Arqade Asked by Ryan van Vuure on September 30, 2021
i want to fil a 2D area with armorstands, so next to every other armorstand i spawn 4 and so on, but if i dont kill the armorstands that are inside of other armorstands the game wil lagg realy quickly. i have this command now: execute as @e[type=minecraft:armor_stand,name=land] at @s run execute if entity @e[type=minecraft:armor_stand,distance=..0.1,name=land,limit=1] run kill @e[type=minecraft:armor_stand,distance=..0.1,name=land]
but this kills all the armorstands. Do you have a idea?
Whenever you summon an armor_stand, have it check if there is already an armor stand:
summon armor_stand ~ ~ ~ {Tags:["new_stand"]}
execute as @e[type=armor_stand,tag=new_stand] at @s as @e[type=armor_stand,distance=..0.1] run scoreboard players add #count count 1
execute if score #count count matches 2.. run kill @e[type=armor_stand,tag=new_stand]
scoreboard players reset #check_count check_count
tag @e[type=armor_stand,tag=new_stand] remove new_stand
This works by having all armor stands within a 0.1 block radius (so basically the exact same spot) add 1 score to a fake player, #count
.
If there is only 1 armor_stand, #count
will only have a score of 1.
If there are multiple armor_stands, #count
will have a score of 2 or greater. If it does, kill the new armor stand.
Finally, reset #count
's score and remove the new_stand
tag.
Old answer
execute as @e[type=minecraft:armor_stand,name=land] at @s run execute as @e[type=minecraft:armor_stand,distance=..0.1,name=land,limit=1] run kill @s
You might have issues with armor stands detecting themselves and killing themselves.
Answered by ginkgo on September 30, 2021
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