I have already asked a question about this but I didn't really get a clear answer.    I need to delay a tp command but when I searched it up I found a answer on how to tp an armour stand. I would like to know how to convert the command below so that it teleports a person to -586.634 64 -430.697.  This is the command I found  /tp @e[type=ArmorStand,name=Bob,score_time_min=101] ~ ~1 ~   If anyone could change this command or tell me how to it would really help!  (NOTE: Before anyone comments below I did already create the scoreboard)
3740
I found 11 questions like this on gamingSE already, but none of them have proper and up-to-date answers. So I'm creating this Q&amp;A:  How do you either activate a command x seconds/minutes/hours/… in the future or every x seconds/minutes/… in a loop?  Repeating command blocks and ticking functions execute 20 times per second, redstone is  in many situations and most of the extremely fancy solutions, like falling blocks in cobwebs, have broken over time or are needlessly complicated.
30109
Let's say that a player uses the ready action and says "If a character aims at me with a weapon, I'll use Teleport to move behind cover."  What happens? Does this work? If not, please cite the rules to explain why not.
119913
I understand commands but I am fairly new to the 1.13 changes.  I am trying to make an AFK system within vanilla Minecraft.  I want to use the /execute command to execute once. I want to detect when a scoreboard objective is a certain value and print  [Player] has gone AFK   in the chat only once. This is my command at the moment,  execute as @a[scores={afk=1..}] at @s run tellraw @a {"text":"","color":"red","extra":[{"selector":"@s"},{"text":" has gone AFK.","color":"yellow"}]}   It keeps printing until the scoreboard value is reset.
23563
In 1.12, the command:  clear @p paper 0 1 {display:{Name:"[Winning Ticket] Musical Minecarts",Lore:[" Take this ticket to the reward "," collections at the entrance of the ", " Games area to claim your prize! "]}}   would remove a piece of paper with that specific name and lore from the player's inventory. I assumed the 1.13 conversion would be:   execute at @p as @p run clear @s paper{display:{Name:"[Winning Ticket] Musical Minecarts",Lore:[" Take this ticket to the reward "," collections at the entrance of the ", " Games area to claim your prize! "]}} 1   but this doesn't work. As well as this, the command:  give @p minecraft:paper{display:{Name:"[Winning Ticket] Musical Minecarts",Lore:[" Take this ticket to the reward "," collections at the entrance of the ", " Games area to claim your prize! "]}} 1   only gives the item, without the custom display name, despite the lore being correct. What is the correct syntax for these two commands?
21462
I've created a big circuit in my vanilla server to teleport all players to an arena each 3 days.  It's all working like a charm, but a few days ago a player wasn't teleported. Chatting with him, he told me that he was on a horse.  Players on horses are not teleported?
45140
I want players to be able to click text to run an OP command even if that player is not an OP. For example something like:  Console: Do you want to enable Fly? [If you do, Please click here]  *Player1 clicks that text*  Console: /fly Player1   Is something like this possible?
45507
If I have an entity, is it possible to teleport that player to face the entity without teleporting the player to the entity (Just changing his rotation)? How could I accomplish this?
8271
In a one-shot I recently played the players were fighting a homebrewed . It has a walking speed of 0 ft. and can teleport 80 ft. on its turn under some conditions. One of the players knocked the monster, over by using the shove action. On its turn, the monster was prone with a speed of 0 ft. It then used an ability to teleport away and appear upright again (Impossible Movement). Now there are three options on how to rule this situation:  The monster uses half of 0 ft., so still 0 ft., to get up from being prone and proceeds as normal The monster lifts the prone condition simply by teleporting The monster is prone, and can't get up anymore  I am asking about a general creature that has a walking speed of 0 ft., not explicitly about the Weeping Angel. According to the rules, which of this rulings (if any) would be correct?
80544
I would like to detect when a player attacks/hits/hurts another player or entity. I have tried to use the AttackTime tag, but it doesn't work. Here is what I have tried (on a 20HZ clock):  First command block:   scoreboard players set @a Attack 0 {AttackTime:0s}   Second command block:  scoreboard players set @a Attack 1 {AttackTime:1s}   Third command block:  tellraw @a[score_Attack_min=1] "Nice shot!"
82204
In 1.12, I had a command block to summon in minecarts on a single point. I then had another command to spread the minecarts out in a radius of 20 blocks, and a following chain command block to teleport them to the y level 64, because the spreadplayers command teleports entities to the highest solid block. The chained command was simply:  tp @e[type=minecart,r=30] ~ 64 ~   In 1.13, this now teleports all the minecarts to point point. I tried  execute at @e[type=minecart,distance=..30] as @e[type=minecart,distance=..30] run tp @s ~ 64 ~   but this does not work, it has the same effect (Teleporting them all on top of eachother). I also replaced @s with @e[type=minecart,distance=..30] to no avail.  Any solutions here?
10348
How does the ping command really work?  Specifically where does the ARP (Address Resolution Protocol) come into picture?   I was asked this question in an interview and I was not able to come up with a scenario when ARP could be used.
104298
I want to summon an arrow that is fired in the same direction as the player that it is summoned closest to, is this possible with just commands and as minimal command blocks as possible? (not one command block for like ever 30°)  Currently I have tried summoning it without gravity and right after it spawns teleporting it using /execute as @e[type=arrow,name="guardarrow",scores={lifetime=1..1}] at @s rotated as @p run tp @s ~ ~ ~ ~ ~ (lifetime scoreboard is just +1 per tick) which for about 0.5s rotates the arrow and then it rotates back, making this method useless. Using the Motion:[x.x,x.x,x.x] nbt doesn't work since it has to be able to go in all directions. So is there any way to make this work properly?  Also: When teleporting the arrows to move them they apparently don't hit things, they go straight through mobs
96893
My 1.12 solution can be found . When trying to update command blocks to 1.13, I have the following:  scoreboard objectives add invert dummy   (run at start) then:  scoreboard players set FakePlayer invert 1   (impulse unconditional repeat) chained into:  execute at @e[tag=summoned] run scoreboard players reset FakePlayer invert   (chain unconditional repeat) chained into:  execute if score FakePlayer invert = 1 invert run say "All summoned animals are dead!"   This should reset FakePlayers score continuously until all entities with tag "summoned" are dead, then it should run the final condition. This does not happen, and I can't see why.
68834
I am searching for a command-line that allows me to check the system time deviance to a NTP server specified on the command-line. I don't want to change/adapt the system time - only displays the deviance.  Nice would be an text-mode display as it is used by the windows tool w32tm.exe:  14:09:06 d:+00.0331970s o:+00.0046684s [                           *                           ] 14:09:08 d:+00.0331985s o:+00.0050307s [                           *                           ] 14:09:10 d:+00.0331980s o:+00.0050342s [                           *                           ] 14:09:12 d:+00.0341736s o:+00.0041995s [                           *                           ] 14:09:14 d:+00.0341737s o:+00.0048171s [                           *                           ] 14:09:16 d:+00.0331742s o:+00.0043771s [                           *                           ] 14:09:18 d:+00.0341740s o:+00.0045760s [                           *                           ]   What program should I use?
111089
In a map I'm making I have a command block loop, and for every time it loops all players speed increases by 1 tier. Anyone know how to do this?
81586
So, I need o give players one arrow every two seconds, but with a maximum of two arrows in the inventory. To do this, I tried adding a scoreboard objective called  ArrowN and setting the score to 1 if the player has one arrow and to 2 if the player has two arrow. Then every two seconds replacing with two arrows if the player has an ArrowN score of 1 and not replacing if he has a score of 2. Now, I couldn't get how to set a score of 0 for a player that has no arrows, to replace him one arrow. Something like this just works for a half:  scoreboard objectives set @a[score_ArrowN=!1,score_ArrowN=!2] ArrowN 0   I think operation could be useful, but i can't use that command.  Note: it must be multiplayer friendly  Edit:probably using /give is a lot easier but I don't like having arrows popping on your face every two seconds
90492
I managed a KitPvP server in Minecraft and everything works fine except when players wants to duel each other. They get sent to a room where they will be dueling. The main problem is when the winner wins, I have no idea how to teleport them back to spawn.