Functions executed off of an entity cause unexpected behaviours when killing the executee.
Partner Rank:
3
Partner Team Reporting:
Spark Squared
Verification builds:
Windows 10 1.11.1
Summary:
Functions executed off of an entity cause commands to fail if the entity dies within the bounds of the function being executed with commands using relative coordinates having varying results from crashes to failing
Impact:
Unexpected behaviors leading to longer development time and game crashes
Repro Steps:
- Create a function with the following commands
kill @s tp @p @s setblock ~ ~ ~ bedrock summon ~ ~ ~ sheep particle [insert any vanilla particles here] ~ ~ ~ say pass execute @s ~ ~ ~ say fail
- When in game, run the function from any other entity for example on a sheep execute @e[type=sheep,c=1] ~ ~ ~ function [function created in step 1 here]
- Observe that:
the teleport succeeds
the setblock fails to set bedrock
the summon fails to summon a sheep
the particle command crashes the game giving a similar error to here http://puu.sh/DnjLS.jpg
the 'say pass' succeeds
and the 'say fail' fails - Move the kill @s` command inside the function to other lines and see that anything prior to its execution works as intended
Observed Results:
All commands behaving differently (see step 4 of repro steps) and particle commands can cause the game to crash.
Expected Results:
all commands would behave similarly and all fail/succeed in the same way without crashing the game.
Regression Builds:
never worked in a previous version as far as I am aware
Notes:
from experience as a command writer, it would be more beneficial if killing the entity would allow it to continue to be found for the remainder of that ticks function execution similar to as found in java
2019-05-03, 08:19 PM
2019-05-09, 10:43 PM
2019-05-09, 10:43 PM
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