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How to make armor frame mine

Publish: 2021-04-22 06:23:29
1.

In the success of bitcoin this time, 49.3 billion of funds have been reported directly, and more than 40 billion of funds have gone up in smoke. In fact, the reason why this happens is that the trader behind may have been shorting. After all, in the previous rapid rise, he has sold his bitcoin almost and has made a lot of profits. How to analyze with you today, why did bitcoin collapse rapidly{ RRRRR}

Third, how to view the price decline of bitcoin this time

in my opinion, the decline of bitcoin price this time is just a simple market split, and its price will rise again. Of course, according to its value, in the end, she will definitely return to rationality. Therefore, I would like to remind you that investment is risky and you need to be cautious

2. Although the armor frame is an entity, its characteristics are more similar to that of a player who can't move. The armor frame can ride on the harvester, but it can't ride on the harvester with the player's physical operation. It can only generate an armor frame sitting on the harvester directly with the command
3. command block
4. For example, two armor frames: one named AA and the other named QQ, I want AA to be fixed and QQ to move towards AA in a straight line (the shortest line between two points) by xxyz30. Then use the following command

execute @ E [type = arm or_ stand,name=qq] ~ ~ ~ tp @s ^ ^ ^0.1 facing @e[type=armor_ Standard, name = AA]

parsing: execute is to execute instructions on behalf of an entity, @ E [type = arm or_ Stand, name = QQ] represents that the executor of the instruction is an armor rack named QQ

^ represents the parameter value of the viewing angle coordinate, with the cross center on the screen as the origin. The first ^ represents the left-right direction (positive number is left, negative number is right), the second ^ represents the up-down direction (positive number is up, negative number is down), the third ^ represents the front and back, positive number is front, negative number is back
this is the actual situation of the viewing angle coordinate (which may be wrong) by xxyz30

that's good. Let's just let the armor frame called QQ face AA, and then let the front and back parameters of TP viewing angle coordinate (the third), let QQ go to AA at the speed of 0.1 grid each time, then TP @ s ^ ^ 0.1 facing @ E [type = armor]_ stand,name=aa] By xxyz30

try more and you'll understand. If you still can't, please continue to ask me oh ~
if you don't have it, please adopt it~
5. In my world 1.14, if you want armor to force things, you can click it directly
6.

1. First, we need to take out the armor rack and then put it on the ground, as shown in the picture

7. In my world, I'm really a layman on how to order the armor frame to move. Please ask an expert.
8. Unknown_Error
9.

You can refer to: "my world" command box tutorial how to make the armor frame to make action, this tutorial can let those who do horror map players to see, is a very useful tutorial yo. First of all, let out an armor rack
and then our order
here, by the way, please take out the chassis and add hands, for fear that some students won't (send instructions later)
well, if you have hands and feet, then give the armor rack life The landlord is mischievous and gets a him)
OK, so the key point is!!!!! The armor frame standing like this is too monotonous. Let him live
look! A running him, how happy! This is hand and foot's / entitydata
@ E [type = armorstand, r = 4]
{nobasep late:1 }Let the surrounding armor frame have no chassis / entitydata
@ E [type = armorstand, r = 4]
{Showa rms:1 }Let the surrounding armor frame add hands, this is the action of / entitydata
@ E [type = armorstand, r = 10]
{pose: {rightarm: [0f, 0f, 100F]}} here we want to explain that the three numbers after rightarm (which we all know) are the 0 in front of the three f's. The first one is the forward and backward angle of its arm swing, which can be a positive number or a negative number,
F
must be; The second is the rotation angle of the arm, and the third is the height of the arm. And so on: adjust the left foot angle
/ entitydata
@ E [type = armorstand, r = 4]
{pose: {leftleg: [0f, 0f, 0f]}} adjust the head angle
/ entitydata
@ E [type = armorstand, r = 5]
{pose: {head: [0f, 0f, 0f]}} adjust the left hand angle
/ entitydata
@ E [type = armorstand, r = 4]
{pose: {leftarm: [0f, 0f, 0f]} adjust right foot angle
/ entitydata
@ E [type = armorstand, r = 5]
{pose: {rightleg: [0f, 0f, 0f]}} adjust right hand angle
/ entitydata
@ E [type = armorstand, r = 4]
{pose: {rightarm: [0f, 0f, 0f]}} adjust body angle
/ entitydata
@ E [type = armorstand, r = 5]
{pose: {body: [0f, 0f, 0f]}} finally, this is the head of his / give
@ P
minecraft:skull
1
3
{SkullOwner:herobrine}

10. Just give him a hand
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