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How To Detect Entities In Minecraft

/execute executes another control but allows changing the executor, irresolute the position and bending it is executed at, adding preconditions, and storing its outcome.

Usage [ ]

In that location are twelve‌[ JE only ]/eleven‌[ BE only ] instructions (or sub-commands) for the /execute command. Multiple sub-commands are connected after /execute. Subcommands are divided into 4‌[ JE only ]/3‌[ BE only ] categories: modify subcommands, status subcommands, store subcommands, and run subcommand.

  • Modify subcommands modify command variables and change the situation the command is executed, and execute subcommands following information technology with specific executor(s), execution position(southward), execution dimension(south), execution rotation(s) and execution anchor.
  • Condition subcommands are used to exam whether certain conditions are true and output results or limit conditions of execution.
  • [ Coffee Edition only ] Store subcommands can store the return values of the command in a scoreboard or the data of an entity, block entity, or storage, and can also change the maximum or current value of a boss bar.
  • run subcommand is used for carrying out another command.

All needed sub-commands tin can be concatenated together. Subcommands other than the run subcommand tin be bundled arbitrarily and used multiple times. But the run subcommand can be used but once and must be put at the stop of the subcommands chain. A run subcommand or a condition subcommand finalizes the command, otherwise the command does zip. The game processes these subcommands in society from forepart to terminate, for example, the post-obit commands are unlike:

  • All entities move one block forrard: execute as @due east at @s run tp ^ ^ ^1
  • All entities are teleported to one block in front of the executor: execute at @southward as @e run tp ^ ^ ^one

The game processes other subcommands before processing run subcommands, so the run subcommand cannot touch other subcommands. In some cases, the command may terminate halfway and does aught.

In Coffee Edition, after executed (if it does non terminate halfway), the command returns a success value and a result value (run into #Store subcommand for details). These two values ​​come from the concluding subcommand (may exist a condition subcommand or a run subcommand). Note that the return value of the command must be an integer, if not, information technology is rounded down. The success value is always 0 or ane. When the command fails, both return values ​​are 0. The two values tin exist stored by store subcommands. When the final subcommand (may be a condition subcommand or a run subcommand) is executed multiple times, return values of each are stored after each execution.

/execute command likewise has a success count (whether or not terminates halfway), which is different from success and result value. This is normally 0 or i, but if the last subcommand is executed many times separately (as perchance with "/execute as @a -> execute") then success can exist a number higher than 1[ Java Edition merely ]. When executing information technology with a command cake, the success count is returned to the command block, which can be checked past a conditional command block for success or be read with a redstone comparator.

There are twelve‌[ JE only ]/eleven‌[ BE only ] instructions (or sub-commands) for the /execute command, and each has its own special syntax, so describing syntax takes a large branching tree.

Full syntax tree
  • Coffee Edition
/execute . . .
  • align <axes> -> execute
  • anchored <anchor> -> execute
  • as <targets> -> execute
  • at <targets> -> execute
  • facing (<pos>|entity <targets> <anchor>) -> execute
  • in <dimension> -> execute
  • positioned (<pos>|equally <targets>) -> execute
  • rotated (<rot>|equally <targets>) -> execute
  • store (event|success) . . .
    • … block <targetPos> <path> <type> <calibration> -> execute
    • … bossbar <id> (max|value) -> execute
    • … entity <target> <path> <type> <calibration> -> execute
    • … score <targets> <objective> -> execute
    • … storage <target> <path> <type> <scale> -> execute
  • … (if|unless) . . .
    • … biome <pos> <biome> -> [execute]
    • … cake <pos> <block> -> [execute]
    • … blocks <first> <end> <destination> (all|masked) -> [execute]
    • … information . . .
      • … block <sourcePos> <path> -> [execute]
      • … entity <source> <path> -> [execute]
      • … storage <source> <path> -> [execute]
    • … entity <entities> -> [execute]
    • … predicate <predicate> -> [execute]
    • … score <target> <targetObjective> . . .
      • … (<|<=|=|>|>=) <source> <sourceObjective> -> [execute]
      • … matches <range> -> [execute]
  • run <command>
where -> execute represents the showtime of some other subcommand.
  • Boulder Edition
/execute . . .
  • marshal <axes: string> <chainedCommand: ExecuteChainedOption_0>
  • anchored <eyes|feet> <chainedCommand: ExecuteChainedOption_0>
  • as <origin: target> <chainedCommand: ExecuteChainedOption_0>
  • at <origin: target> <chainedCommand: ExecuteChainedOption_0>
  • facing (<position: ten y z>|entity <origin: target> <eyes|feet>) <chainedCommand: ExecuteChainedOption_0>
  • in <dimension: Dimension> <chainedCommand: ExecuteChainedOption_0>
  • positioned (<position: x y z>|equally <origin: target>) <chainedCommand: ExecuteChainedOption_0>
  • rotated (<yaw: value> <pitch: value>|as <origin: target>) <chainedCommand: ExecuteChainedOption_0>
  • <subcommand: Option_ If _ Unless > . . .
    • … block <position: 10 y z> <block: Cake> [<blockStates: block states>|<data: int>] [chainedCommand: ExecuteChainedOption_0]
    • … blocks <begin: ten y z> <end: 10 y z> <destination: x y z> <scan mode: BlocksScanMode> [chainedCommand: ExecuteChainedOption_0]
    • … entity <target: target> [chainedCommand: ExecuteChainedOption_0]
    • … score <target: target> <objective: cord> . . .
      • … <operation: compare operator> <source: target> <objective: cord> [chainedCommand: ExecuteChainedOption_0]
      • … matches <range: integer range> [chainedCommand: ExecuteChainedOption_0]
  • run <command: control>
where chainedCommand: ExecuteChainedOption_0 represents the start of another subcommand.

Modify subcommands [ ]

align [ ]

Updates the command'due south execution position, aligning to its current block position (an integer). Applies just along specified axes.
This is akin to flooring the coordinates – i.eastward. rounding them downward.
Syntax
Java Edition:
align <axes> -> execute
Bedrock Edition:
align <axes: string> <chainedCommand: ExecuteChainedOption_0>
Arguments
JE: <axes>: swizzle
BE: axes: string
Whatsoever not-repeating combination of the characters '10', 'y', and 'z'. Axes can be declared in any society, just they cannot indistinguishable. (For case, 10, xz, zyx, or yz.)
Consequence
Execution position in the given axes are floored, changing by less than one block.
Unparseable if the argument is not specified correctly.
Example
  • Given (-1.eight, 2.3, v.9), /execute align xz changes the position to (-2, ii.iii, 5).
  • Given (2.4, -one.i, 3.eight), /execute align yxz run spawnpoint @p ~ ~ ~ sets the player's spawnpoint to (ii, -2, 3‌[ JE only ]/2, -1, 3‌[ BE just ]).

anchored [ ]

Sets the execution anchor to the optics or anxiety. Defaults to feet.
Running positioned <pos> -> execute resets to feet
Effectively recenters local coordinates on either the eyes or feet, besides changing the angle the facing sub-control (of /execute and /teleport) works off of
Syntax
Java Edition:
anchored <anchor> -> execute
Bedrock Edition:
anchored <optics|feet> <chainedCommand: ExecuteChainedOption_0>
Arguments
JE: <anchor>: entity_anchor (eyes or feet)
BE: eyes|anxiety
Whether to anchor the executed command to eyes or anxiety
Result
Execution ballast is set to either the eyes or the anxiety.
Unparseable if the argument is not specified correctly.
Example
The effect of /tp is to move a target by placing its feet at the given position.
execute anchored eyes run tp ^ ^ ^ effectively teleports the executor's feet to where its optics are (the execution position).
execute anchored eyes run tp ^5 ^ ^ means "identify the executor'due south feet 5 blocks left of where its optics are"

as [ ]

Sets the command's executor to target entity, without changing execution position, rotation, dimension, or anchor [ needs testing in Bedrock Edition ]
Syntax
Java Edition:
as <targets> -> execute
Bedrock Edition:
every bit <origin: target> <chainedCommand: ExecuteChainedOption_0>
Arguments
JE: <targets>: entity
Exist: origin: target
Target entity/entities to go the new executor.
Must be a role player proper noun, a target selector or a UUID. ‌[ Java Edition only ]
Result
Executor is updated to target entity (which changes the meaning of @s).
Unparseable if the statement is not specified correctly.
Terminates if <targets> or origin: target fails to resolve to one or more valid entities (named players must be online).
When multiple entities are selected, side by side sub-command is executed once by each executor.
Case
Get data of all sheep: execute equally @e[type=sheep] run data get entity @s[ Java Edition but ]
Make all villagers in loaded chunks invincible: execute every bit @e[type=villager] run data merge entity @due south {Invulnerable:one}[ Java Edition only ]

at [ ]

Sets the execution position, rotation, and dimension [ needs testing in Bedrock Edition ] to lucifer those of an entity; does non modify executor.
Syntax
Java Edition:
at <targets> -> execute
Bedrock Edition:
at <origin: target> <chainedCommand: ExecuteChainedOption_0>
Arguments
JE: <targets>: entity
BE: origin: target
Target entity/entities to match position, rotation, and dimension with.
Must be a player name, a target selector or a UUID. ‌[ Java Edition only ]
Result
Execution position, rotation, and dimension are updated to friction match target entity.
Unparseable if the argument is not specified correctly.
Terminates if <targets> or origin: target fails to resolve to 1 or more valid entities (named players must be online).
When multiple entities are selected, next subcommand is executed once at each entity's execution position, rotation, and dimension.
Example
Move all sheep upward 1 block: execute as @e[type=sheep] at @south run tp ~ ~1 ~
Kill the histrion running the control, because "at" does not change the executor: execute at @e[blazon=sheep] run kill @s

facing [ ]

Sets the execution rotation to face a given bespeak, equally viewed from its anchor (either the eyes or the feet)
Syntax
Java Edition:
facing <pos> -> execute
facing entity <targets> <anchor> -> execute
Bedrock Edition:
facing <position: ten y z> <chainedCommand: ExecuteChainedOption_0>
facing entity <origin: target> <eyes|feet> <chainedCommand: ExecuteChainedOption_0>
Arguments
Option: facing <pos>
JE: <pos>: vec3
BE: position: ten y z
Coordinate to rotate toward
Must be a iii-dimensional coordinates with floating-point number elements. Accepts tilde and caret notations.
Choice: facing entity <targets> <anchor>
JE: <targets>: entity
BE: origin: target
The target(s) to rotate toward
Must be a player proper noun, a target selector or a UUID.
JE: <anchor>: entity_anchor (eyes or feet)
Be: optics|feet
Whether to bespeak at the target'due south eyes or feet
Result
Execution rotation is updated to face given position or targets
Unparseable if the argument is not specified correctly
Terminates if <targets> or origin: target fails to resolve to 1 or more valid entities (named players must be online)
When multiple entities are selected, next subcommand is executed once in each execution rotation
Case
Executor rotates once to the left: execute facing ^one ^ ^ run tp ~ ~ ~[ Coffee Edition only ]
All entities motion 1 block in the direction of (0, 64, 0) (without irresolute their rotation): execute every bit @e at @s facing 0 64 0 run tp @southward ^ ^ ^ane
All entities motility one block in the direction of (0, 64, 0) (with irresolute their rotation): execute equally @due east at @s facing 0 64 0 run tp ^ ^ ^1 ~ ~
All non player entities move 1 space in the direction of their nearest thespian (without irresolute their rotation): execute as @e[blazon=!thespian] at @s facing entity @p feet run tp @s ^ ^ ^ane

in [ ]

Sets the execution dimension and position
Information technology respects dimension scaling for relative and local coordinates: the execution position (only the X/Z part) is divided by 8 when changing from the Overworld to the Nether, and is multiplied by 8 when vice versa. Applies to custom dimensions besides.
Syntax
Java Edition:
in <dimension> -> execute
Bedrock Edition:
in <dimension: Dimension> <chainedCommand: ExecuteChainedOption_0>
Arguments
JE: <dimension>: dimension
BE: dimension: Dimension
Name of the new execution dimension
Must be the resource location of a dimension. The standard dimensions in the minecraft namespace are "overworld", "the_nether"‌[ JE only ]/"under"‌[ BE simply ], and "the_end".
Result
Execution dimension is updated
Unparseable if the argument is not specified correctly
Example
Looking for an stop metropolis (from the overworld): execute in the_end run locate construction minecraft:end_city
If a thespian at position (16,64,16) in Overworld runs command execute in minecraft:the_nether positioned equally @due south run tp ~ ~ ~, the player is teleported to (16,64,16) in the Nether.
If a role player at position (xvi,64,16) in Overworld runs command execute in minecraft:the_nether run tp ~ ~ ~, the role player is teleported to (2,64,ii) in the Under.
If a player at position (80,64,lxxx) in Overworld runs command execute in minecraft:the_nether run tp ~ ~ ~5, the actor is teleported to (10,64,xv) in the Nether.

positioned [ ]

Sets the execution position , without irresolute execution rotation or dimension; can match an entity'southward position
Syntax
Java Edition:
positioned <pos> -> execute
positioned as <targets> -> execute
Bedrock Edition:
positioned <position: 10 y z> <chainedCommand: ExecuteChainedOption_0>
positioned equally <origin: target> <chainedCommand: ExecuteChainedOption_0>
Arguments
Option: positioned <pos>
JE: <pos>: vec3
Exist: position: ten y z
New position
Must be a three-dimensional coordinates with floating-betoken number elements. Accepts tilde and caret notations.
Selection: positioned as <targets>
JE: <targets>: entity
Be: origin: target
Target entity/entities to match position with
Must be a histrion name, a target selector or a UUID. ‌[ Coffee Edition only ]
Event
Execution position is updated. And positioned <pos> changes execution anchor to feet.
Unparseable if the argument is not specified correctly.
Terminates if <targets> or origin: target fails to resolve to one or more than valid entities (named players must exist online).
When multiple entities are selected, side by side sub-control is executed one time in each execution position.
Examples
Await for a hamlet almost (0, 64, 0)
  • execute positioned 0 64 0 run locate structure #hamlet[ Java Edition merely ]
  • execute positioned 0 64 0 run locate structure village[ Bedrock Edition only ]

rotated [ ]

Sets the execution rotation; tin match an entity'due south rotation
Syntax
Java Edition:
rotated <rot> -> execute
rotated as <targets> -> execute
Bedrock Edition:
rotated <yaw: value> <pitch: value> <chainedCommand: ExecuteChainedOption_0>
rotated equally <origin: target> <chainedCommand: ExecuteChainedOption_0>
Arguments
JE: <rot>: rotation (<yaw> <pitch>)
Exist: yaw: value and pitch: value
Must be a rotation with double number elements, including yaw and pitch, measured in degrees.
  • For the horizontal rotation (yaw), -180.0 for due northward, -ninety.0 for due east, 0.0 for due south, 90.0 for due west, to 179.9 for only due west of due due north, earlier wrapping dorsum around to -180.0.
  • For the vertical rotation (pitch), -xc.0 for straight up to 90.0 for direct down.
Tilde annotation tin be used to specify a rotation relative to the executor's rotation.
JE: <targets>: entity
BE: origin: target
Target entity/entities to match rotation with
Must be a player proper name, a target selector or a UUID. ‌[ Java Edition but ]
Result
Unparseable if the statement is non specified correctly
Terminates if <targets> or origin: target fails to resolve to one or more valid entities (named players must exist online).
When multiple entities are selected, next sub-control is executed once in each execution rotation.
Example
Movement every sheep one block in the management that the player closest to it is facing: execute equally @eastward[type=sheep] at @sORpositioned every bit @s rotated every bit @p run tp @s ^ ^ ^i

Condition subcommands [ ]

The particular use of the if and unless subcommands are to restrict control execution to happen only under specified conditions. In near cases, unless is a negation of if, equivalent to "if not...". The two commands have identical statement structures.

Result of condition subcommands
Unparseable if the statement is non specified correctly.
In some cases, for example, testing a cake exterior the world, both if and unless terminates or fails.
When non at the end of the subcommands chain, but if the condition tests laissez passer is the subcommand following information technology executed; otherwise it terminates. If information technology is executed multiple times by multiple variables (e.grand. executors, execution positions, execution rotations), information technology acts as a variable filter - Only the variable that matches the status executes the adjacent subcommand.
When at the finish of the subcommands chain, information technology checks whether the status is met and so outputs.

There are seven‌[ JE simply ]/four‌[ Exist only ] different types of conditions:

  1. (if|unless) biome – Tests a biome area‌[ Java Edition only ]
  2. (if|unless) block – Tests a unmarried real cake
  3. (if|unless) blocks – Tests a existent 3D rectangular volume against some other
  4. (if|unless) data – Tests the information held by a real block, entity, or a storage‌[ Java Edition only ]
  5. (if|unless) entity – Tests whether an entity similar the i given is real
  6. (if|unless) predicate – Tests a predicate‌[ Java Edition only ]
  7. (if|unless) score - Tests a target'south score

(if|unless) biome‌[ Java Edition only ] [ ]

Syntax
(if|unless) biome <pos> <biome> -> [execute]
Arguments
<pos>: biome_pos
Position of a target biome to test
<biome>: biome_predicate
A valid biome ID to test for

(if|unless) block [ ]

Compares the block at a given position to a given block ID or block tag.
Syntax
Coffee Edition:
(if|unless) cake <pos> <cake> -> [execute]
Boulder Edition:
<subcommand: Option_If_Unless> cake <position: x y z> <block: Block> [chainedCommand: ExecuteChainedOption_0]
<subcommand: Option_If_Unless> block <position: x y z> <block: Cake> <blockStates: block states> [chainedCommand: ExecuteChainedOption_0]
<subcommand: Option_If_Unless> block <position: x y z> <block: Cake> <data: int> [chainedCommand: ExecuteChainedOption_0]
Arguments
JE: <pos>: block_pos
Be: position: x y z
Position of a target block to test
It must exist a block position equanimous of <ten>, <y> and <z>, each of which must be an integer or a tilde and caret note.
JE: <block>: block_predicate
A valid block ID or block tag to examination for
It must be in class of block_id[block_states]{data_tags}(accepts block tags), in which cake states and data tags can be omitted when they are non needed.
Be: block: Block
A valid block ID to test for[ more than information needed ]
Be: blockStates: cake states
A valid block country for a cake[ more information needed ]
Exist: information: int
A valid data value for a block[ more information needed ]
Result
Unparseable if the argument is non specified correctly
In following conditions, terminates when this subcommand is not at the end of the subcommands chain; fails when at the end:
  • If <pos>/position: x y z is unloaded or out of the world.
  • If test doesn't pass.
When at the end of the subcommands concatenation, and the control is successful, success value and result value is one.

(if|unless) blocks [ ]

Compares the blocks in 2 equally sized volumes
Syntax
Java Edition:
(if|unless) blocks <start> <end> <destination> (all|masked) -> [execute]
Bedrock Edition:
<subcommand: Option_If_Unless> blocks <begin: x y z> <end: x y z> <destination: ten y z> <scan fashion: BlocksScanMode> [chainedCommand: ExecuteChainedOption_0]
Arguments
JE: <start>: block_pos
BE: begin: ten y z
JE: <terminate>: block_pos
BE: end: ten y z
Positions of any two diagonal corners of the source volume (the comparand; the volume to compare)
It must be a block position composed of <10>, <y> and <z>, each of which must exist an integer or a tilde and caret annotation.
JE: <destination>: block_pos
Exist: destination: x y z
Position of the lower northwest corner of the destination book (the comparator; the volume to compare to)
Assumed to be of the same size as the source volume
It must exist a block position composed of <x>, <y> and <z>, each of which must be an integer or a tilde and caret notation.
JE: (all|masked)
Exist: browse style: BlocksScanMode (all or masked)
Specifies whether all blocks in the source volume should be compared, or if air blocks should be masked/ignored
Effect
Unparseable if the argument is non specified correctly
In post-obit atmospheric condition, terminates when this subcommand is not at cease of the subcommands concatenation; fails when at the end:
  • If <start>/begin: 10 y z, <cease>/end: ten y z, or <destination>/destination: 10 y z is unloaded or out of the earth.
  • If the volume of the source region is greater than 32768 (the equivalent of 8 chunk sections)‌
  • If test doesn't pass.
When at the end of the subcommands chain, and the control is successful, success value is 1.
For if manner, result value is the number of matching blocks (the total number of blocks in all mode, or the number of source region not-air blocks in masked mode).
For unless manner, effect value is 1.

(if|unless) data‌[ Java Edition only ] [ ]

Checks whether the targeted block, entity or storage has any data tag for a given path
Syntax
(if|unless) data block <pos> <path> -> [execute] – for data checking a block
(if|unless) data entity <target> <path> -> [execute] – for data checking an entity
(if|unless) data storage <source> <path> -> [execute] – for information checking a storage
Arguments
Choice: (if|unless) data block <pos> <path>
<pos>: block_pos
Position of the cake for information testing.
Information technology must exist a block position composed of <x>, <y> and <z>, each of which must be an integer or a tilde and caret notation.
<path>: nbt_path
Data path to check whether the block has.
Must be an NBT path.
Option: (if|unless) information entity <target> <path>
<target>: entity
A single entity for data testing.
Must be a player name, a target selector or a UUID.
<path>: nbt_path
Information path to check whether the entity has.
Must be an NBT path.
Option: (if|unless) data storage <source> <path>
<source>: resource_location
The resource location of the storage for data testing.
Must be a resources location.
<path>: nbt_path
Information path to bank check whether the storage has.
Must be an NBT path.
Result
Unparseable if the argument is not specified correctly
In post-obit weather condition, terminates when this subcommand is not at the end of the subcommands concatenation; fails when at the cease:
  • If <pos> is unloaded or out of the earth.
  • If cake at <pos> isn't a block entity.
  • If <target> fails to resolve to 1 valid entities (named players must be online)
  • If test doesn't pass.
When at the end of the subcommands concatenation, and the control is successful, success value is 1.
For if mode, result value is the number of matching information tags.
For unless mode, result value is 1.

(if|unless) entity [ ]

Checks whether ane or more entities exist.
Syntax
Java Edition:
(if|unless) entity <entities> -> [execute]
Bedrock Edition:
<subcommand: Option_If_Unless> entity <target: target> [chainedCommand: ExecuteChainedOption_0]
Arguments
JE: <entities>: entity
BE: target: target
The target entity/ies to check
Must be a histrion name, a target selector or a UUID.‌[ Java Edition merely ]
Result
Unparseable if the argument is non specified correctly
If test doesn't pass, terminates when this subcommand is not at the finish of the subcommands chain; fails when at the end.
When at the end of the subcommands chain, and the command is successful, success value is 1.
For if mode, effect value is the number of matching entities.
For unless fashion, result value is 1.

(if|unless) predicate‌[ Java Edition only ] [ ]

Checks whether the predicate evaluates to a positive result. See Predicate for more information.
Syntax
(if|unless) predicate <predicate> -> [execute]
Arguments
<predicate>: resource_location
The predicate to be checked whether information technology evaluates to a positive result.
Must be a resources location.
Upshot
Unparseable if the statement is not specified correctly
In following atmospheric condition, terminates when this subcommand is not at the end of the subcommands chain; fails when at the end:
  • If the predicate doesn't exist.
  • If exam doesn't pass.
When at the terminate of the subcommands concatenation, and the command is successful, success and event value is 1.

(if|unless) score [ ]

Check whether a score has the specific relation to another score, or whether information technology is in a given range.
Syntax
Java Edition:
(if|unless) score <target> <targetObjective> (<|<=|=|>=|>) <source> <sourceObjective> -> [execute] – for comparing two scores
(if|unless) score <target> <targetObjective> matches <range> -> [execute] – for comparing i score against a range
Bedrock Edition:
<subcommand: Option_If_Unless> score <target: target> <objective: string> <performance: compare operator> <source: target> <objective: string> [chainedCommand: ExecuteChainedOption_0] - for comparing two scores
<subcommand: Option_If_Unless> score <target: target> <objective: string> matches <range: integer range> [chainedCommand: ExecuteChainedOption_0] - for comparing one score against a range
Arguments
JE: <target>: score_holder
Exist: target: target
A single score holder.
Must exist a selection of score holders. It may be either a target selector, a player proper noun, a UUID, or * for all score holders tracked by the scoreboard. Named thespian needn't be online, and it even needn't be a real thespian's name.
JE: <targetObjective>: objective
BE: objective: cord
The scoreboard objective to check under. The score of <target> in this objective is checked.
It must be a valid scoreboard objective name.
Option: (<|<=|=|>=|>) <source> <sourceObjective>
JE: <source>: score_holder
Be: source: target
A single score holder to compare against
Must be a selection of score holders. It may be either a target selector, a player name, a UUID, or * for all score holders tracked past the scoreboard. Named player needn't exist online, and it even needn't be a existent role player'south proper noun.
JE: <sourceObjective>: objective
Exist: objective: cord
A scoreboard objective. The score of <source> in this objective is checked.
It must be a valid scoreboard objective proper name.
Option: matches <range>
JE: <range>: int_range
BE: range: integer range
Range to compare score against
Must be a range acceptable for integer values. (e.g. 0 - exact match of 0. ..0 - less than or equal to 0. 0.. - more than than or equal to 0. 0..one - between 0 and 1, inclusive.)
Outcome
Unparseable if the argument is not specified correctly
In post-obit weather, terminates when this subcommand is non at the stop of the subcommands concatenation; fails when at the end:
  • If <target>/target: target or <source>/source: target is *.
  • If test doesn't pass.
When at the end of the subcommands chain, and the control is successful, success and result value is ane.

Example [ ]

Kill all players standing on a wool: execute as @a at @s if block ~ ~-1 ~ #wool run kill @s
Check whether your own scores A and B are equal: execute if score @southward A = @southward B

Store subcommand [ ]

Information icon.svg

Store the final command's upshot or success value somewhere. It is first processed along with other subcommands, recording the location to store in. Afterwards the last subcommand (may be a condition subcommand or a run subcommand) is executed, render values are stored in the location. Annotation that the return values of commands must be an integer. If a decimal, it is rounded downwards.

There are five dissimilar modes of storage:

  1. shop (outcome|success) block – Store return value under 1 of a block's NBTs
  2. store (result|success) bossbar – Shop return value as a bossbar information
  3. store (issue|success) entity – Store return value under one of an entity's NBTs
  4. store (result|success) score – Store render value under a target's score on an objective
  5. store (result|success) storage – Shop render value under one of a storage'due south NBTs

store (result|success) block [ ]

Saves the concluding command's render value as tag data within a block entity. Store as a byte, short, int, long, bladder, or double. If the return value is a decimal, information technology is rounded first and then multiplied by <scale>.
Syntax
store (result|success) cake <targetPos> <path> <type> <scale> -> execute
Arguments
<targetPos>: block_pos
Position of target block
<path>: nbt_path
Location of the desired tag to hold the value in
<type>
Desired data size/type
Must be one of byte, brusk, int, long, float, or double.
<calibration>: double
Multiplier to apply before storing value, may be negative
Effect
Unparseable if the argument is not specified correctly.
Does not store anything when the path does not exist.

store (result|success) bossbar [ ]

Saves the terminal command'due south return value in either a bossbar's current value or its maximum value
Syntax
store (result|success) bossbar <id> (value|max) -> execute
Arguments
<id>: resource_location
ID of the bossbar to target for saving
(value|max)
Whether to overwrite the bossbar's current value or its max value
Result
Unparseable if the statement is non specified correctly.

store (result|success) entity [ ]

Save the final command'south return value in one of an entity'south data tags. Shop as a byte, short, int, long, float, or double. If the return value is a decimal, it is rounded first and and so multiplied by <scale>. Similar the "/data" command, "/execute store <arguments>" cannot change player NBT.
Syntax
store (issue|success) entity <target> <path> <type> <scale> -> execute
Arguments
<target>: entity
A unmarried entity to store nether
<path>: nbt_path
Location of the desired tag to hold the value in
<blazon>
Desired data size/type
Must be one of byte, brusque, int, long, float, or double.
<scale>: double
Multiplier to employ before storing value, may be negative
Result
Unparseable if the argument is not specified correctly.
Does not shop anything when the path does not be.

store (upshot|success) score [ ]

Overrides the score held by <targets> on the given <objective> with the terminal command's return value.
Syntax
store (result|success) score <targets> <objective> -> execute
Arguments
<targets>: score_holder
Specifies score holder(s) whose score is to exist overridden
<objective>: objective
A scoreboard objective
Result
Unparseable if the argument is not specified correctly.

store (result|success) storage [ ]

Uses the <path> inside storage <target> to store the return value in. Store every bit a byte, curt, int, long, float, or double. If the return value is a decimal, it is rounded first and then multiplied by <scale>. If the storage does not yet exist, it gets created.
Syntax
store (result|success) storage <target> <path> <type> <scale> -> execute
Arguments
<target>: resource_location (Unmarried word)
Target storage container, as a resource location
<path>: nbt_path
Location of the desired tag to hold the value in
<blazon>
Desired information size/type
Must be one of byte, short, int, long, float, or double.
<calibration>: double
Multiplier to utilize before storing value, may be negative
Result
Unparseable if the argument is not specified correctly

Run subcommand [ ]

The run command's single argument is the command to be executed, the variables of which may be modified past the subcommands used.

Syntax
Coffee Edition:
run --><control>
Bedrock Edition:
run <command: command>
Arguments
JE: <command>
BE: command: command
Can be any command
Technical‌[ Java Edition only ]
Resets the control node to the root of the command dispatcher
Information on modelling commands as chat text:
  • The command dispatcher is what starts when the player begins a message with a forward-slash (/).
  • A command node is the specific word/entry the cursor is editing, either a command or an argument.
  • The root node comes before the first word in the electric current command.
Upshot
Execute this command. Fails if <command> or control: control is failure.

More examples [ ]

  • Teleport all players who have an detail enchanted with Efficiency in their first hotbar slot to coordinates (0, 64, 0):
    /execute every bit @a if data entity @southward Inventory[{Slot:0b}].tag.Enchantments[{id:"minecraft:efficiency"}] run tp @s 0 64 0[ Java Edition only ]
  • Create a smoke particle three blocks in front of all players:
    /execute as @a at @due south anchored eyes run particle smoke ^ ^ ^3[ Coffee Edition only ]
  • Place a saddle on pigs located inside 5 blocks of the executing thespian, and remove saddles from pigs located over 5 blocks abroad from the executing player:
    /execute as @e[blazon=pig] at @s store success entity @s Saddle byte one if entity @p[distance=..5][ Coffee Edition only ]
  • Make a player say "My feet are soaked!" in chat if they are located in a block of h2o:
    /execute as @a at @due south if block ~ ~ ~ h2o run say "My feet are soaked!"
  • Make a role player say "Score is reset" in conversation if the score 'test' is non set, eg past doing "scoreboard players reset @s test":
    /execute as @a unless score @s test = @s test run say "Score is reset"
  • Hurl all pigs skyward who are within 3 blocks of the nearest player:
    /execute at @p as @e[type=hog,distance=..iii] run data merge entity @due south {Motion:[0.0,2.0,0.0]}[ Coffee Edition merely ]
  • Kill all zombies who accept no headgear:
    /execute as @e[type=zombie] unless information entity @s ArmorItems[3].id run kill @s[ Coffee Edition only ]

History [ ]

Coffee Edition
one.eight 14w07a Added /execute.
14w08a Commands run using /execute now pass their success value dorsum to the command block running them.
1.xi 16w32a Added cake land support to /execute.
1.xiii 17w45a The syntax of /execute has been split off.
17w45b Reworked /execute store (effect|success).
18w02a Added new subcommands to /execute to permit for more control over commands.
18w05a Added /execute store bossbar.
one.14 18w43a Added /execute (if|unless) information.
ane.fifteen 19w38a Added /execute if predicate <predicate>.
Added /execute store storage.
1.19.iii 22w46a Added /execute (if|unless) biome.
Pocket Edition Alpha
v0.16.0 build 1 Added /execute.
Functionality most is equivalent to Java Edition 1.10 usage, except the entity target is optional in /execute.
Bedrock Edition
Upcoming Creator
Features (experimental)
beta i.19.ten.20 Updated /execute syntax to closer resemble that of Coffee Edition
beta one.19.40.20 Implemented the /execute rotated control.
beta 1.19.xl.21 Implemented the /execute facing and /execute marshal commands.
beta 1.19.40.23 Implemented the /execute anchored and /execute in commands.
1.19.50 beta one.19.l.23 The new /execute syntax, more than similar to Java Edition is no longer behind the "Upcoming Creator Features" experimental toggle.

Source: https://minecraft.fandom.com/wiki/Commands/execute

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