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271

Add @~

25 Comments

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  • 6
    Registered User commented
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    I like this idea. I mean, you don't know the players' Gamertag and the command block might be closer to another player. I like this idea. Voted.

  • 27
    Registered User commented
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    Hello, good idea, but you can already do this! Try these commands:

    /tag (the player) add selected
    /give @a[tag=selected] dirt
    /tp @a[tag=selected] 0 64 0

    After you tag the player you want, you can select them in subsequent commands in your selectors.

  • 1
    Registered User commented
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    Neat idea would be helpful too!

  • 0
    Registered User commented
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    No actually this is suggested for Minecraft Bedrock there isn't tags yet*

  • 3
    Registered User commented
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    In that case you should make a parity post to add tags, rather than this

  • 2
    Registered User commented
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    Neat idea. But it would be more helpful to me if @~ did for example the fisrt command block:/execute @p ~ ~ ~ detect ~ ~-1 ~ glass the second command block would target the players that had a block of glass underneath them and that had a returned value of success. This would make almost any creation multiplayer compatible.

  • 0
    Registered User commented
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    How exactly is this for java parity? No such selector exists in java edition.

  • 0
    Registered User commented
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    Bedrock too

  • 0
    Registered User commented
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    Nice they added this in the form of @s

  • 0
    Registered User commented
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    It should be expanded to detect basic input, too.

    For example, if the button is connected straight to commandblock, then it should trigger on the user, who pressed it, not the closest one. I don't think about something extremely advanced, which can dig into entire Redstone machine structure, databack and everything else just to detect one player. Only basic detection. It shouldn't be THAT difficult to implement.

  • 0
    Registered User commented
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    @tintin10q

    Yes, they added, but it only works in "/execute" command. No chain commandblock support.

  • 0
    Registered User commented
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    I think this isn't needed.

    You can already do that.
    Also sometimes a previous command has more than 1 target like an execute command:

    "execute as @e[type=wolf] at @s if entity @p as @r at @s run say hi!

  • 0
    Registered User commented
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    (Java) Can't this be done through functions? Just use @s in the functions

  • 0
    Registered User commented
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    I don't think is needed due to tags (Which do need to be in bedrock, or equivalent)

    but it is a neat change that would aid all amateur creators, and just generally make whipping at small functions easier.

  • 0
    Registered User commented
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    how would it know which previous selector to pick? after all, several selectors can be used in one command.

  • 0
    Registered User commented
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    Some commands use more than one target, though.

  • 0
    Registered User commented
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    Functions can already do this, there are also alternatives to this. Command blocks are a bit outdated now.

  • 0
    Registered User commented
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    Great for map makers!!

  • 1
    Registered User commented
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    Also add @f. It select the farthest player. (Opposite of @p)

  • 1
    Registered User commented
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    Also add @f. It select the farthest player. (Opposite of @p)

  • 0
    Registered User commented
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    voted

    then there're no need of complicated tags

  • 0
    Registered User commented
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    I like it

  • 0
    Registered User commented
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    Good idea!

  • 0
    Registered User commented
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    If this be in the game, Using /tag as a brackets for command block chains would be obsolete. Love the idea.

  • 0
    Registered User commented
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    you could create a tag and add it to the player then use @a[tag=name of the tag] in the following commands remove the tag from the player