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      • To run a second /execute command on behalf of an entity: /execute as To run a second /execute command using the position, dimension (ie: Overworld, Nether, End) and rotation of the target entity (without changing the entity that is running the command): /execute at
      www.digminecraft.com/game_commands/execute_command.php
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  2. To run a second /execute command using the position, dimension (ie: Overworld, Nether, End) and rotation of the target entity (without changing the entity that is running the command): /execute at <targets> <secondExecuteCommand>

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      How to Enter the Command 1. Open the Chat Window. The...

    • Usage
    • Syntax

    There are fourteen‌[JE only] / eleven‌[BE only] instructions (aka. subcommands) for the /execute command. Multiple subcommands can be chained after /execute. Subcommands are divided into 4‌[JE only] / 3‌[BE only] categories: modify subcommands, condition subcommands, store subcommands‌[JE only], and run subcommand.

    •Modify subcommands modify command context variables to change the context the command is executed. Subcommands following it will execute with specific executor(s), execution position(s), execution dimension(s), execution rotation(s) and execution anchor.

    •Condition subcommands are used to test whether certain conditions are met and then output results or limit conditions of execution.

    •Store subcommands‌[JE only] can store the return values of the command in a scoreboard or the data of an entity, block entity, or storage, and can also change the maximum or current value of a bossbar.

    •run subcommand is used for carrying out another command.

    All needed subcommands can be concatenated together. Subcommands other than the run subcommand can be arranged arbitrarily and used multiple times. But the run subcommand can be used only once and must be put at the end of the subcommands chain. A run subcommand or a condition subcommand finalizes the chain, otherwise the command is unparseable in Bedrock Edition or parseable but does nothing (except summon subcommand, see also MC-165773 and MC-260576) in Java Edition.

    There are fourteen‌[JE only] / eleven‌[BE only] instructions (aka. subcommands) for the /execute command, and each has its own special syntax, so describing syntax takes a large branching tree.

    Full syntax tree

    •Java Edition

    /execute . . .

    •… align -> •… anchored -> •… as -> •… at -> •… facing ( |entity ) -> •… in -> •… on -> •… positioned ( |as |over ) -> •… rotated ( |as ) -> •… store (result|success) . . .

    •… block -> •… bossbar (max|value) -> •… entity -> •… score -> •… storage -> •… summon -> •… (if|unless) . . .

  3. Aug 30, 2022 · While it isn't possible to use execute for multiple commands at once, you can create a second command to kill the arrow with a very similar execute command put into a chain command block. execute at @e[type=arrow] unless block ~ ~-1 ~ air run kill @e[type=arrow]

  4. Jun 29, 2024 · The syntax of the /execute command varies according to the sub-commands used. Here are some basic examples : /execute as <targets> <secondExecuteCommand>. /execute at <targets> <secondExecuteCommand>.

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  5. Who's Executing? First, this part selects the entity: /execute {selector} The can be @p, @r, @a, or @e with all the parameters. For example, /execute @e[0,70,0,5,type=Creeper,name=Bob] will select all Creepers within a radius of 5 blocks of coordinates (0,70,0) named "Bob". Now...Where To Execute?

  6. In Java Edition, depth-first can be achieved via / function, for example: When there are two armor stands (A and B) in the world, and a player executes execute as @e[type=armor_stand] run function test, and in the function file is: execute as @e[type=armor_stand] run summon armor_stand.

  7. In your first case you might be able to do something like " as @e [type=villager] unless entity @s [tag=block1] unless entity @s [tag=block2] " or other fancy tricks, but if that doesn't work in your case, then yes, you might need to use another tag.

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