
Everybody, it’s Under My Cap, and welcome back to another video! Today, I’m going to show you how to use the particle command in the new Minecraft update. So, without further ado, let’s get straight into this. First of all, let’s start with the basic command to summon the particle. You don’t really need many requirements to begin; all you need is the particle command and a name for your particle. For example, if I type “angry villager,” you’ll notice it spawns an angry villager. As you can see, it was spawning at my feet. If we want to spawn it somewhere else, all we have to do is add these three tildes. These create a relative position for where the particle is going to spawn. For example, if I change this squiggly line to two and put another squiggly line here, we’ve got three in total. You’ll notice it will spawn two blocks above where I was standing. I’ll do that again, and you can see that it spawns there for a little bit of time. But honestly, that’s just so lame; I basically want to delete Minecraft and never play it again because we are in the right place! The particle command has many customizations available through individual arguments in the command. To illustrate this, first, let’s give myself a command block so I can explain it easily. I already have one, so I’m going to place it here and open it up. Let’s type in the basic command we learned before: “particle.” Now, we’ll do “flame,” add the tildes to spawn it one block above, and then I’m going to set it to “always active” and “repeat.” Now you can see it’s spawning one block above the command block. With arguments, we can actually change the spread, speed, and count of the particles. Let’s start with “delta.” Delta is the spread, which consists of three individual data points: x, y, and z—similar to coordinates. Please do not mistake these for coordinates; it will not work and will really mess things up. These are not coordinates, even though your particle command will want to autofill them. Once you’ve done this, you can hit “Done.” But wait; nothing is showing up! That’s because once you use these arguments, you have to fill out a few more arguments before you can actually use the command. If we open up the command block, you’ll see “speed” and “count,” which are fairly self-explanatory. Speed basically indicates how fast a particle will be executed. If I set a speed of zero, it will not move at all. But if I set a speed of one, I’ll show you next that it will really speed up. “Count” indicates how many particles will spawn per tick. I want ten because I really want to show this off. To demonstrate spread, I will also set the delta to 1, 1, and 1. Once we hit “Done,” you’ll see the particles spread by 1 by 1 by 1. Now, you’ll notice that it’s not exactly by one block, and that’s because it uses a mathematical formula. I don’t really want to get into it, but basically, there are more particles inside where the particles are spawned, and you can see there are fewer particles on the outside. If you want to fill a full block, you can try something like 0.125. If I do this, you should notice a nice circle. Okay, so I think that is a full block, but you get the idea. If I speed up the particles like this, you’ll notice that the particles go super crazy. With a speed of zero, nothing happens, and if I increase the count much higher than normal—oh gosh, look at that; it makes sense now! The next part of the command is basically the mode. “Force” and “normal” are two separate modes, and although they may not seem very different, they are quite distinct. Basically, “force” will, no matter what, make you see the particles. So let’s slow it down to one. “Force” will make you see the particle even if you have particles turned off. Essentially, it will force the player to see the particles. However, with “normal,” if I go into my settings and turn off particles, you’ll notice they do not display on my screen at all. That’s because “force” ensures the player sees the particles while “normal” does not. If you’re out of ideas on how to use particles, you can create various effects, such as ambient effects like dripping taps. Here, I’ll make one right now to show you how easy it is. As you can see, I’ve created a dripping tap using a command block, and it looks really cool. I just used the basic command and added a little offset. You can also use delta to create a massive ambient area. As you can see here, it’s starting to rain a bit. Of course, you can make the particles more intense, but I just want to demonstrate that you can make little areas look a lot cooler. I’m sure you’ve seen people with trails of particles around their players. I can show you that very quickly using the execute command. I’ll make a newer video on this as well, but I’ll also leave my older one in the description. If you do “execute at e” or “at a” (since we want to do it for all players), then run “particle.” For example, let’s use “totem.” We’ll set the offset to nothing, use a delta of 0.1 for a better look, set speed to zero, count to one, and force it at all players. You’ll notice that I actually have a trailing effect, which is really, really cool! So that’s basically the particle command. Although it looks very difficult, it’s not that complicated. Don’t forget to leave a like if you want to see more content like this, and please subscribe! It really helps me out a lot. I can’t wait to see you in the next video. See ya!
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