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

How to justify getting additional team member when the current team is doing well?

Why did the Soviet Union not "grant" Inner Mongolia to Mongolia after World War Two?

Why is a road bike faster than a city bike with the same effort? How much faster it can be?

Designing a time thief proof safe

"until mine is on tight" is a idiom?

Does the app TikTok violate trademark?

Garage door sticks on a bolt

Difference between "rip up" and "rip down"

Is it ok if I haven't decided my research topic when I first meet with a potential phd advisor?

How can I tell the difference between fishing for rolls and being involved?

Clear text passwords in Unix

Received a package but didn't order it

What does Sartre mean by "pédéraste" - pederast or homosexual?

Why did UK NHS pay for homeopathic treatments?

Youtube not blocked by iptables

How to deal with a PC being played as homophobic?

Are fuzzy sets appreciated by OR community?

New road bike: alloy dual pivot brakes work poorly

Why does C++ have 'Undefined Behaviour' and other languages like C# or Java don't?

How should I answer custom and border protection questions if I'm a returning citizen that hasn't been in the country for almost a decade?

What are examples of EU policies that are beneficial for one EU country, disadvantagious for another?

What happens to a net with the Returning Weapon artificer infusion after it hits?

Why does my browser attempt to download pages from http://clhs.lisp.se instead of viewing them normally?

Is the order of words purely based on convention?



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






.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








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

1,5861 gold badge9 silver badges20 bronze badges




1,5861 gold badge9 silver badges20 bronze badges










asked Jun 3 at 5:17









Dalek_ThalDalek_Thal

624 bronze badges




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

votes


















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





























    Your Answer








    StackExchange.ready(function()
    var channelOptions =
    tags: "".split(" "),
    id: "41"
    ;
    initTagRenderer("".split(" "), "".split(" "), channelOptions);

    StackExchange.using("externalEditor", function()
    // Have to fire editor after snippets, if snippets enabled
    if (StackExchange.settings.snippets.snippetsEnabled)
    StackExchange.using("snippets", function()
    createEditor();
    );

    else
    createEditor();

    );

    function createEditor()
    StackExchange.prepareEditor(
    heartbeatType: 'answer',
    autoActivateHeartbeat: false,
    convertImagesToLinks: false,
    noModals: true,
    showLowRepImageUploadWarning: true,
    reputationToPostImages: null,
    bindNavPrevention: true,
    postfix: "",
    imageUploader:
    brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
    contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/4.0/"u003ecc by-sa 4.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
    allowUrls: true
    ,
    noCode: true, onDemand: true,
    discardSelector: ".discard-answer"
    ,immediatelyShowMarkdownHelp:true
    );



    );














    draft saved

    draft discarded
















    StackExchange.ready(
    function ()
    StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fgaming.stackexchange.com%2fquestions%2f352201%2fhow-do-i-get-mob-deaths-to-open-doors%23new-answer', 'question_page');

    );

    Post as a guest















    Required, but never shown

























    1 Answer
    1






    active

    oldest

    votes








    1 Answer
    1






    active

    oldest

    votes









    active

    oldest

    votes






    active

    oldest

    votes









    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

        4,6852 gold badges5 silver badges30 bronze badges




        4,6852 gold badges5 silver badges30 bronze badges































            draft saved

            draft discarded















































            Thanks for contributing an answer to Arqade!


            • Please be sure to answer the question. Provide details and share your research!

            But avoid


            • Asking for help, clarification, or responding to other answers.

            • Making statements based on opinion; back them up with references or personal experience.

            To learn more, see our tips on writing great answers.




            draft saved


            draft discarded














            StackExchange.ready(
            function ()
            StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fgaming.stackexchange.com%2fquestions%2f352201%2fhow-do-i-get-mob-deaths-to-open-doors%23new-answer', 'question_page');

            );

            Post as a guest















            Required, but never shown





















































            Required, but never shown














            Required, but never shown












            Required, but never shown







            Required, but never shown

































            Required, but never shown














            Required, but never shown












            Required, but never shown







            Required, but never shown







            Popular posts from this blog

            ParseJSON using SSJSUsing AMPscript with SSJS ActivitiesHow to resubscribe a user in Marketing cloud using SSJS?Pulling Subscriber Status from Lists using SSJSRetrieving Emails using SSJSProblem in updating DE using SSJSUsing SSJS to send single email in Marketing CloudError adding EmailSendDefinition using SSJS

            Кампала Садржај Географија Географија Историја Становништво Привреда Партнерски градови Референце Спољашње везе Мени за навигацију0°11′ СГШ; 32°20′ ИГД / 0.18° СГШ; 32.34° ИГД / 0.18; 32.340°11′ СГШ; 32°20′ ИГД / 0.18° СГШ; 32.34° ИГД / 0.18; 32.34МедијиПодациЗванични веб-сајту

            19. јануар Садржај Догађаји Рођења Смрти Празници и дани сећања Види још Референце Мени за навигацијуу