Published Sep 14th, 2013, 9/14/13 10:56 am
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Hello! My name is bigfoot49211, and this is my tutorial on using the /summon command that has been added in the 1.7 snapshot(s)! You are currently reading post:[ 02 ]of my tutorial. I will post more on seperate blog posts, so that you can learn everything you can about this amazing new feature!
I AM SORRY IF ANY PART OF THIS ARTICLE/ALL OF THIS ARTICLE IS HARD TO READ. I AM STILL WORKINGON SYNTAX, LAYOUT, ETC.
Part Two: Mobs +/summon.
[Introduction] A big part of the /summon command is the ability to edit custom data tags on any entity. In this post, i will be covering most of the different things you can do to mobs. This includes armor, names, and much more! So keep reading to see it all! =)
[Syntax] The syntax for the /summon command when dealing with mobs is as follows:
/summon mobname x y z{customNBTtags}
The syntax is -very- similar to the one with using the general summon command, except now, instead of entering the name of an entity, you're now entering the name of a mob (which is technically an entity, but whatever =3)
[Names]If you've played adventure maps, you've probably seen mobs with custom names above their heads. While this can be easily done via the Nametag item, but using the /summon command, you can make it spawn in the mob with the name already above it's head. Here is what you need to enter in order to spawn in a mob with a custom name:
/summon mobname x y z{CustomName:"namegoeshere"}
The only thing you would change in this isnamegoeshere. You want to keep the quotes. The quotes are there to keep everything inside of them as one, so you can use spaces. If you went without the quotes, it would come up as an error, and the mob would not spawn.
But let's say you want more than just a nametagged mob. You want one with a name above it's head that you can always see (like a player's name). To do this, you need to add another atribute to the custom datatags section. Your new command should look like this:
/summon mobname x y z{CustomName:"namegoeshere",CustomNameVisible:1}
The new tag is CustomNameVisible:1. If this is set to 0, then it's like a normal nametag. but if you set it to 1, then it acts like a player's name above their head.
This is all i have time to cover for today. I will post another when i have time! Sorry it's so short =(
Please leave a diamond if you thought this was helpful, and if you want me to continue to post blogs like this, tell me in the comments! =)
Miss any of my older blog posts? Click here!
I AM SORRY IF ANY PART OF THIS ARTICLE/ALL OF THIS ARTICLE IS HARD TO READ. I AM STILL WORKINGON SYNTAX, LAYOUT, ETC.
Part Two: Mobs +/summon.
[Introduction] A big part of the /summon command is the ability to edit custom data tags on any entity. In this post, i will be covering most of the different things you can do to mobs. This includes armor, names, and much more! So keep reading to see it all! =)
[Syntax] The syntax for the /summon command when dealing with mobs is as follows:
/summon mobname x y z{customNBTtags}
The syntax is -very- similar to the one with using the general summon command, except now, instead of entering the name of an entity, you're now entering the name of a mob (which is technically an entity, but whatever =3)
[Names]If you've played adventure maps, you've probably seen mobs with custom names above their heads. While this can be easily done via the Nametag item, but using the /summon command, you can make it spawn in the mob with the name already above it's head. Here is what you need to enter in order to spawn in a mob with a custom name:
/summon mobname x y z{CustomName:"namegoeshere"}
The only thing you would change in this isnamegoeshere. You want to keep the quotes. The quotes are there to keep everything inside of them as one, so you can use spaces. If you went without the quotes, it would come up as an error, and the mob would not spawn.
Example with using a custom-named mob
But let's say you want more than just a nametagged mob. You want one with a name above it's head that you can always see (like a player's name). To do this, you need to add another atribute to the custom datatags section. Your new command should look like this:
/summon mobname x y z{CustomName:"namegoeshere",CustomNameVisible:1}
The new tag is CustomNameVisible:1. If this is set to 0, then it's like a normal nametag. but if you set it to 1, then it acts like a player's name above their head.
Example with using a custom-named mob [CustomNameVisible:1
]
This is all i have time to cover for today. I will post another when i have time! Sorry it's so short =(
Please leave a diamond if you thought this was helpful, and if you want me to continue to post blogs like this, tell me in the comments! =)
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/summon <mobname>
If you're doing the command, it would be this:
/execute <his username> ~ ~ ~ /summon <mobname>
Hope I helped! :)