Placeholder for entities in radius
Quite a multifunctional placeholder, allows you to get entities in radius by specified coordinates.
Meaning
Allows you to get entities in radius by specified coordinates, both the fact of existence and number, and complete lists and values in these lists by index.
Format
Check presence of entities:
%CEP_entitiesInRadius_<world>_<x>_<y>_<z>_<radius>_<include (true|false)>_(optional) <filter1>,<filter2>,<filterN>% # Check if the entities exist at the location in the specified radius, will return "true" or "false"<world>_<x>_<y>_<z> – the central location to check the entities; (MANDATORY)
<radius> – the radius to check; (MANDATORY)
<include> – if current player exists, you can include it to the list or not; (MANDATORY)
<filters> – see in the table below (you can skip filters to get all entities, but the last underscore should be in any case!). (OPTIONAL)
Get count of entities:
%CEP_entitiesCountInRadius_<world>_<x>_<y>_<z>_<radius>_<include (true|false)>_(optional) <filter1>,<filter2>,<filterN>% # Check the amount of the entities at the location in the specified radius, will return the amount<world>_<x>_<y>_<z> – the central location to check the entities; (MANDATORY)
<radius> – the radius to check; (MANDATORY)
<include> – if current player exists, you can include it to the list or not; (MANDATORY)
<filters> – see in the table below (you can skip filters to get all entities, but the last underscore should be in any case!). (OPTIONAL)
Get list of entities:
%CEP_entitiesListInRadius_<separator>_<world>_<x>_<y>_<z>_<radius>_<output>_<include (true|false)>_(optional) <filter1>,<filter2>,<filterN>% # Check the list of the entities at the location in the specified radius, will return the list of entities with data from the specified output<separator> – the separator to separate the elements, it is needed to separate elements in the output list; (MANDATORY)
<world>_<x>_<y>_<z> – the central location to check the entities; (MANDATORY)
<radius> – the radius to check; (MANDATORY)
<output> – the output to return, may be uuid, type, enum, name, coords or type,type ("type,type" is useful to get exactly the block type, and not the entity, for example, for “falling” filter); (MANDATORY)
<include> – if current player exists, you can include it to the list or not; (MANDATORY)
<filters> – see in the table below (you can skip filters to get all entities, but the last underscore should be in any case!). (OPTIONAL)
Get entity at index in list of entities:
%CEP_entityAtIndexInRadius_<separator>_<world>_<x>_<y>_<z>_<radius>_<index_in_list>_<output>_<include (true|false)>_(optional) <filter1>,<filter2>,<filterN>% # Check the list of the entities at the location in the specified radius, will return the entity at the specified index in this list with data from the specified output<separator> – the separator to separate the elements in different cases, it is needed when more than one element is outputting, for example in "coords" output type; (MANDATORY)
<world>_<x>_<y>_<z> – the central location to check the entities; (MANDATORY)
<radius> – the radius to check; (MANDATORY)
<index_in_list> – the index in the list to return the entity (counting is starting from 0, consider it!); (MANDATORY)
<output> – the output to return, may be uuid, type, enum, name, coords or type,type ("type,type" is useful to get exactly the block type, and not the entity, for example, for “falling” filter); (MANDATORY)
<include> – if current player exists, you can include it to the list or not; (MANDATORY)
<filters> – see in the table below (you can skip filters to get all entities, but the last underscore should be in any case!). (OPTIONAL)
Table of the available filters (filters are presented in the order by their priorities from the highest one, that is, for example, specifying the "mobs" or "!mobs" will have the priority above the "livingEntities" or "!livingEntities", the same as "monsters" above "mobs" etc):
falling
!falling
Falling entities like falling sand or gravel, "type,type" output option is useful here to get exactly the block type, and not the entity
livingEntities
!livingEntities
All living entities, including "mobs", "players", entities like armor stands, etc
You can use entities types and their negative versions in filters as well! Like "SHEEP" or "!CREEPER".
Use "-" symbol instead of underscores in <filters>!
Where is useful
For example, if you need to get entities in a radius at certain coordinates, find out if a certain entity is there and perform certain actions, like removing that entity via the change_entities action, modifying it via the change_item action or in case of vehicles set the passenger of the found vehicle via change_passenger action. To process a list from this placeholder, the array placeholder is very useful.
Examples
%CEP_entitiesListInRadius_,_{player_world}_{player_x}_{player_y}_{player_z}_10_uuid_false_players,mobs,!CREEPER% # Get the list of the uuids of entities (separating the list through the "," symbol) at the player coordinates in 10 blocks radius including players and any mobs, excluding the current player and creepers%CEP_entityAtIndexInRadius_ | _{player_world}_{player_x}_{player_y}_{player_z}_5_2_coords_false_vehicles% # Get the location of the third vehicle (at the second index, but counting from 0) in the list of vehicle entities at the player coordinates in 5 blocks radius (separating the coordinates through the " | ")Last updated