Sound following feature for example some people are going to create really long/big sound files and try to play them onto entities, but when that entity moves like really far you can still hear the sound where it SPAWNED at.
How sound follow would work: (example)
/playsound entity.creeper.primed player @a[distance=..100] ~ ~ ~ 10 1 1 @e[type=creeper,sort=nearest,limit=1]
(basically another optional category whether the sound should follow the entity so its still playing with the movement of it, and also with some really long taking sounds with the resource packs people use)
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