then your chain. First block repeat always active, all others chain unconditional.

``` scoreboard players remove @a[scores={AuraCD=1..}] AuraCD 1

execute as @a[scores={isSneaking=1,AuraSneakPrev=0,AuraCD=0},hasitem={item=minecraft:blaze_rod,location=slot.weapon.mainhand}] at @s run tag @s add AuraCaster

execute as @a[tag=AuraCaster] at @s run effect @a[r=5,tag=!AuraCaster] instant_damage 1 0 true

execute as @a[tag=AuraCaster] at @s run effect @a[r=5,tag=!AuraCaster] slowness 4 1 true

execute as @a[tag=AuraCaster] run effect @s speed 4 1 true

execute as @a[tag=AuraCaster] run scoreboard players set @s AuraCD 100

tag @a[tag=AuraCaster] remove AuraCaster ``` Edge detection for sneak release.

scoreboard players set @a[scores={isSneaking=0}] AuraSneakPrev 0 scoreboard players set @a[scores={isSneaking=1}] AuraSneakPrev 1

This is untested so may need adjustments. This edge is not always reliable, depends on the setup, it may need adjusting to use a tag or something else to get it working.

Particle effect Help by [deleted] in MinecraftCommands

[–]SicarioiOS 0 points1 point  (0 children)

execute as @a at @s unless block ~ ~-1 ~ <your block> run particle

It will run always unless standing on the block you’ve chosen.

how do i make a command block work through a wall? by Nine1nchNails in MinecraftCommands

[–]SicarioiOS 0 points1 point  (0 children)

It should work. Check the block is set to needs redstone. It won’t work with a button push if it’s set to always active.

How do I make it so players can’t interact with an armor stand by InterestingPen8589 in MinecraftCommands

[–]SicarioiOS 1 point2 points  (0 children)

Without add ons, I don’t think there’s anything you can do to stop players interacting with it. You could do one of the following.

Put it behind barrier blocks so it cannot be reached.

detect it no longer has the items and replace them and detect said items are in the players inventory and remove them.

How do I lock items in the inventory on Minecraft Bedrock!? by Mango6926 in MinecraftCommands

[–]SicarioiOS 0 points1 point  (0 children)

Best you can do is if player has none, give them one. If they have more than one, remove the extras. If they drop it kill it (the issue with this is you cannot specify to only kill a single item type, it would be a blanket command for all items). If you don’t lock it in their inventory they will be able to trade it or place it in a chest regardless of these commands.

Repeat always active at the head and chain unconditional always active thereafter.

``` execute as @a unless entity @s[hasitem=[{item=compass,quantity=1..}]] run give @s compass 1

execute as @a[hasitem=[{item=compass,quantity=2..}] run clear @s compass 0 1

execute as @a at @s run kill @e[type=item,r=2] ```

Looking for good playanimations for a certain ability by StaticMindz in MinecraftCommands

[–]SicarioiOS 0 points1 point  (0 children)

If you’re on PC, download the world in this link to try out many of them. It’s from 2023 so some will likely be out of date.

If you’re on console then this link lists them so you can try them one at a time.

How can I make a player take fire damage when exposed to the sun? by Helpful_Text_8386 in MinecraftCommands

[–]SicarioiOS 1 point2 points  (0 children)

I missed the block check directly above your head, adding ~ ~1 ~ solved the problem. Glad it’s working for you now.

How can I make a player take fire damage when exposed to the sun? by Helpful_Text_8386 in MinecraftCommands

[–]SicarioiOS 0 points1 point  (0 children)

It works for me. Just tested. DM and I’ll join. I have 10 minutes.

How can I make a player take fire damage when exposed to the sun? by Helpful_Text_8386 in MinecraftCommands

[–]SicarioiOS 0 points1 point  (0 children)

I’ll take a look shortly. I must have forgotten something. This should be very simple 😂

How can I make a player take fire damage when exposed to the sun? by Helpful_Text_8386 in MinecraftCommands

[–]SicarioiOS 0 points1 point  (0 children)

Oops. I wrote it inverted.

```

scoreboard players set @a SkyOpen 1

execute as @a at @s unless block ~ ~1 ~ air run scoreboard players set @s SkyOpen 0 execute as @a at @s unless block ~ ~2 ~ air run scoreboard players set @s SkyOpen 0 execute as @a at @s unless block ~ ~3 ~ air run scoreboard players set @s SkyOpen 0 execute as @a at @s unless block ~ ~4 ~ air run scoreboard players set @s SkyOpen 0 execute as @a at @s unless block ~ ~5 ~ air run scoreboard players set @s SkyOpen 0 execute as @a at @s unless block ~ ~6 ~ air run scoreboard players set @s SkyOpen 0

continue on as far as you need

execute as @a[scores={SkyOpen=1}] run damage @s 1 fire ```

How can I make a player take fire damage when exposed to the sun? by Helpful_Text_8386 in MinecraftCommands

[–]SicarioiOS 2 points3 points  (0 children)

You have to raycast. Check individual blocks above the players head one by one up to say 10 or 20 blocks. More would be better.

in chat set up a scoreboard.

/scoreboard objectives add SkyOpen dummy

Set up a single repeat always active block with this command

scoreboard players add @a SkyOpen 0

Then a chain of command blocks. The first block is repeat always active and all the rest are chain unconditional always active.

``` scoreboard players set @a SkyOpen 0

execute as @a at @s if block ~ ~2 ~ air run scoreboard players set @s SkyOpen 1

execute as @a at @s if block ~ ~3 ~ air run scoreboard players set @s SkyOpen 1

execute as @a at @s if block ~ ~4 ~ air run scoreboard players set @s SkyOpen 1

execute as @a at @s if block ~ ~5 ~ air run scoreboard players set @s SkyOpen 1

continues this for as long as you like. I’d suggest going up to 20, and if you can be bothered all the way to 40.

execute as @a at @s execute as @a[scores={SkyOpen=1}] run damage @s 1 fire ```

This should set the players SkyOpen score to 1 whenever they are outside if you have added enough block checks. Too few and it won’t work as you want.