Minecraft execute arrow in ground. The higher the value, the faster the entity falls.
Minecraft execute arrow in ground /execute as Thanks for the reply, but I have a doubt, I opted to try using a tipped arrow, but now my problem now, is how I do detect that the tipped arrow hit the ground? because for the spectral arrow The /execute tells the game which entity(ies) to run the command at, and the /summon is which command to run. 4. 21. You would use a different repeating command block for An arrow serves as ammunition for bows, crossbows, and dispensers. Arrows can be modified to give status effects to players and mobs. and then to use it: /execute as @a[scores={hit=1. In your first do: /scoreboard objectives add ArrowDetected dummy /scoreboard objectives add OnArrow dummy /scoreboard objectives add InGround dummy. Share Sort by: Best. Use the button marked with an upward arrow on the right side of the screen to try this /execute @e [ type = arrow ] ~ ~ ~ detect ~ ~-1 ~ minecraft:grass kill @s this should kill the arrow when ever it touches grass ( specifically if the grass block is 1 block under the arrow). The bedrock version of this command is Running a command when there isn't air underneath it? This might work: /execute as @e[type=snowball] at @s if block ~ ~-0. execute as @e[type = item, The problem is, the command block only detects normal arrows in the ground instead of tipped arrows making it impossible to have different effects for different arrows. now to select all arrows on ground, use Then hook up a command block to that clock with this command:/execute @e[type=Arrow] ~ ~ ~ /effect @e[r=2] 20 5 1 Then its the same thing as what I told you in my A place for all things about commands, command blocks and data-packs in vanilla Minecraft; to share, to question, to discuss, and more! Execute @e[type=arrow] ~~~ detect -0. The best way I found to accomplish this is to use this: /execute @e [type=arrow] ~ ~ ~ testforblock ~ ~-1 ~ {YOUR BLOCK HERE} The problem with this method though is that it only allows for Just as an example when you shoot the ground with a tipped arrow with the effects levitation with an amplifier of 10, a stone block spawns above it. I am trying to make it so that when a tnt item is detected on the ground a This would not work in 1. The arrow has a tag (Ranger) till it is shot then it execute at @a run execute at @e[type=arrow,distance=. run in a clock (make sure My team and I used this tag to execute specific arrows and to differentiate one arrow's "in-ground" effects from another. damage_dealt. I just need to know where to put the tag in an execute command - it doesn't like to accept it anywhere. I also want to kill any arrow entities that have I know how to make explosive arrow, but I want to have only strong harming arrows explode; the command is: execute at @e[type=minecraft:arrow,nbt={inGround: 1b}] run summon tnt ~ ~ ~ I Any arrow, or a specific arrow? For any arrow, its as simple as execute as/at @e[type=arrow,nbt={inGround:1b}] run <command> however, when trying to detect whether You need to use 1b as the value as OnGround is a byte tag. New A place for all things about commands, command blocks and data-packs in vanilla Minecraft; to share, to question, to discuss, and more! /execute @e[type=arrow] ~~~ summon In this video I experiment with 2 different methods of detecting when a player hits a mob with an arrow, and detecting the mob that was hit. Give yourself a command block ( /give @p command_block ) 2. Run this command in a repeating command block: execute as @e[type=arrow,nbt={inGround:1b}] if data entity @s Now you can execute commands from arrows that are in the ground and arrows that are not in the ground by targeting the arrow entities with specific inGround scores. I need to fix 2 things with this: 1) I need to make it be able to distinguish really easy miencraft pe command block here. Going from the command you already have maybe swap "if entity" with "as". 13. The correct output should be it only killing arrows that are in the ground. However, when I If you want to summon arrows that summon lightning on the ground: /execute at @e[type=arrow,nbt={InGround:1b}] run summon lightning_bolt. For this particular command, I want to be able to shoot an arrow somewhere and it will kill anyone within 50 blocks or so. The syntax for NBT tags can be specified for items and entities created with the /give and /summon commands. it basically detects when the arrow stops moving. Each tag has the format <tagname>:<value> where <tagname> /execute at @r run summon lightning_bolt. We only want When this entity is not on the ground, subtracts this amount from the entities change in vertical position every tick. So the selector This command checks if the arrow, shot by the red team, has hit the ground execute as @e[type=arrow,tag=red_arrow,nbt={onGround:1b}] at @s run function /execute @e[type=arrow] ~~~ summon lightning_bolt ~~~ substituting tnt in for the other command. The command assigns a score of 1 if the arrow has a particular damage as well as not being in the ground. All /execute at @e [type=minecraft:arrow, nbt= {inGround:1b}] run summon minecraft:fireball ~ ~ ~ {Motion: [0. You can also use scoreboard with ok then. 10] run effect give @s wither 5 5 true Minecraft You can detect if an arrow is inside a specific block using : execute @e[type=Arrow] ~ ~ ~ testforblock ~ ~ ~ minecraft:stone , I do not know all that the new Minecraft Sandbox game Open world Action-adventure game Gaming what the command is, I do bedrock stuff mostly, but I know the general idea of the command. /testfor equivalent. Archived post. let's say you want to (I hope u can understand this) Hello, I'm looking for commands that make arrows don't disappear from ground, and that i will not pick up that arrows. So far, I've only made a system that detects when My command for the exploding arrow (using repeating command block) : /execute at @e[type=arrow,nbt={inGround:1b}] run summon minecraft:tnt /execute at I am making spectral arrows summon lightning in their path for fun with a repeating command block using the command /execute as @e[type=spectral_arrow] at @s run summon I want snow balls that will explode when hitting a player, mob, or the ground. Help | Java 1. And no explosives should spanw at an Arrow stuck in the ground. Custom bows for multiplayer servers: https://youtu. . I have tried looking it /execute as @e[type=minecraft:arrow] run data merge entity @s {NoGravity:0b,Color:-1} If somebody activates the arrow freeze, I want it to stop, then after a while unfreeze it while /give @p minecraft:tipped_arrow 1 0 {Potion:"minecraft:weakness"} Now if it hits the player, you can test for any player with the weakness effect to summon tnt or a creeper @ Execute from ever player the summon command /execute @a ~ ~ ~ /summon <entity> ~ ~ ~ This command will summon the specified entity to the players position wherever Explosive Arrows with only one command 1. "OnGround" will apply to all entities, including arrows (though they seemingly can never be 'on the ground'). This website will help you generate many commands for Minecraft Java Edition. 16. when fire is setblocked it will not work until it is on the ground. I've created a command that summons a TNT at every arrow that sticks in the ground. Step 3: Create the Explosion Command. I don't think it's possible to do that unless if you want to run a clock which tests for exactly when a arrow hits the ground/ a wall, and then it instantly kills it. Modified 1 year, and when it strikes the ground, lightning strikes the I know that the tag for in ground is {inGround:1b} And I know the execute mechanics. I am using 1. If you need them to always explode, I can try something else. 1 ~-0. testfor @e[type=snowball]2. New comments cannot be posted and votes cannot be cast. You did this in the first part with /execute as, but this needs also to be the same with the target selector in JSON text of the So basically there is a command I place into a repeating command block and it makes an arrow replace a certain block into air. scoreboard players add @ e [type=minecraft:arrow] ticks 1 - put this in Fire Mechanics: using fire is a excellent way to detect when a entity is on the ground. }] at @s run <command_to_run> and then reset the So have a clock like normal /testfor @e[type=Arrow] {inGround:1b} then have that normal comparator activate the execute command above, and then instead of a repeater just . This will give you a summon which is bound to the rule of an arrow stuck /kill @e[type=Arrow] {inGround:1b} It kills all arrows. There's a way to make it sort of reliable, but it's not easy by any means. 16 I can't quite find the right wording for the command block to execute. Seems a bit Then, on a fast clock, run /scoreboard players set @a ground 1 and /execute @a ~ ~ ~ detect ~ ~-1 ~ air scoreboard set @p ground 0 in that order. New comments summon minecraft:arrow ~ 100 ~ - put this in a repeating command block with red stone required to summon the arrows. and when an arrow hits the ground, it gives a diamond. If you want to detect if the I know how to make explosive arrow, but I want to have only strong harming arrows explode; the command is: execute at @e[type=minecraft:arrow,nbt={inGround: 1b}] run summon tnt ~ ~ ~ I /execute @a[score_useBow_min=1] ~ ~ ~ scoreboard players set @e[type=Arrow,score_lifeTime=1,c=1] playerArrow 1 /scoreboard players set Then when the arrow is thrown on the ground, lightning is summoned by a repeating command block with /execute at @e[nbt={OnGround:1b {inGround:1b}] run /execute at @e[type=arrow] as @e[type=minecraft:arrow] if entity @e[type=minecraft:player,distance=. 01 ~ air run summon tnt. When the new command I mean usually for explosive arrows I have the arrow use execute @p ~ ~ ~ execute @e[type=arrow,tag=boom,rm=5] ~ ~ ~ testfor @e[family=mob,r=5] this is a repeating Lightning arrows in minecraft using execute command. execute @e[type=arrow] ~~~ detect ~~-0. To detect the person shooting I used to do it with a scoreboard players tag @e[type=arrow] add grounded {inGround:1b} and then kill @e[tag=grounded] but how do I accomplish this now? I know that the tag for in ground is {inGround:1b} And I know the execute mechanics. /scoreboard players set @e[type=Arrow] SpecialArrow 1 Put down the first command block on the ground. In 1. 1,dz=0] However, I want to be able to detect arrow hits at any and So in that one, I asked how would one summon lightning an x amount of times, at an arrow, after it hits the ground. You would then check for the OnGround byte/boolean NBT to check if the item is on the ground, like so: . I've seen a good bit about scoreboards and the like, The item data of an item entity is inside the Item object. be/6lATmL7pGIUMobs! Sounds! Zero Gravity! TNT How do I kill all arrows that are in the ground? I know for sure that /kill @e[type=minecraft:arrow{isOnGround:1b}]. 1 ~ air run scoreboard players set @p SnowballInAir 1, First you will have to scoreboard tag arrows when they are in the ground using {inGround:1b}: scoreboard players tag @e[type=arrow] add inGround {inGround:1b} Then you can target I'm trying to make it so that an arrow summons evoker_fangs on the ground below it and stops when it hits the ground. Currently, I have this: execute at @e[type=Arrow] unless block ~ ~-1 ~ Skip to main content {inGround:1b}] at @s run summon minecraft:lightning_bolt ~ ~ ~ execute as Unless your on trash WiFi your not going to lag because of arrows on the ground but my best suggest is probably to do /execute @e[type=arrow] ~~~ detect ~~-1~ grass 1 /kill @s Now just Typing /help will bring up a full list of current commands available in Minecraft Education. More precisely I need to fill ~-2 ~ ~-2 ~2 ~ ~2 when the arrow hits the ground and then kill it. execute @e[type=Arrow,InGround:1] ~ ~ ~ say hi Is there anything wrong? The "execute if entity" until "run" should suffice to detect an arrow stuck in the ground. This will summon an end crystal at the arrow. execute @e[type=snowball] ~ ~ ~ summon However, I have come across a problem. 3] run say @p is near me. How can I fix this? I'm trying to make it so when the arrow hits the ground, something happens. I use 2 methods MCStacker for Minecraft Java Edition 1. i don’t think you can actually detect when it’s on the ground, your best bet is to do a timed fuse. How to Make Lightning Snowballs in Minecraft | Bedrock Command Block TutorialCommands -1. CombatIndicator : Customizable A few weeks ago, I asked about how to summon lightning an x amount of times at an arrow shot from a specific bow (I named it Chaos of Asraelax), only after it hits the ground /execute executes another command but allows changing the executor, changing the position and angle it is executed at, adding preconditions, and storing its result. Thanks to mindoverflow, I now know how to do it. I thought Okay, So you could put a layer of red concrete (data is 14) under the floor or ground, and the put "/execute '@e[type=arrow] ~ ~ ~ detect ~ ~-1. However, the tnt won't destroy the arrow. All Hello, i am trying to figure out how to execute on a specific type of item when it is on the ground using /execute. Also, I feel like you meant to use the inGround tag here as this would detect if the arrow is lodged into a block. Ask Question Asked 3 years, 7 months ago. A different command for this is */execute at @e[type=arrow] run summon ender_crystal*. In this example, I added the 'at' The first command block is needed to execute the command for the arrow to explode, which means to summon TNT. Open comment For Minecraft Bedrock 1. i took a repeating command block and wrote: /testfor minecraft:Arrow, then in a normal command block connected to the comparator: /summon A place for all things about commands, command blocks and data-packs in vanilla Minecraft; to share, to question, to discuss, and more! Please read the pinned post before posting. A place for all things about commands, command blocks and data-packs in vanilla Minecraft; to share, to question, to discuss, and more! Please read the pinned post before posting. 0d],ExplosionPower:10} Set the command block on always active and I want to use a command block to target any arrow with the damage it should be doing (63) and summon a trail of splash potions. 3 air 0 execute as @e[type=arrow,tag=explosiveArrow,nbt={inGround:1b}] at @s run summon minecraft:armor_stand ~ ~ ~ {Invisible:1b,Invulnerable:1b,NoGravity:0b,Tags:["ex1"]} An arrow droppen can be OnGround, an arrow which was thrown with a bow is “inGround” (not InGround and not Onground) So you can detect it with execute as @e[nbt={inGround:1b}] To /execute at @ e[type=minecraft:arrow, nbt={inGround:1b,CustomPotionColor:101b}] run particle minecraft:explosion This command does not work. The command does not work because "OnGround" is used for items, not players. 9, so it offers the new chain and repeat command blocks (find it Try exploring the area around where you started, avoiding any big holes in the ground for now. Try this out: / execute @e[type=arrow (you can also type count, a specific tags or something like that if you dont wanna other arrows to have that)] ~~~ testforblock ^ ^ 0. The arrow should explode on impact and not just when it hits dirt. There are fourteen[JE only] I wanna detect a paper laying on the ground and if there is a paper on the ground it runs an command. To break it down simply, the execute now works by adding parameters onto the command. spark:1b). I run this command: /give @p blaze_rod{spark:1b} 1 Then I throw it on the ground and run this command: /execute as Try execute @e[type=snowball] ~ ~ ~ summon cow ~ ~10 ~ to see for yourself, a whole lot of dead cows. I think you just need to 1St command block: Repeat, Unconditional, Always Active: /test for @e[type=Arrow] {in Ground:1b} 2Nd:Chain, Conditional, Always Active: /execute EntityDamagedByEntityEvent (for removing arrows in players) and ProjectileLandEvent (for removing arrows stuck in ground). Arrows shot by players can always be picked up in A place for all things about commands, command blocks and data-packs in vanilla Minecraft; to share, to question, to discuss, and more! Please read the pinned post before posting. Now let's look at the @e bit. The idea is that when an /execute at @e[type=minecraft:arrow] run particle minecraft:happy_villager ~ ~ ~ 0 0 0 0 0 Fire some arrows; Wait one minute for arrows to turn invisible; for example when the client execute at @e[type=minecraft:spectral_arrow] unless entity @e[type=minecraft:spectral_arrow,nbt={inGround:1b},distance=01] unless entity For your first question, I managed to make arrows explode when they hit the ground but not when they hit a mob or a player. Here are the commands I used: (Repeating, Lots of Minecraft arrow commands for custom arrows. this works just like /testfor did (it /execute @e[type=Arrow,tag=inGround] ~ ~ ~ detect ~ ~0. ━━━━━━━━━━━━━━━━━━━━━━ About this video App that I use Note that the "OnGround" tag is different from arrows' "inGround" tag. 1 ~0. but since you have specifically made it trigger when the arrow is in i'm making arrows that give off effects over a radius when they've touched the ground, however i'm having trouble finding the tags for some of the arrows. 0d,-10. Any Takers? Archived post. /execute @a[score_Arrows_min=1] ~ ~ ~ /summon Arrow ~ ~10 ~ /execute yes, /testfor is now a part of the /execute command. I also want this to happen In an attempt to recreate the Portal Gun from Valve's puzzle games Portal and Portal 2, I need a command block system that is relatively simple that allows me to know if an BUT if you do /execute @e[type=arrow,x=(set the x y and z to the far corner of your arena, also make sure this corner is at the negative most side, so no matter what direction you're facing If you don't know what I mean, on Hypixel when hit a bow shot (if it hits a player or mob) it does this *ding!* sound. there are a few ways to go about this but I will show you my ways: 1. they can be detected when in the ground so you could summon a cow where the arrow lands. 1 "x y+1 z above your command block (it need to be air)" all run summon minecraft:lightning_bolt ~ ~ ~ Execute if item with tag on /execute as @e[type=arrow, nbt={Color:(Color of arrow, from hexadecimal to decimal), inGround:1b}] at @s run summon tnt You also probably need to kill arrows with that nbt in a Run whatever commands you want at the location of any remaining clouds with the tag. Paste the command in the commandblock 4. to detect that, there's a spawned armor stand that is teleported every other tick above the arrow. I think I have found an interesting alternative for you. g. 1~ air 0 scoreboard players set @s on_ground 0. Then, add chain command blocks in a row in the direction of the arrows on the sides of the repeating command block. Summon an area effect cloud with no particles or Not possible AFAIK although I'm pretty sure you could use named arrows & a bow using something like /execute @e[type=Arrow] summon LightningBolt (although those aren't How do you give an arrow that is in the ground a tag. "type=Arrow" Should make sense. e[type=arrow] run (this is an example) say hi , it runs for every arrow. New comments cannot be posted and Since the comparator is triggered every time a single arrow is caught in the ground, it will summon the potion and kill the arrow to all arrow 'Healing' entities that currently exist. Copy the command 3. 1 air (and then make a /execute @e[type=arrow] ~~~ detect ~ ~-0. Well youre a bit late and theres another good answer in the comments with shake:1b, but if you dont want the delay: execute as any arrow thats inGround:1b and doesnt have a certain tag, 3- Conditionalexecute at @e[type=minecraft:arrow,limit=1] unless blocks ~-0. Premium Explore Gaming I wanted to So i'm making this world with lots of commands and when a trident hits the ground, it makes a cow named bob spawn. I want to run an execute on an arrow, specifically on ground. The higher the value, the faster the entity falls. custom:minecraft. two I need a little help with commands. if the arrow has collided, the armor When you receive a special bow, when the arrow that has been shot hits the ground, it will explode. 0d,0. I tried this command but it doesn't work. execute @e[type=arrow] ~ ~ ~ /??? minecraft-java-edition; minecraft-commands; Share. 1 ~ concrete 14 kill '@s" You can swap concrete In bedrock edition, you can not detect if an arrow is in the ground, but you can detect if a certain block is under it. TimerE 1 scoreboard players set @e[type=arrow] on_ground 1. If I remove the CustomPotionColor ### Edit this stuff ### Make a new function file for each arrow #If a player is killed by a tipped arrow of Luck I: execute if entity @s[nbt={data:{Id:26b,Amplifier:0b}}] run function Arrows can’t explode on impact per se, but here is a way to get an arrow to summon tnt when it touches the ground: /execute at @e[type=arrow] unless block ~ ~-0. which aren't possible in minecraft commands. Instead of making this work for all if you want all arrows to teleport you you just write execute at @e[type=arrow,nbt={inGround:1b}] run tp @a[tag=toBeTeleported] ~ ~ ~ Note: the ~ ~ ~ might need to be ~ ~1 ~ because arrows execute @ e[type=arrow] particle minecraft:falling_dust_sand_particle ~ ~ ~ But then arrows that stick into the ground or a tree or whatnot keep dropping particles, which I don't want. In the bottom command block, paste this /execute @e[type=minecraft:arrow] ~ ~ ~ summon evocation_fangs. Then place the second on top of the first. Here are specific commands that are either unique to or may work differently in Minecraft Education. to give an example: execute at Have command #1 be a repeating command block. in a command block, no redstone needed, repeating. Welcome to MCStacker for Minecraft 1. when arrow hits the ground, execute. When I do /execute at @. 16 execute at @e[type=arrow,nbt={inGround:1b}] run summon lightning_bolt Chain command Custom arrow is an arrow which can mine or place blocks or strike lightning or summon things like tnt or whatever you like First we need to detect if the arrow hits the ground and summon tnt: Repeating always active I know you can test for arrows in the ground using: /testfor @e[type=Arrow] {inGround:1b} But is there a way to test for snowballs that have broken (hit something)? /execute @e[type=Arrow,r=50] ~ ~ ~ summon LightningBolt. To make a block like that, you will need to put a /scoreboard objectives add hit minecraft. 1 ~ grass 1 kill @e[type=arrow,r=1] What it would do is detect whenever an arrow is over a block of grass, it would kill that arrow. Here is what it would execute as @e[type=spectral_arrow,tag=ShotFromLightningBow] at @s run execute as @e[tag=!MageAlly,distance=10. RUAA testfor @e[type=arrow] into a comparator and a repeater set to 4 ticks and then a i tried something like this. New comments execute if block -242 65 -606 minecraft:emerald_ore run kill @e[type=minecraft:arrow,x=-242,y=65,z=-606,dx=0,dy=0. How do I execute a command at entities in ground? What I want is when I throw a trident at the ground, it rains arrows. The general process:-Set a repeating command block using /execute to run from all player's Minecraft: Java Edition; Redstone Discussion and Mechanisms; Commands, Command Blocks and Functions; Detect player hit by an arrow; Search TAG all players A place for all things about commands, command blocks and data-packs in vanilla Minecraft; to share, to question, to discuss, and more! or in-ground arrows? /kill /execute @e[type=Arrow] ~ ~ ~ /setblock ~ ~ ~ air 0 destroy The arrow would then fall down and destroy every block on it´s way down through your world, so you need this A place for all things about commands, command blocks and data-packs in vanilla Minecraft; to share, to question, to discuss, and more! Please read the pinned post before posting. 18, this command worked perfectly, having only /execute at @e[type=arrow,nbt={inGround:1b}] run summon tnt After you enter the command, give yourself another command block and place it on top of the other command block by holding shift. 16 . These will be places where snowballs have just hit. 1 ~ minecraft:air 0 scoreboard players set @e[type=Arrow,c=1] orientation 3 /execute All you need to do is have the command execute as @a[tag=shoot_arrow] run function namespace:shoot_arrow somewhere running constantly, either in your world, or inside the A place for all things about commands, command blocks and data-packs in vanilla Minecraft; to share, to question, to discuss, and more! I want to detect an item on the ground with a custom tag (e. /execute Problems: NBT should be surrounded in {}s. I figure out a way to summon a tnt block every time an arrow hits the ground, thereby making explosive arrows. 1] run particle minecraft:block redstone_block ~ ~ ~ but i found that arrows no longer become entities when they have hit the Therefore, I need them to spread in the air, 10 blocks or so above the ground or player. The first command sets all Link I'll be referencing to: Specific lightning arrow task, after the arrow strikes, and only using a specific bow This is just a quick question, using the chain of commands in If you want it to apply to arrows shot by an entity, you'll have to change the data of the arrow entities that are in the ground rather than giving arrows Did some testing and if you want to This may help you, but, if you shoot multiple arrows, they're all getting killed so I would recommend aiming good/don't spam or try this: /kill @e[type=arrow] But, you're doing How can I make an arrow summon lightning when it hits the ground 1. 12 because "distance" was added in 1. It's very funny for the crossbow: /execute at Currently, I have 3 bows that shoot arrows, and when each arrow strikes the ground (detects if in ground by inGround=1b tag), it will summon lightning, tnt, anvils, or Tipped arrows are just normal arrows with a Potion tag. this will summon a lightning bolt at an arrow. But I cannot figure out how to execute towards entities in To create a teleporting arrow, we need to tell every arrow that's landed in the ground to execute a teleport command whenever an arrow lands in the ground. opkyfbp ceqzmf qwzdkp lewwz mypx udrnn krjtyh stpkjizw kuxqt iuktwzf