![]() ![]() JE: : entity_anchor Specifies whether the entity'eyes or feet to make the target(s) facing to. Must be a player name, a target selector or a UUID. Tilde notation can be used to specify a rotation relative to the execution rotation.īE: lookAtPosition: x y z: CommandPositionFloat Specifies the coordinates to make the target(s) facing to.īE: lookAtEntity: target: CommandSelector Specifies the entity to make the target(s) facing to. For the vertical rotation (pitch), -90.0 for straight up to 90.0 for straight down.For the horizontal rotation (yaw), -180.0 for due north, -90.0 for due east, 0.0 for due south, 90.0 for due west, to 179.9 for just west of due north, before wrapping back around to -180.0.Must be a rotation with double or float number elements, including yaw and pitch, measured in degrees. In Java Edition, the target selector must be in single type.īE: yRot: value: RelativeFloat and : RelativeFloat Specifies the rotation. Accepts tilde and caret notations.īE: destination: target: CommandSelector Specifies the entity to teleport the target(s) to. Must be a three-dimensional coordinates with floating-point number elements. īE: destination: x y z: CommandPositionFloat Specifies the coordinates to teleport the target(s) to. If not specified, defaults to the command's executor. Arguments īE: victim: target: CommandSelector Specifies the entity(s) to be teleported. teleport teleport facing teleport facing teleport teleport facing teleport facing Teleports the executor or the specified entity(s) to a certain position and changes their rotation to the specified rotation. teleport teleport Teleports the executor or the specified entity(s) to a certain position (without changing its rotation). Teleport teleport Teleports the executor or the specified entity(s) to the position of an entity, and makes it face horizontally and its horizontal rotation the same as the specified entity's. teleport teleport facing teleport facing entity Teleports the entity(s) to a certain position and changes their rotation to the specified rotation. teleport Teleports the entity(s) to a certain position (without changing their rotation). teleport Teleports the executor to a certain position (and changes its rotation to the command's execution rotation). Trying it out in 1.8 would probably be pointless - I could adapt the entity IDs and such, but there's been so much changed about the End since that it might easily break or fix the setup between the versions.Teleport teleport Teleports the executor or the specified entity(s) to the position of an entity, and makes its rotation the same as the specified entity's. I didn't test because I'm still mainly using 1.8 because of Forge, so I didn't get the 1.9+ versions of my resourcepack yet. I'd strongly assume this is the case, but I've never actually used multiple different End Portals, so I have no actual experience how they interact. This, of course, assumes that the End Portals placed by the command have the same spawn area as the End Portal you originally use. (Because they would be teleported away again, which would be odd and, depending on what you're doing, might mess up things.) Actually, I'd assume you can remove the original entrance Portal safely. Make sure both the End Portal in the overworld and the spawn area in the End are not accessible during normal gameplay, so players can neither use the Portal for a shortcut to the end nor reach the spawn area again after they've been teleported away. You'll still want to put this in a repeat command block that's constantly active, so players spawning into the End get teleported immediately. The radius is picked so that it doesn't reach outside the spawn area, but still covers the player, even if he manages to move a bit before the command gets executed. In the End, place a command block right below the obsidian layer, with tp x y z, where x, y and z are the coordinates you want the player to be teleported to. You need the following commands to be executed in this order:Ģa) execute ~ ~ ~ summon armor_stand ~ ~1 ~ Ģb) execute ~ ~ ~ setblock ~ ~-1 ~ end_portalĢd) kill condition type=armor_stand makes sure that the command doesn't have any side effects, even if a player or another entity is coincidentally named PortalPoint. In the overworld, set up a command block with execute ~ ~ ~ setblock ~ ~ ~ end_portal.Īlternative: If you want the portal to be immediately removed, you need a more complex setup. This solution I came up with, is building upon a possibility hinted in the answer of Plagiatus above. ![]()
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