When a title command is put in the entity animations folder, it appears in all lowercase when displayed in the game itself.
Linked issues
relates to 1
Comments 4
Any capitals on animations controllers commands will be treated as lowercase when in game. What it most affects is when using scoreaboards with capitals on them because it will run on a scoreabord that is not the one you want.
Example:
written command in amination controllers: `/scoreboard players set DUMMYNAME money 0`
what game receives and runs: `/scoreboard players set dummyname money 0`
Related bug:
https://bugs.mojang.com/browse/MCPE-56117
Tested on 1.13 and 1.12.1
One good feature to be added is to be able to run commands directly through entity events without needing to pass them to an animation controller.
(Adding this to feedback.minecraft.net link here once is added)
Cleaning up old tickets: This ticket has not been updated recently (~1 year+) so is being closed as Cannot Reproduce. If you feel this is still a valid issue then please comment, or create a new ticket following the Issue Guidelines.
Quick Links:
📓 Issue Guidelines – 💬 Mojang Support – 📧 Suggestions – 📖 Minecraft Wiki
Cleaning up old tickets: This ticket has not been updated recently (~1 year+) so is being closed as Cannot Reproduce. If you feel this is still a valid issue then please comment, or create a new ticket following the Issue Guidelines.
Quick Links:
📓 Issue Guidelines – 💬 Mojang Support – 📧 Suggestions – 📖 Minecraft Wiki
Any capitals on animations controllers commands will be treated as lowercase when in game. What it most affects is when using scoreaboards with capitals on them because it will run on a scoreabord that is not the one you want.
Example:
written command in amination controllers: `/scoreboard players set DUMMYNAME money 0`
what game receives and runs: `/scoreboard players set dummyname money 0`
Related bug:
https://bugs.mojang.com/browse/MCPE-56117
Tested on 1.13 and 1.12.1
One good feature to be added is to be able to run commands directly through entity events without needing to pass them to an animation controller.
(Adding this to feedback.minecraft.net link here once is added)