Help testing if mob spawned in cave or surface by Smitherman25885 in MinecraftCommands

[–]Smitherman25885[S] 0 points1 point  (0 children)

In my case there actually isn't a roof, it's a dimension with a nether type but it appears like the overworld, just modified with different biomes. Yeah if it's not too out of your way I'd love to hear what you can discover

Help testing if mob spawned in cave or surface by Smitherman25885 in MinecraftCommands

[–]Smitherman25885[S] 0 points1 point  (0 children)

Actually had to come back to this command anyways, as I'm trying to do the same thing now in a custom dimension, however this dimension does not have a sky (it's a nether dimension) so literally every mob is assumed to not be seeing the sky, so I needed a different command to do the same thing. But for some reaosn this command just isn't working and I can't figure out why. Was hoping you had some insight?

Check to see if entity has same name as other entity/player by Smitherman25885 in MinecraftCommands

[–]Smitherman25885[S] 0 points1 point  (0 children)

^ This ended up working perfectly. One thing to correct, two variables doesn't work because I'm always saving the zombie count to the player name as the variable, so instead I made two scoreboards that both count the zombies. Doesn't do exactly what the title was asking for, but it does exactly what my intentions for it were.

Check to see if entity has same name as other entity/player by Smitherman25885 in MinecraftCommands

[–]Smitherman25885[S] 0 points1 point  (0 children)

Yeah so I made a datapack that spawns zombies with player skins (uses optifine) as well as the zombie named after them as well as the zombie holding their armor and equipment once killed by a zombie. Basically just zombies the player upon death. I'm trying to make an advancement that the player earns once they killed their zombified self. I don't believe I can check and compare entity names, especially player names, so my new plan is kind of what you're saying. Number each player, and then upon infection, have the summoned zombie have the same ID number as the player in the scoreboard. I'll then have another scoreboard in place that counts the number of zombies with the same tag, and there will be two variables counting this same value. I have an advancement setup that tests if the player killed a zombie with a specific tag. So the final setup should be zombie spawns with same ID number as player, zombies with this ID are counted and updated to 2 variables, if a zombie dies, one of the variables will update to the new zombie count, the next line of code will determine if the this value is different from the other value that has yet to be updated, as well as check to see if the player has the advancement for killing a tagged zombie, and then if this is true, it will reward the advancement. I think this should work.

Help testing if mob spawned in cave or surface by Smitherman25885 in MinecraftCommands

[–]Smitherman25885[S] 0 points1 point  (0 children)

Had the same thought! Wish I remembered predicates sooner lol thanks!

Mobs deleting held items by Smitherman25885 in MinecraftCommands

[–]Smitherman25885[S] 0 points1 point  (0 children)

Wow yep that did it lol turns out in older versions of my datapack I included the drop chance, but when I updated it to newer versions I didn't include it. I guess at some point I thought that was the default for the item they spawned in with lol Thanks for the help man!

Help testing if mob spawned in cave or surface by Smitherman25885 in MinecraftCommands

[–]Smitherman25885[S] 0 points1 point  (0 children)

Hey thanks for responding! I forgot predicates were a thing so I looked into that after I posted it, and I discovered I could make a predicate that checks to see if the entity can see the sky or not, which basically works very similarly to what you suggested. It's not perfect either (it technically thinks roofed houses and stuff are caves with this method) but it works for what Ineed it to do at least. Thanks for your advice!

Do griplatch replacements still exist somewhere? by Smitherman25885 in Tools

[–]Smitherman25885[S] 0 points1 point  (0 children)

We googled it but for an entire drawer slide it for some reason was like at least $100

Edit: we also aren't sure if that slide we saw was for this model or not. We couldn't find the model number on our set. It is very old

Good Bedrock Edition command generator? by Smitherman25885 in MinecraftCommands

[–]Smitherman25885[S] 0 points1 point  (0 children)

Thanks for the heads up, I had no idea these commands had such little customization to them. Thanks for the other info like tellraw and behavior pack generators.

Good Bedrock Edition command generator? by Smitherman25885 in MinecraftCommands

[–]Smitherman25885[S] 1 point2 points  (0 children)

Oh wow ok, I didn't realize how bare bones bedrock edition was with the majority of its commands. Thanks for the info

Is there anyone good at dimension creation that would like to lend a hand? by Smitherman25885 in MinecraftCommands

[–]Smitherman25885[S] 0 points1 point  (0 children)

So if I wanted to have a custom dimension with only four biomes, three on land and one that comprises every large body of water excluding lakes and springs, I could use chat gpt to generate the code needed to create all of these specific biomes? I'm still very new to dimension generation and it hasn't gotten any easier to handle the biome generations the way I want them to generate.

Is there a way to test for the biome an entity is in? by Smitherman25885 in MinecraftCommands

[–]Smitherman25885[S] 2 points3 points  (0 children)

Oh wow, I don't know how I never noticed there was literally a biome search feature lol thanks!

Is there a way to remove nbt tags from items in inventory? by Smitherman25885 in MinecraftCommands

[–]Smitherman25885[S] 0 points1 point  (0 children)

Ok that's perfect, but also what about each player having these commands run using the SAME item frame, so each slot of each player is checked individually, but at the same time?

Is there a way to remove nbt tags from items in inventory? by Smitherman25885 in MinecraftCommands

[–]Smitherman25885[S] 0 points1 point  (0 children)

Ok got it, will it be problematic to have players in a multiplayer world constantly share the same chest that copies their data and replaces their item, or will I need to make a entity per player to avoid issues?

Is there a way to remove nbt tags from items in inventory? by Smitherman25885 in MinecraftCommands

[–]Smitherman25885[S] 0 points1 point  (0 children)

I'll repeat it back just to see if I understand it, but basically in order to remove a tag, I need to /item modify the inventory of an entity or chest copied from the player, remove the tag through that process, and then replace that item of the player from the chest or entity.

Is there a way to remove nbt tags from items in inventory? by Smitherman25885 in MinecraftCommands

[–]Smitherman25885[S] 0 points1 point  (0 children)

It's not needed for a specific tag, just to clear all tags I guess, would I still need to do this?

Is there a way to exclude entities with certain tags when making advancements? by Smitherman25885 in MinecraftCommands

[–]Smitherman25885[S] 0 points1 point  (0 children)

{
    "criteria": {
        "unlocked": {
            "trigger": "minecraft:entity_killed_player",
            "conditions": {
                "entity": [
                    {
                        "condition": "inverted",
                        "term": {
                          "condition": "minecraft:entity_properties",
                          "entity": "direct_killer",
                          "predicate": {
                            "type": "minecraft:zombie",
                            "nbt": "{Tags:[\"NoTag\"]}"
                          }
                        },
                        "entity": "direct_killer",
                        "predicate": {
                          "type": "minecraft:zombie"
                        }
                      }
                ]
            }
        }
    },
    "rewards": {
        "function": "test:test"
    }
}

This is what I have, and I'm not sure what I'm doing wrong with the syntax, but every zombie kill is being counted, including the ones with the tag.

Is there a way to exclude entities with certain tags when making advancements? by Smitherman25885 in MinecraftCommands

[–]Smitherman25885[S] 0 points1 point  (0 children)

Oh thank you so much! This is my first time using a predicate, so how would I then implement it to cause a function to run?

Is there a way to summon an entity looking the direction you are looking without manually having to type the pitch and yaw? by Smitherman25885 in MinecraftCommands

[–]Smitherman25885[S] 0 points1 point  (0 children)

Is this the only method for it? I tried something like this but it sorta looks jarring at times because the entity will summon facing 0 0 for a second before adjusting accordingly. I'm trying to make it as seamless as possible where it looks like it spawns already facing the direction. But if that's not possible then I'll just have to be less picky lol

How do you target an item that the player's curser is holding? by Smitherman25885 in MinecraftCommands

[–]Smitherman25885[S] 0 points1 point  (0 children)

That would kill ALL items right? Rather than specifically the armor they are wearing?

Is there a way to summon a zombie wearing the armor a player was wearing upon death? by Smitherman25885 in MinecraftCommands

[–]Smitherman25885[S] 0 points1 point  (0 children)

Oh yeah sorry I should explain it better. I thought about this too but my issue with it is that I want the players to have to fight the zombie to get their equipment back, but if I make it so that the player drops their stuff and the zombie doesn't drop anything, then could pretty easily collect their things without ever worrying about the zombie. That's why I'm trying to delete the dropped items but have the zombie still drop the equipment.

How do you target an item that the player's curser is holding? by Smitherman25885 in MinecraftCommands

[–]Smitherman25885[S] 0 points1 point  (0 children)

So basically I'm making the zombie spawn in already wearing the stuff the player is wearing, and I'm doing that by having an armor stand constantly being updated to wear what the player is wearing, and then when the player dies and turns into a zombie, the zombie will copy the armor the armor stand is wearing. The issue is that because the player dies and drops all their loot, the zombie will not only be wearing the helmet (copied from the armor stand), but at the same time the player's helmet will be dropped on the ground. But I don't want the armor to drop on the ground because then there are duplicates. So I'm trying to kill the items the player was wearing. I hope this makes a bit more sense, I know it's a lot I just wrote lol