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Bug
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Resolution: Duplicate
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None
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1.20.10, 1.20.11 Hotfix
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None
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Confirmed
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Multiple
Commands return true when selecting targets using the volume arguments, even if the entities aren't present in the volume. This is due to a recent change that made the commands to detect when they barely collide with the volume. Unfortunately, there is an issue with this change. This causes the commands to run where the location of entity is really critical. An example will be provided below. Since we can now have float values for the volume arguments and someone needs to test when the player collides, they can just extend the volume by couple of decimal values. This shouldn't be the case by default and hoping this gets reverted back.
Example: Imagine setting up a teleporter on a single block, which will teleport anyone who comes inside that single block. So normally that volume is preoccupied with a single block to stop players from using it. But with this change, the player can easily bypass this by simply colliding with the preoccupied block.
I know this is a niche situation and there are better ways to stop players from using the teleporter instead of physically blocking it, but I was just using this an example to convey the idea.
Steps to reproduce:
- Run the following command in a command block set to repeat.
execute positioned ~~~ align xyz if entity @a[dx=0] run say true
- Now try to make contact with the command block
Observed results:
Despite the player not actually in the block, the say command gets triggered.
Expected results:
The command shouldn't trigger, since the player isn't in the volume.
- duplicates
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MCPE-171423 dx, dy, and dz go out one block further when xyz are set to ~~~
- Open