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How do I get Mob Deaths to Open Doors?


Replace normal block with same block that has a special propertyBending a conditional chainMinecraft : Testfor in 1.11 snapshots?Snowballs and Armor Stands in post-1.11Random item dropsHow can I make a dropper with a specific pattern of items inside turn into a building?Execute command troublesHow to make a command block summon an end crystal on top of said command block in minecraft 1.14.1






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4















so I've been attempting to build a system wherein a custom zombie spawns, the player kills it, and a command block detects that death and opens an iron door by spawning a redstone block below it.



The way I've attempted to do it is the following:
Hopper clock attached to the following command, which adds the tag 'trigger' to an armour stand riding a zombie:



tag @e[type=armor_stand,name=deathdetect] add trigger


Into a chain of command blocks, the first removing the trigger if the zombie is still around:



execute as @e[type=zombie,nbt=Passengers:[id:"minecraft:armor_stand",CustomName:""deathdetect""]] at @s anchored eyes if entity @e[type=armor_stand,name=deathdetect,distance=..20] run tag @e[type=armor_stand,name=deathdetect,distance=..20,limit=1] remove trigger


What it's then supposed to do is detect that the zombie isn't around anymore by checking if it's still got the trigger tag, before setting the block below the iron door to be a redstone block:



execute as @e[type=armor_stand,name=deathdetect,tag=trigger] at @s run setblock -111 32 43 redstone_block


and concluded with killing the armour stand with



kill @e[type=armor_stand,tag=trigger]


The issue I'm running into is when I spawn the zombie, the trigger tag is never removed from the armour stand, effectively skipping the first command block in the chain. I've constructed it so that the system is hopper clock into impulse command block into three chain blocks, but clearly I've messed something up.



For reference, this is the zombie I'm trying to spawn:



/summon zombie -110 33 40 OnGround:0b,NoGravity:0b,Glowing:1b,CustomNameVisible:1b,PersistenceRequired:1b,NoAI:0b,Rotation:[-180F,0F],Passengers:[id:"minecraft:armor_stand",NoGravity:1b,Invulnerable:1b,Marker:1b,Invisible:1b,NoBasePlate:1b,PersistenceRequired:1b,Tags:["is alive"],CustomName:""text":"deathdetect""],CustomName:""text":"Red Darknut","color":"red","bold":true,"underlined":true",HandItems:[id:"minecraft:iron_sword",Count:1b,tag:Unbreakable:1b,id:"minecraft:shield",Count:1b,tag:Unbreakable:1b,BlockEntityTag:Base:15,Patterns:[Pattern:mc,Color:11,Pattern:gru,Color:5,Pattern:gru,Color:0,Pattern:flo,Color:5,Pattern:flo,Color:0,Pattern:cbo,Color:5,Pattern:cbo,Color:0]],HandDropChances:[0.0F,0.0F],ArmorItems:[id:"minecraft:chainmail_boots",Count:1b,tag:Unbreakable:1b,id:"minecraft:chainmail_leggings",Count:1b,tag:Unbreakable:1b,id:"minecraft:chainmail_chestplate",Count:1b,tag:Unbreakable:1b,id:"minecraft:chainmail_helmet",Count:1b,tag:Unbreakable:1b],ArmorDropChances:[0.0F,0.0F,0.0F,0.0F]


Any clues as to where I've gone wrong? I know for certain it's in the removal of the trigger tag, but I can't figure out exactly how to fix it.










share|improve this question


























  • Why don't you just try to make it more simple instead? Do something like giving the zombie a custom name, and just test if a zombie with that name is around. Wouldn't that be easier?

    – Quijibo
    Jun 3 at 7:03











  • Which version are you in? Redstone clocks were needed for command blocks in 1.6 and before, but since then there are better solutions, like repeating command blocks or functions.

    – Fabian Röling
    Jun 3 at 11:58


















4















so I've been attempting to build a system wherein a custom zombie spawns, the player kills it, and a command block detects that death and opens an iron door by spawning a redstone block below it.



The way I've attempted to do it is the following:
Hopper clock attached to the following command, which adds the tag 'trigger' to an armour stand riding a zombie:



tag @e[type=armor_stand,name=deathdetect] add trigger


Into a chain of command blocks, the first removing the trigger if the zombie is still around:



execute as @e[type=zombie,nbt=Passengers:[id:"minecraft:armor_stand",CustomName:""deathdetect""]] at @s anchored eyes if entity @e[type=armor_stand,name=deathdetect,distance=..20] run tag @e[type=armor_stand,name=deathdetect,distance=..20,limit=1] remove trigger


What it's then supposed to do is detect that the zombie isn't around anymore by checking if it's still got the trigger tag, before setting the block below the iron door to be a redstone block:



execute as @e[type=armor_stand,name=deathdetect,tag=trigger] at @s run setblock -111 32 43 redstone_block


and concluded with killing the armour stand with



kill @e[type=armor_stand,tag=trigger]


The issue I'm running into is when I spawn the zombie, the trigger tag is never removed from the armour stand, effectively skipping the first command block in the chain. I've constructed it so that the system is hopper clock into impulse command block into three chain blocks, but clearly I've messed something up.



For reference, this is the zombie I'm trying to spawn:



/summon zombie -110 33 40 OnGround:0b,NoGravity:0b,Glowing:1b,CustomNameVisible:1b,PersistenceRequired:1b,NoAI:0b,Rotation:[-180F,0F],Passengers:[id:"minecraft:armor_stand",NoGravity:1b,Invulnerable:1b,Marker:1b,Invisible:1b,NoBasePlate:1b,PersistenceRequired:1b,Tags:["is alive"],CustomName:""text":"deathdetect""],CustomName:""text":"Red Darknut","color":"red","bold":true,"underlined":true",HandItems:[id:"minecraft:iron_sword",Count:1b,tag:Unbreakable:1b,id:"minecraft:shield",Count:1b,tag:Unbreakable:1b,BlockEntityTag:Base:15,Patterns:[Pattern:mc,Color:11,Pattern:gru,Color:5,Pattern:gru,Color:0,Pattern:flo,Color:5,Pattern:flo,Color:0,Pattern:cbo,Color:5,Pattern:cbo,Color:0]],HandDropChances:[0.0F,0.0F],ArmorItems:[id:"minecraft:chainmail_boots",Count:1b,tag:Unbreakable:1b,id:"minecraft:chainmail_leggings",Count:1b,tag:Unbreakable:1b,id:"minecraft:chainmail_chestplate",Count:1b,tag:Unbreakable:1b,id:"minecraft:chainmail_helmet",Count:1b,tag:Unbreakable:1b],ArmorDropChances:[0.0F,0.0F,0.0F,0.0F]


Any clues as to where I've gone wrong? I know for certain it's in the removal of the trigger tag, but I can't figure out exactly how to fix it.










share|improve this question


























  • Why don't you just try to make it more simple instead? Do something like giving the zombie a custom name, and just test if a zombie with that name is around. Wouldn't that be easier?

    – Quijibo
    Jun 3 at 7:03











  • Which version are you in? Redstone clocks were needed for command blocks in 1.6 and before, but since then there are better solutions, like repeating command blocks or functions.

    – Fabian Röling
    Jun 3 at 11:58














4












4








4


1






so I've been attempting to build a system wherein a custom zombie spawns, the player kills it, and a command block detects that death and opens an iron door by spawning a redstone block below it.



The way I've attempted to do it is the following:
Hopper clock attached to the following command, which adds the tag 'trigger' to an armour stand riding a zombie:



tag @e[type=armor_stand,name=deathdetect] add trigger


Into a chain of command blocks, the first removing the trigger if the zombie is still around:



execute as @e[type=zombie,nbt=Passengers:[id:"minecraft:armor_stand",CustomName:""deathdetect""]] at @s anchored eyes if entity @e[type=armor_stand,name=deathdetect,distance=..20] run tag @e[type=armor_stand,name=deathdetect,distance=..20,limit=1] remove trigger


What it's then supposed to do is detect that the zombie isn't around anymore by checking if it's still got the trigger tag, before setting the block below the iron door to be a redstone block:



execute as @e[type=armor_stand,name=deathdetect,tag=trigger] at @s run setblock -111 32 43 redstone_block


and concluded with killing the armour stand with



kill @e[type=armor_stand,tag=trigger]


The issue I'm running into is when I spawn the zombie, the trigger tag is never removed from the armour stand, effectively skipping the first command block in the chain. I've constructed it so that the system is hopper clock into impulse command block into three chain blocks, but clearly I've messed something up.



For reference, this is the zombie I'm trying to spawn:



/summon zombie -110 33 40 OnGround:0b,NoGravity:0b,Glowing:1b,CustomNameVisible:1b,PersistenceRequired:1b,NoAI:0b,Rotation:[-180F,0F],Passengers:[id:"minecraft:armor_stand",NoGravity:1b,Invulnerable:1b,Marker:1b,Invisible:1b,NoBasePlate:1b,PersistenceRequired:1b,Tags:["is alive"],CustomName:""text":"deathdetect""],CustomName:""text":"Red Darknut","color":"red","bold":true,"underlined":true",HandItems:[id:"minecraft:iron_sword",Count:1b,tag:Unbreakable:1b,id:"minecraft:shield",Count:1b,tag:Unbreakable:1b,BlockEntityTag:Base:15,Patterns:[Pattern:mc,Color:11,Pattern:gru,Color:5,Pattern:gru,Color:0,Pattern:flo,Color:5,Pattern:flo,Color:0,Pattern:cbo,Color:5,Pattern:cbo,Color:0]],HandDropChances:[0.0F,0.0F],ArmorItems:[id:"minecraft:chainmail_boots",Count:1b,tag:Unbreakable:1b,id:"minecraft:chainmail_leggings",Count:1b,tag:Unbreakable:1b,id:"minecraft:chainmail_chestplate",Count:1b,tag:Unbreakable:1b,id:"minecraft:chainmail_helmet",Count:1b,tag:Unbreakable:1b],ArmorDropChances:[0.0F,0.0F,0.0F,0.0F]


Any clues as to where I've gone wrong? I know for certain it's in the removal of the trigger tag, but I can't figure out exactly how to fix it.










share|improve this question
















so I've been attempting to build a system wherein a custom zombie spawns, the player kills it, and a command block detects that death and opens an iron door by spawning a redstone block below it.



The way I've attempted to do it is the following:
Hopper clock attached to the following command, which adds the tag 'trigger' to an armour stand riding a zombie:



tag @e[type=armor_stand,name=deathdetect] add trigger


Into a chain of command blocks, the first removing the trigger if the zombie is still around:



execute as @e[type=zombie,nbt=Passengers:[id:"minecraft:armor_stand",CustomName:""deathdetect""]] at @s anchored eyes if entity @e[type=armor_stand,name=deathdetect,distance=..20] run tag @e[type=armor_stand,name=deathdetect,distance=..20,limit=1] remove trigger


What it's then supposed to do is detect that the zombie isn't around anymore by checking if it's still got the trigger tag, before setting the block below the iron door to be a redstone block:



execute as @e[type=armor_stand,name=deathdetect,tag=trigger] at @s run setblock -111 32 43 redstone_block


and concluded with killing the armour stand with



kill @e[type=armor_stand,tag=trigger]


The issue I'm running into is when I spawn the zombie, the trigger tag is never removed from the armour stand, effectively skipping the first command block in the chain. I've constructed it so that the system is hopper clock into impulse command block into three chain blocks, but clearly I've messed something up.



For reference, this is the zombie I'm trying to spawn:



/summon zombie -110 33 40 OnGround:0b,NoGravity:0b,Glowing:1b,CustomNameVisible:1b,PersistenceRequired:1b,NoAI:0b,Rotation:[-180F,0F],Passengers:[id:"minecraft:armor_stand",NoGravity:1b,Invulnerable:1b,Marker:1b,Invisible:1b,NoBasePlate:1b,PersistenceRequired:1b,Tags:["is alive"],CustomName:""text":"deathdetect""],CustomName:""text":"Red Darknut","color":"red","bold":true,"underlined":true",HandItems:[id:"minecraft:iron_sword",Count:1b,tag:Unbreakable:1b,id:"minecraft:shield",Count:1b,tag:Unbreakable:1b,BlockEntityTag:Base:15,Patterns:[Pattern:mc,Color:11,Pattern:gru,Color:5,Pattern:gru,Color:0,Pattern:flo,Color:5,Pattern:flo,Color:0,Pattern:cbo,Color:5,Pattern:cbo,Color:0]],HandDropChances:[0.0F,0.0F],ArmorItems:[id:"minecraft:chainmail_boots",Count:1b,tag:Unbreakable:1b,id:"minecraft:chainmail_leggings",Count:1b,tag:Unbreakable:1b,id:"minecraft:chainmail_chestplate",Count:1b,tag:Unbreakable:1b,id:"minecraft:chainmail_helmet",Count:1b,tag:Unbreakable:1b],ArmorDropChances:[0.0F,0.0F,0.0F,0.0F]


Any clues as to where I've gone wrong? I know for certain it's in the removal of the trigger tag, but I can't figure out exactly how to fix it.







minecraft minecraft-commands






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited 37 mins ago









pppery

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asked Jun 3 at 5:17









Dalek_ThalDalek_Thal

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624 bronze badges















  • Why don't you just try to make it more simple instead? Do something like giving the zombie a custom name, and just test if a zombie with that name is around. Wouldn't that be easier?

    – Quijibo
    Jun 3 at 7:03











  • Which version are you in? Redstone clocks were needed for command blocks in 1.6 and before, but since then there are better solutions, like repeating command blocks or functions.

    – Fabian Röling
    Jun 3 at 11:58


















  • Why don't you just try to make it more simple instead? Do something like giving the zombie a custom name, and just test if a zombie with that name is around. Wouldn't that be easier?

    – Quijibo
    Jun 3 at 7:03











  • Which version are you in? Redstone clocks were needed for command blocks in 1.6 and before, but since then there are better solutions, like repeating command blocks or functions.

    – Fabian Röling
    Jun 3 at 11:58

















Why don't you just try to make it more simple instead? Do something like giving the zombie a custom name, and just test if a zombie with that name is around. Wouldn't that be easier?

– Quijibo
Jun 3 at 7:03





Why don't you just try to make it more simple instead? Do something like giving the zombie a custom name, and just test if a zombie with that name is around. Wouldn't that be easier?

– Quijibo
Jun 3 at 7:03













Which version are you in? Redstone clocks were needed for command blocks in 1.6 and before, but since then there are better solutions, like repeating command blocks or functions.

– Fabian Röling
Jun 3 at 11:58






Which version are you in? Redstone clocks were needed for command blocks in 1.6 and before, but since then there are better solutions, like repeating command blocks or functions.

– Fabian Röling
Jun 3 at 11:58











1 Answer
1






active

oldest

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6
















You could just tag the zombie instead.



/tag @e[type=zombie,distance=..10] add alive


You can use a different target selector, but make sure that only the mobs that need to be killed get that tag. This will work with multiple entities as well, where you will have to kill all of them.



And then have a command block check if a mob with the tag alive exists



/execute unless entity @e[tag=alive] run setblock <your coordinats> minecraft:redstone_block





share|improve this answer





























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    6
















    You could just tag the zombie instead.



    /tag @e[type=zombie,distance=..10] add alive


    You can use a different target selector, but make sure that only the mobs that need to be killed get that tag. This will work with multiple entities as well, where you will have to kill all of them.



    And then have a command block check if a mob with the tag alive exists



    /execute unless entity @e[tag=alive] run setblock <your coordinats> minecraft:redstone_block





    share|improve this answer































      6
















      You could just tag the zombie instead.



      /tag @e[type=zombie,distance=..10] add alive


      You can use a different target selector, but make sure that only the mobs that need to be killed get that tag. This will work with multiple entities as well, where you will have to kill all of them.



      And then have a command block check if a mob with the tag alive exists



      /execute unless entity @e[tag=alive] run setblock <your coordinats> minecraft:redstone_block





      share|improve this answer





























        6














        6










        6









        You could just tag the zombie instead.



        /tag @e[type=zombie,distance=..10] add alive


        You can use a different target selector, but make sure that only the mobs that need to be killed get that tag. This will work with multiple entities as well, where you will have to kill all of them.



        And then have a command block check if a mob with the tag alive exists



        /execute unless entity @e[tag=alive] run setblock <your coordinats> minecraft:redstone_block





        share|improve this answer















        You could just tag the zombie instead.



        /tag @e[type=zombie,distance=..10] add alive


        You can use a different target selector, but make sure that only the mobs that need to be killed get that tag. This will work with multiple entities as well, where you will have to kill all of them.



        And then have a command block check if a mob with the tag alive exists



        /execute unless entity @e[tag=alive] run setblock <your coordinats> minecraft:redstone_block






        share|improve this answer














        share|improve this answer



        share|improve this answer








        edited Jun 3 at 11:53

























        answered Jun 3 at 8:03









        bearb001bearb001

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