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Using /summon on horses and how to make them Awesome!

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Oak_Sapling avatar Oak_Sapling
Level 27 : Expert Unicorn
7
Hello World!
I have been recently been working on some maps and I have found some pretty cool things when it comes to summoning mobs and other things! I found one of the most useful is horses! I will be posting series of theses blogs about summoning on other things like Zombies and Creepers!

Base Command

To start out you first need to understand the base stuff. The base command for summoning a horse is
/summon EntityHorse ~ ~ ~ The ~ ~ ~ can be replaced for coordinates or left there either works just the same. Now this next part is where it becomes complicated. The command you saw earlier in the article had the three base parts. The command, The Mob to be spawned, and the Coordinates to be spawned at. If you would like to change things up and make the horse different then you need some Parameters.

Parameters

To start using Parameters you need to declare them. To do so just simply open and close some curly brackets like so {}. (This must be Done after base command) Anything that you put inside the brackets is a Parameter. You can put multiple Parameters into the brackets to make the horses more "advanced" or just cooler looking. To Begin all you must do is learn the Parameters and put them into the command! Let's get started! All parameters will be highlightedin yellow!

Types

There are 5 different types of horses. Normal, Donkey, Mule, Zombie, and Skeleton. To declare what type of horse you would like you just need to use the parameter Type:x. X is any number 0-4. You can just change the x value to get the different types of horses. For example if I would like to spawn in a mule the command would be
/summon EntityHorse ~ ~ ~ {Type:2}. The types are listed below!

Types:
0 - Normal Horse
1 - Donkey
2 - Mule
3 - Zombie
4 - Skeleton

Variants

The next step of getting the horse you want is the variant. The variant of horse is the look or different texture of horse. (Pictures are available above!). Variants only work and the normal horse or Type 0. To start you need to declare the type of horse. /summon EntityHorse ~ ~ ~ {Type:0} (Make sure it is Type 0!) From the add a comma after the 0 to declare a new parameter. After that you must declare the variant type by using the parameter Variant:x. There are 8 different variants of horses the could be put in for x. The Variants listed Below. In the end your command should look something like this
/summon EntityHorse ~ ~ ~ {Type:0,Variant:0}

Variants:
0-6 Visible
7 Invisible

Tamed Horses

To spawn a tamed horse you must simply add the parameter Tame:1. If you would like to summon a tamed horse it must be a 1. 1 means tamed 0 means untamed. You can use this parameter alone (/summon EntityHorse ~ ~ ~ {Tame:1}) and it will give you the default horse tamed. Or you can use the Type and Variant to make it more what you like. The tamed horse will not spawn with a saddle but that is next!

Saddles Horses

To spawn a saddled horse you just need to add the parameter Saddle:1. The horse also must be tamed using Tame:1. The base command to spawn a default horse is /summon EntityHorse ~ ~ ~ {Tame:1,Saddle:1}. Again you can add a Type and Variant!

Horse With Armour

To spawn a horse with armor you just need to add the parameter ArmourItem{id:(id)}. The id must be a number Id or the command will no come out. Also don't use the ( ) surronding the id just take those out. This parameter must be used with Tame:1. This can be used with the saddle and the Type and Variant.

Speed

To spawn a horse with faster speed you must go into something called Attributes. In this tutorial I will not be going into attributes I will simply give you the command. To change the speed simply just add the parameter
Attributes:[{Name:horse.movementSpeed,Base:x}]. The value of x is 0-2, 0 = fast and 2 = Slow. This can be used with all other parameters you have learned.

Jump Height

To spawn a horse in with a different jump height you must use attributes like the last one. Again I will not be going into them so just add this parameter Attributes:[{Name:horse.jumpStrenght,Base:x}]. The value of x can be 0-2 0 being no jump 2 being tons of jump.

Adding Chests

To spawn a horse or donkey with a chest on its back you just need to add the parameter ChestedHorse:1. This parameter works on all types and variants but don't ride the horse on any one that is not a Donkey or Mule because it will just crash our game! Something cool to check out is to add a chest to a zombie horse or Type:3 and then look at the chest! To add stuff to the chest use the parameter above followed by this one
Items:[{Slot:x,id:y,Count:z,Slot:x,id:y,Count:z]}
The x variable represents the slot or square in the donkeys chest. This variable can be adjusted to make designs or add more than one item. The y variable is the id of the item you would like to put in the chest. The y variable must be a number Id. And last the z variable represents how many of those you would like to be spawned. This can be used from 1-64. The example above would spawn 2 items but this can be edited to have more or less .

Owner

To Declare the owner of the horse use the parameter OwnerName:PLAYER NAME HERE. This parameter will make it so only that player can rider the horse!

That is about it for all of the knowledge you need to summon horses! If you have any questions use the comments and for a txt of the commands go to our website HERE. (Not Set Up Yet!)
My Pleasure,

Oak Sapling
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Update #3 : by Oak_Sapling 01/06/2014 3:03:57 pmJan 6th, 2014

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1
12/28/2013 5:05 pm
Level 7 : Apprentice Explorer
skatecraft555
skatecraft555 avatar
awesome! :D
1
12/25/2013 2:22 pm
Level 1 : New Miner
Vixia
Vixia avatar
Great! Tons of detail and very clear! Keep up the good work!
1
12/24/2013 7:39 pm
Level 18 : Journeyman Dragonborn
NIGHTHUNTE
NIGHTHUNTE avatar
Thx dude! this really helped me, but i think you need to describe it more and make some example's at the end.
1
12/24/2013 11:38 pm
Level 27 : Expert Unicorn
Oak_Sapling
Oak_Sapling avatar
I am glad it helped! Please subscribe to get more and thanks for the feed back!
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