1. Welcome to skUnity!

    Welcome to skUnity! This is a forum where members of the Skript community can communicate and interact. Skript Resource Creators can post their Resources for all to see and use.

    If you haven't done so already, feel free to join our official Discord server to expand your level of interaction with the comminuty!

    Now, what are you waiting for? Join the community now!

  2. LOOKING FOR A VERSION OF SKRIPT??:

    You can always check our our Wiki for downloads and any other information about Skript!

Dismiss Notice
This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.

Spawning

Discussion in 'Skript' started by Goodmaster1233, Jul 12, 2019.

Thread Status:
Not open for further replies.
  1. Goodmaster1233

    Joined:
    May 6, 2019
    Messages:
    18
    Likes Received:
    0
    Is there a way to spawn a baby zombie with no movement. I have looked on the docs and the internet
     
  2. LukynkaCZE

    LukynkaCZE Member

    Joined:
    May 12, 2019
    Messages:
    24
    Likes Received:
    0
    Hi, Try this:

    Code (Text):
    1. command /babyzombie:
    2.     trigger:
    3.         spawn baby zombie at location of player
    4.  
    5.  
    6. on any movement:
    7.     if event-entity is baby zombie:
    8.         cancel event
    9.     else:
    10.         stop
    Or, You can use command:

    Code (Text):
    1. /summon Zombie ~ ~1 ~ {NoAI:1b,IsBaby:1}
     
  3. ShaneBee

    Supporter + Addon Developer

    Joined:
    Sep 7, 2017
    Messages:
    2,093
    Likes Received:
    146
    Just add an NBT Tag to the entity.
    Can be done with Sk-NBeeT

    Code (Skript):
    1. spawn baby zombie at player
    2. add "{NoAI:1b}" to last spawned entity
     
  4. Goodmaster1233

    Joined:
    May 6, 2019
    Messages:
    18
    Likes Received:
    0
    I figured out how to spawn a baby zombie with no movement, thx, but if I try an add two nbt tags it gives me a error
     
Thread Status:
Not open for further replies.
Loading...