,, destination: target, or lookAtEntity: target fails to resolve to a single entity (named player must be online)ĭestinated position's or exceeds the range of [-30000000, 30000000), or exceeds the range of [-20000000, 20000000)ĬheckForBlocks: Boolean is true and the specified position is obscured or player: target fails to resolve to one or more entities (named players must be online) The arguments are not specified correctly If false or not specified, the default behavior applies (do no check just teleport the target(s)). If set to true, teleports the target(s) only if the target(s) would not collide with a block it cannot be inside (Note: this allows teleporting into flowers as well as midair). Must be either eyes or feet.īE: checkForBlocks: Boolean: enum Must be a boolean (either true or false). In Bedrock Edition, always facing the entity's feet from the targets' feet. In Java Edition, the anchor of the targets can be changed with / execute anchored. JE: : entity_anchor Specifies whether the entity'eyes or feet to make the target(s) facing to. Must be a player name, a target selector or a UUID. Tilde notation can be used to specify a rotation relative to the execution rotation.īE: lookAtPosition: x y z: CommandPositionFloat Specifies the coordinates to make the target(s) facing to.īE: lookAtEntity: target: CommandSelector Specifies the entity to make the target(s) facing to. For the vertical rotation (pitch), -90.0 for straight up to 90.0 for straight down.For the horizontal rotation (yaw), -180.0 for due north, -90.0 for due east, 0.0 for due south, 90.0 for due west, to 179.9 for just west of due north, before wrapping back around to -180.0.Must be a rotation with double or float number elements, including yaw and pitch, measured in degrees. In Java Edition, the target selector must be in single type.īE: yRot: value: RelativeFloat and : RelativeFloat Specifies the rotation. Accepts tilde and caret notations.īE: destination: target: CommandSelector Specifies the entity to teleport the target(s) to. Must be a three-dimensional coordinates with floating-point number elements. īE: destination: x y z: CommandPositionFloat Specifies the coordinates to teleport the target(s) to. If not specified, defaults to the command's executor. Arguments īE: victim: target: CommandSelector Specifies the entity(s) to be teleported. teleport teleport facing teleport facing teleport teleport facing teleport facing Teleports the executor or the specified entity(s) to a certain position and changes their rotation to the specified rotation. teleport teleport Teleports the executor or the specified entity(s) to a certain position (without changing its rotation). Teleport teleport Teleports the executor or the specified entity(s) to the position of an entity, and makes it face horizontally and its horizontal rotation the same as the specified entity's. teleport teleport facing teleport facing entity Teleports the entity(s) to a certain position and changes their rotation to the specified rotation. teleport Teleports the entity(s) to a certain position (without changing their rotation). teleport Teleports the executor to a certain position (and changes its rotation to the command's execution rotation). Remember it doesn't have to be set to go anywhere to save the beacon.Teleport teleport Teleports the executor or the specified entity(s) to the position of an entity, and makes its rotation the same as the specified entity's. To "light" a beacon portal you have to use it. Once it finds the corresponding name it'll teleport the player to the beacon. When searching for a destination "name" the beacon will check all these blocks, and the will pick the first one it comes across. The plugin checks these blocks to give the beacon a "name" bad? Anyways, I've gotten a lot better, and now I've made a new version of an old idea. That's back when I was still getting my head around java, and it ended up being quite. So, I made a plugin very much like this one in the past. The idea was two fold, one I wanted to make it almost late game because the idea of instant transport so easily is almost a modded ideal, and two it needed to be vanilla feeling. I had a goal to make a portal system that's as vanilla centered as possible. Native Minecraft Version: 1.15 Source Code: Contributors: CookleTheThird Development ideals & Reason of being madeīeacon Portals are pretty simple in both the way implemented, and how they work in game.
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