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Set Player Team

Play 0x6D, server → client.

play · 0x6D · clientbound (server → client)

Creates, removes, or updates a scoreboard team, or adds and removes members. The mode byte selects the action; team info includes display name, prefix, suffix, color, and flags for friendly fire, name tag and collision visibility. The client uses teams for name coloring, visibility and collision rules.

Sent by the server, read by the client. Listen for it with client.on("SetPlayerTeam", (data) => …) on the receiving side.

Fields

Field Type Notes
team String
mode Byte Enum: 0 add, 1 remove, 2 change, 3 join, 4 leave.
displayName NBT Only when mode is add or change.
prefix NBT Only when mode is add or change.
suffix NBT Only when mode is add or change.
nameTagVisibility VarInt Only when mode is add or change. Enum: 0 always, 1 never, 2 hide_for_other_teams, 3 hide_for_own_team.
collisionRule VarInt Only when mode is add or change. Enum: 0 always, 1 never, 2 push_other_teams, 3 push_own_team.
color Optional Only when mode is add or change.
flags UByte Only when mode is add or change.
players Struct

Send it

await client.sendPacket("SetPlayerTeam", {
  team: /* String */,
  mode: /* Byte */,
  displayName: /* NBT */,
  prefix: /* NBT */,
  suffix: /* NBT */,
  nameTagVisibility: /* VarInt */,
  collisionRule: /* VarInt */,
  color: /* Optional */,
  flags: /* UByte */,
  players: /* Struct */,
});

Field aliases listed under Notes are accepted as alternative keys when writing.

Source: src/Core/Versions/776/Packets/play/clientbound/SetPlayerTeam.ts

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