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Timeline for answer to Summoning an arrow aimed at a mob by Fabian Röling

Current License: CC BY-SA 4.0

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Jul 21, 2019 at 17:02 history edited Fabian Röling CC BY-SA 4.0
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Jul 21, 2019 at 16:57 comment added Fabian Röling Oh sorry, I forgot to remove the IDs from the beginning of the answer. You don't actually need them. And no, you don't need repeating cmdBlocks, you just apply the motion once. Except if you want to apply the motion repeatedly of course, then you loop the last three commands.
Jul 21, 2019 at 15:45 comment added Wicked Grinn Isn't it possible to give them motion in the direction the guard is looking at the moment they start using the lifetime scoreboard I already have? (Meaning they only get motion for 1 tick and afterwards they aren't bound to any entity's rotation anymore) So they only have to check for the rotation of the closest guard. Wouldn't this be able to get rid of the id? (I'm also not sure which type of command block I need to use for this? Do I put them all on repeat or do I put them in a chain?)
Jul 21, 2019 at 15:25 comment added Wicked Grinn The arrows are 'tagged' because they're summoned with a name, which is how I seperate these arrows. Same with these armor stand, it's not all armor stands, only those named "Guard" so players can use a name tag to 'create' guards. I already changed the commands to only activate on these specific entities, maybe by changing the selectors I made a typo, but I don't find anything wrong. These commands are new to me so I can't really tell what could be wrong though.
Jul 21, 2019 at 15:06 comment added Wicked Grinn I am not sure as to how I have to add the id in this? Or rather, I don't understand where I have to put the id and how to make it the same as the guards' id.
Jul 21, 2019 at 11:56 history answered Fabian Röling CC BY-SA 4.0