Custom Death Message not working












-1















I'm making a custom map for Minecraft. In it, all players die by going into water. This is the command I have:



/execute at @a[distance=..100] if block ~ ~ ~ water run tellraw @a {"text":"","color":"white","extra":[{"selector":"@p"},{"text":" died by touching the water"}]}


But when I touch the water the command just spams the chat, and if I make it impulse the command won't run if I touch the water.



Thanks in advance for any help.










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  • minecraft.gamepedia.com/Commands/tag

    – Fabian Röling
    yesterday


















-1















I'm making a custom map for Minecraft. In it, all players die by going into water. This is the command I have:



/execute at @a[distance=..100] if block ~ ~ ~ water run tellraw @a {"text":"","color":"white","extra":[{"selector":"@p"},{"text":" died by touching the water"}]}


But when I touch the water the command just spams the chat, and if I make it impulse the command won't run if I touch the water.



Thanks in advance for any help.










share|improve this question









New contributor




AaronKanaron is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.





















  • minecraft.gamepedia.com/Commands/tag

    – Fabian Röling
    yesterday
















-1












-1








-1








I'm making a custom map for Minecraft. In it, all players die by going into water. This is the command I have:



/execute at @a[distance=..100] if block ~ ~ ~ water run tellraw @a {"text":"","color":"white","extra":[{"selector":"@p"},{"text":" died by touching the water"}]}


But when I touch the water the command just spams the chat, and if I make it impulse the command won't run if I touch the water.



Thanks in advance for any help.










share|improve this question









New contributor




AaronKanaron is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.












I'm making a custom map for Minecraft. In it, all players die by going into water. This is the command I have:



/execute at @a[distance=..100] if block ~ ~ ~ water run tellraw @a {"text":"","color":"white","extra":[{"selector":"@p"},{"text":" died by touching the water"}]}


But when I touch the water the command just spams the chat, and if I make it impulse the command won't run if I touch the water.



Thanks in advance for any help.







minecraft minecraft-commands technical-issues






share|improve this question









New contributor




AaronKanaron is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











share|improve this question









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AaronKanaron is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









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edited 10 mins ago









SpiceWeasel

7431514




7431514






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asked yesterday









AaronKanaronAaronKanaron

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AaronKanaron is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






AaronKanaron is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.













  • minecraft.gamepedia.com/Commands/tag

    – Fabian Röling
    yesterday





















  • minecraft.gamepedia.com/Commands/tag

    – Fabian Röling
    yesterday



















minecraft.gamepedia.com/Commands/tag

– Fabian Röling
yesterday







minecraft.gamepedia.com/Commands/tag

– Fabian Röling
yesterday












1 Answer
1






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oldest

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You could tag the player that touched the water, which clarifies who touched the water and indicates they have already had the text displayed. Then the repeating command block should point at a conditional chain command block with a tellraw that checks for that tag. The next trick will be removing the tag after they're not in the water anymore, which could be roughly the same command, except checking if they have the tag and they're in air. You can add it as its own repeating command or an unconditional chain command.



Here's the code I came up with. I checked it with 1 player, but I don't have another player handy to check for more. Notice the selector in the tellraw includes an argument checking for the tag.



execute at @a as @a[distance=..100,tag=!water] anchored feet if block ~ ~ ~ water run tag @s add water

tellraw @a {"text":"","color":"white","extra":[{"selector":"@p[tag=water]"},{"text":" died by touching the water"}]}

execute at @a as @a[distance=..100,tag=water] anchored feet if block ~ ~ ~ air run tag @s remove water


UPDATE: Revised code to include "anchored" to prevent pointing at the wrong place... but still haven't been able to test with multiple players.






share|improve this answer










New contributor




Lewis Strasburg is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.





















  • It didn't really work, the player who got execute was the one that was the nearest to the command block. Do you get any other solutions?

    – AaronKanaron
    20 hours ago











  • Did the tag get assigned correctly? That seems like the likeliest place for that setup to come apart. The "@s" doesn't seem to work the way I expect it to. Try putting in another @a[distance..100,tag=!water] instead. Maybe @a[tag=water] in place of the @p[tag=water] too.

    – Lewis Strasburg
    15 hours ago













  • Never mind the "@a" stuff. It won't work. The trouble we're having is that the check for the block is still coming from the command block. Even if we're telling it to look where the player is, we're not getting the player to run the command, which would let the @s work. I'm looking for another way now.

    – Lewis Strasburg
    15 hours ago











  • Fun little quirk... you have to use the "anchored" parameter to specify eyes or feet or the command will revert to a previous caller.... I still don't have multiple players to test with, but I will revise the code above. Let me know if it's working any better.

    – Lewis Strasburg
    14 hours ago











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1 Answer
1






active

oldest

votes








1 Answer
1






active

oldest

votes









active

oldest

votes






active

oldest

votes









0














You could tag the player that touched the water, which clarifies who touched the water and indicates they have already had the text displayed. Then the repeating command block should point at a conditional chain command block with a tellraw that checks for that tag. The next trick will be removing the tag after they're not in the water anymore, which could be roughly the same command, except checking if they have the tag and they're in air. You can add it as its own repeating command or an unconditional chain command.



Here's the code I came up with. I checked it with 1 player, but I don't have another player handy to check for more. Notice the selector in the tellraw includes an argument checking for the tag.



execute at @a as @a[distance=..100,tag=!water] anchored feet if block ~ ~ ~ water run tag @s add water

tellraw @a {"text":"","color":"white","extra":[{"selector":"@p[tag=water]"},{"text":" died by touching the water"}]}

execute at @a as @a[distance=..100,tag=water] anchored feet if block ~ ~ ~ air run tag @s remove water


UPDATE: Revised code to include "anchored" to prevent pointing at the wrong place... but still haven't been able to test with multiple players.






share|improve this answer










New contributor




Lewis Strasburg is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.





















  • It didn't really work, the player who got execute was the one that was the nearest to the command block. Do you get any other solutions?

    – AaronKanaron
    20 hours ago











  • Did the tag get assigned correctly? That seems like the likeliest place for that setup to come apart. The "@s" doesn't seem to work the way I expect it to. Try putting in another @a[distance..100,tag=!water] instead. Maybe @a[tag=water] in place of the @p[tag=water] too.

    – Lewis Strasburg
    15 hours ago













  • Never mind the "@a" stuff. It won't work. The trouble we're having is that the check for the block is still coming from the command block. Even if we're telling it to look where the player is, we're not getting the player to run the command, which would let the @s work. I'm looking for another way now.

    – Lewis Strasburg
    15 hours ago











  • Fun little quirk... you have to use the "anchored" parameter to specify eyes or feet or the command will revert to a previous caller.... I still don't have multiple players to test with, but I will revise the code above. Let me know if it's working any better.

    – Lewis Strasburg
    14 hours ago
















0














You could tag the player that touched the water, which clarifies who touched the water and indicates they have already had the text displayed. Then the repeating command block should point at a conditional chain command block with a tellraw that checks for that tag. The next trick will be removing the tag after they're not in the water anymore, which could be roughly the same command, except checking if they have the tag and they're in air. You can add it as its own repeating command or an unconditional chain command.



Here's the code I came up with. I checked it with 1 player, but I don't have another player handy to check for more. Notice the selector in the tellraw includes an argument checking for the tag.



execute at @a as @a[distance=..100,tag=!water] anchored feet if block ~ ~ ~ water run tag @s add water

tellraw @a {"text":"","color":"white","extra":[{"selector":"@p[tag=water]"},{"text":" died by touching the water"}]}

execute at @a as @a[distance=..100,tag=water] anchored feet if block ~ ~ ~ air run tag @s remove water


UPDATE: Revised code to include "anchored" to prevent pointing at the wrong place... but still haven't been able to test with multiple players.






share|improve this answer










New contributor




Lewis Strasburg is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.





















  • It didn't really work, the player who got execute was the one that was the nearest to the command block. Do you get any other solutions?

    – AaronKanaron
    20 hours ago











  • Did the tag get assigned correctly? That seems like the likeliest place for that setup to come apart. The "@s" doesn't seem to work the way I expect it to. Try putting in another @a[distance..100,tag=!water] instead. Maybe @a[tag=water] in place of the @p[tag=water] too.

    – Lewis Strasburg
    15 hours ago













  • Never mind the "@a" stuff. It won't work. The trouble we're having is that the check for the block is still coming from the command block. Even if we're telling it to look where the player is, we're not getting the player to run the command, which would let the @s work. I'm looking for another way now.

    – Lewis Strasburg
    15 hours ago











  • Fun little quirk... you have to use the "anchored" parameter to specify eyes or feet or the command will revert to a previous caller.... I still don't have multiple players to test with, but I will revise the code above. Let me know if it's working any better.

    – Lewis Strasburg
    14 hours ago














0












0








0







You could tag the player that touched the water, which clarifies who touched the water and indicates they have already had the text displayed. Then the repeating command block should point at a conditional chain command block with a tellraw that checks for that tag. The next trick will be removing the tag after they're not in the water anymore, which could be roughly the same command, except checking if they have the tag and they're in air. You can add it as its own repeating command or an unconditional chain command.



Here's the code I came up with. I checked it with 1 player, but I don't have another player handy to check for more. Notice the selector in the tellraw includes an argument checking for the tag.



execute at @a as @a[distance=..100,tag=!water] anchored feet if block ~ ~ ~ water run tag @s add water

tellraw @a {"text":"","color":"white","extra":[{"selector":"@p[tag=water]"},{"text":" died by touching the water"}]}

execute at @a as @a[distance=..100,tag=water] anchored feet if block ~ ~ ~ air run tag @s remove water


UPDATE: Revised code to include "anchored" to prevent pointing at the wrong place... but still haven't been able to test with multiple players.






share|improve this answer










New contributor




Lewis Strasburg is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.










You could tag the player that touched the water, which clarifies who touched the water and indicates they have already had the text displayed. Then the repeating command block should point at a conditional chain command block with a tellraw that checks for that tag. The next trick will be removing the tag after they're not in the water anymore, which could be roughly the same command, except checking if they have the tag and they're in air. You can add it as its own repeating command or an unconditional chain command.



Here's the code I came up with. I checked it with 1 player, but I don't have another player handy to check for more. Notice the selector in the tellraw includes an argument checking for the tag.



execute at @a as @a[distance=..100,tag=!water] anchored feet if block ~ ~ ~ water run tag @s add water

tellraw @a {"text":"","color":"white","extra":[{"selector":"@p[tag=water]"},{"text":" died by touching the water"}]}

execute at @a as @a[distance=..100,tag=water] anchored feet if block ~ ~ ~ air run tag @s remove water


UPDATE: Revised code to include "anchored" to prevent pointing at the wrong place... but still haven't been able to test with multiple players.







share|improve this answer










New contributor




Lewis Strasburg is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









share|improve this answer



share|improve this answer








edited 14 hours ago





















New contributor




Lewis Strasburg is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









answered yesterday









Lewis StrasburgLewis Strasburg

12




12




New contributor




Lewis Strasburg is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.





New contributor





Lewis Strasburg is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






Lewis Strasburg is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.













  • It didn't really work, the player who got execute was the one that was the nearest to the command block. Do you get any other solutions?

    – AaronKanaron
    20 hours ago











  • Did the tag get assigned correctly? That seems like the likeliest place for that setup to come apart. The "@s" doesn't seem to work the way I expect it to. Try putting in another @a[distance..100,tag=!water] instead. Maybe @a[tag=water] in place of the @p[tag=water] too.

    – Lewis Strasburg
    15 hours ago













  • Never mind the "@a" stuff. It won't work. The trouble we're having is that the check for the block is still coming from the command block. Even if we're telling it to look where the player is, we're not getting the player to run the command, which would let the @s work. I'm looking for another way now.

    – Lewis Strasburg
    15 hours ago











  • Fun little quirk... you have to use the "anchored" parameter to specify eyes or feet or the command will revert to a previous caller.... I still don't have multiple players to test with, but I will revise the code above. Let me know if it's working any better.

    – Lewis Strasburg
    14 hours ago



















  • It didn't really work, the player who got execute was the one that was the nearest to the command block. Do you get any other solutions?

    – AaronKanaron
    20 hours ago











  • Did the tag get assigned correctly? That seems like the likeliest place for that setup to come apart. The "@s" doesn't seem to work the way I expect it to. Try putting in another @a[distance..100,tag=!water] instead. Maybe @a[tag=water] in place of the @p[tag=water] too.

    – Lewis Strasburg
    15 hours ago













  • Never mind the "@a" stuff. It won't work. The trouble we're having is that the check for the block is still coming from the command block. Even if we're telling it to look where the player is, we're not getting the player to run the command, which would let the @s work. I'm looking for another way now.

    – Lewis Strasburg
    15 hours ago











  • Fun little quirk... you have to use the "anchored" parameter to specify eyes or feet or the command will revert to a previous caller.... I still don't have multiple players to test with, but I will revise the code above. Let me know if it's working any better.

    – Lewis Strasburg
    14 hours ago

















It didn't really work, the player who got execute was the one that was the nearest to the command block. Do you get any other solutions?

– AaronKanaron
20 hours ago





It didn't really work, the player who got execute was the one that was the nearest to the command block. Do you get any other solutions?

– AaronKanaron
20 hours ago













Did the tag get assigned correctly? That seems like the likeliest place for that setup to come apart. The "@s" doesn't seem to work the way I expect it to. Try putting in another @a[distance..100,tag=!water] instead. Maybe @a[tag=water] in place of the @p[tag=water] too.

– Lewis Strasburg
15 hours ago







Did the tag get assigned correctly? That seems like the likeliest place for that setup to come apart. The "@s" doesn't seem to work the way I expect it to. Try putting in another @a[distance..100,tag=!water] instead. Maybe @a[tag=water] in place of the @p[tag=water] too.

– Lewis Strasburg
15 hours ago















Never mind the "@a" stuff. It won't work. The trouble we're having is that the check for the block is still coming from the command block. Even if we're telling it to look where the player is, we're not getting the player to run the command, which would let the @s work. I'm looking for another way now.

– Lewis Strasburg
15 hours ago





Never mind the "@a" stuff. It won't work. The trouble we're having is that the check for the block is still coming from the command block. Even if we're telling it to look where the player is, we're not getting the player to run the command, which would let the @s work. I'm looking for another way now.

– Lewis Strasburg
15 hours ago













Fun little quirk... you have to use the "anchored" parameter to specify eyes or feet or the command will revert to a previous caller.... I still don't have multiple players to test with, but I will revise the code above. Let me know if it's working any better.

– Lewis Strasburg
14 hours ago





Fun little quirk... you have to use the "anchored" parameter to specify eyes or feet or the command will revert to a previous caller.... I still don't have multiple players to test with, but I will revise the code above. Let me know if it's working any better.

– Lewis Strasburg
14 hours ago










AaronKanaron is a new contributor. Be nice, and check out our Code of Conduct.










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