#Entities General
1 messages · Page 2 of 1
Looks rotated
Can we have entities be as solid as a block or do we need work-arounds?
?fake blocks
Alternatives it is 
?query.varient
Full list of queries: https://bedrock.dev/docs/stable/Molang#List of Entity Queries
Better explanation for some queries: https://wiki.bedrock.dev/documentation/queries
I'm using scoreboards as counters for a project, but when trying to decrease them using commands from the entity sometimes doesn't works, any idea of why?
@halcyon pawn Are you executing the command through the entity file or a function?
Cause if it is from the entity BP file, you need to make sure the command is run like this: scoreboard players remove @s #number with the target as self.
I do it like that, it works but sometimes it doesn't
Wait.
Okay, there. Can you provide an example?
Sorry for these extra messages. I just figured out how to reply to a specific message.
why my player model is not showing?
I use the scoreboard as a counter, I use a loop animation to call an event, and the event decreases the scoreboard with a run_commsnd and scoreboard players remove @s It works most of the time, but sometimes it doesn't decreases the scoreboard until I reload the world
Two things: The command might be the problem. Make sure it is written like scoreboard players remove @s (objective) (number).
The other prob might be with how the event is run. Is the event run once the condition is right? Or is it supposed to run continuously without stopping?
{
"format_version": "1.8.0",
"minecraft:spawn_rules": {
"description": {
"identifier": "mob:mine",
"population_control": "monster"
},
"conditions": [
{
"minecraft:spawns_on_surface": {},
"minecraft:spawns_underground": {},
"minecraft:spawns_underwater": {},
"minecraft:weight": {
"default": 5
},
"minecraft:density_limit": {
"surface": 1,
"underground": 1
},
"minecraft:distance_filter": {
"min": 32,
"max": 64
},
"minecraft:biome_filter": {
"test": "has_biome_tag",
"operator": "==",
"value": "monster"
}
}
]
}
}
Why is it not working?
idk
Hello!
Can I force my entity with a sittable condition to sit or stand up without direct interaction? I mean, do it from a distance
@fading elm
{
"format_version": "1.8.0",
"minecraft:spawn_rules": {
"description": {
"identifier": "mob:mine"
},
"population_control": "monster",
"conditions": [
{
"minecraft:spawns_on_surface": {},
"minecraft:spawns_underground": {},
"minecraft:spawns_underwater": {},
"minecraft:weight": {
"default": 5
},
"minecraft:density_limit": {
"surface": 1,
"underground": 1
},
"minecraft:distance_filter": {
"min": 32,
"max": 64
},
"minecraft:biome_filter": {
"test": "has_biome_tag",
"operator": "==",
"value": "monster"
}
}
]
}
}
Here's the correct version. You had the "population_control" in the wrong place.
Hope, it will help
Ty so much bro ly <3, but i'm going to school rn sy!
Na, all good. Happy to help. I myself have an exam tomorrow
Press F ;-;
Just sharing: I sometimes see questions about how to have an entity pop open a dialogue when you go up to it (without having to interact). I ran across this as I was developing a bot NPC, using vanilla robot and kiosk looking NPCs.json "minecraft:scheduler": { "min_delay_secs": 0, "max_delay_secs": 0, "scheduled_events": [ { "filters": { "test": "distance_to_nearest_player", "operator": "<=", "value": 2 }, "event": "ev:bot_dialogue_open" } ] }, "minecraft:timer": { "looping":false,"time":1, "time_down_event":{"event":"ev:bot_dialogue_open"} }The scheduler worked well for the pop up on approach. I used the timer for when the entity was placed, because I could not summon and call the dialogue in the same tick from the Item-on_use event.
just came back to Minecraft after a bit, wonder if my 2 biggest issues have been fixed
when a mob has a charged ranged attack, if they target the player and then lose it, the charge time decays while target is not in sight but goes even below the default time.
meaning that if they target the player again they'll just stare at it for a long time before shooting again
and the other one is being able to control a rideable entity the same way as boats, turning with the A and D keys instead of the mouse
Does the bossbar update with component groups?
How can run command on entity hit?
{
"tiers": [
{
"total_exp_required": 0,
"trades": [
{
"wants": [
{
"item": "nc:penguin_token",
"quantity": 6
}
],
"gives": [
{
"item": "nc:lamp_skeleton_spawn_egg",
"quantity": 1
}
],
"trader_exp": 1,
"max_uses": 9000000,
"reward_exp": false
},``` stupid mc is not recognizing the custom spawn eggs in a trade table (plz ping if you're replying)
Update to 1.20.0.24
in the manifest?
"min_engine_version": [ 1, 19, 81 ]```
Your game 👍 use the preview version
rip
I am despawning entities using the entity event minecraft:despawn on entities from a certain family. i am calling this event with a function. The only issue that I have is despawning them at a certain range. After a couple of chunks they do not despawn. Is tickingarea the only way to fix this?
i think you could use "minecraft:tick_world": {}
Is there a way to make an entity be able to be stood on? Like boats?
hi there, is it possible to set a mob to spawn only on a certain dimension? like overword / nether / end? instead defining biomes?
Only with runtime identifiers, which I don't recommend using
Oof.
You ever get scared of an entity component that you've never used before because the documentation is all over the place?
That's what I'm going through when it comes to the minecraft:genetics component. Yes, this is a way of asking for help, but you don't have to immediately.
or is stackable but then the code for the player needs to be changged
Is it possible to disable the main hand item (cant create a post bc i already made one recently)
What would need to be changed? I'd have no idea how to do either of those, so idk which one is the best option-- but I also have friends that use the character creator thing for their skins, so idk if editing the player code would disable that like a few mods to
I'm guessing we cannot test component groups in entity events?
Can someone help me? I want to create an entity that collects all items around it and can access its inventory...
I made this mob
But I want it to have more inventory slots, 41 to be specific
I want to make a system that when the player dies, this mob appears that will keep all the player's items in their inventory
Best PC App for entity geo modeling?
Blockbench
Thank you
How do I increase the amount of slots in a mob's inventory?
Not sure where to ask so general it is. I want to display an npc dialog that would track progress. Say kill players 5 times, I have the scoreboards setup I just want to know how can I display the scoreboard value instead of "x" in this case
This post will always be readily available for general discussion. Ask questions in their own posts, please.
How can I make a projectile be deflected from an entity if shot at an angle? Say the arrow hit the entity at 15 degrees, I would want it to be deflected.
Can someone help my addon mob is not appearing in game i checked the entity files in resources pack all is fine but it is still not appearing
i used the same texture and model on all the 3 mobs in my addon
is it for that
Check the logs
It's not because you're using the same texture and model for three different mobs
Also if there is a shadow appearing underneath your mobs that means there is something wrong with your textures
Also double-check you've enabled the resource pack
So uh, my entity that throws a pearl doesn't teleport to the Pearl, but it works just fine the older version,
Is there any reason to that?
Eh did they change anything with entities recently? My entity is completely invisible….
@ivory trench^^^ Try these links for troubleshooting
Already tried those… Can’t figure out what’s the issue
Around 1 month ago it all worked fine…
We dont really do that here. Instead you have to make your own then ask for help if there are errors
i know whats i have to do but, i dont know 2 things
when entity flying and get target, the attack looks like vex ( the entity comes to the target and attack him )
and dash when the entity get target will dash ( hard to get it with arrows )
Arrows?
i mean if the target skeleton or ur using bow to kill the entity when it fly around.
Well try the first thing, make your entity go to the target and attack it first, then you can add the dash logic. Why dont you try to see the vexs code?
I'll see it later
im so busy now
3 hours of playing ( Pixel gun 3d ) to get 250 keys
my brain actually dead🪦
how can i change player model? my old addon that have different player model is not working anymore :/
@lone egret
thanks
it is possible to execute a command for the entity that hit the projectile
Why can I not control my custom entity when experimental toggles are off? It works if they're on but not if they're off...
Oh
Hummm
And...
I created the mob
but when i hit him he flies away
And he not walk
In my custom entity, I want that entity to destroy or mine a specific block. How do I do that?
Is there a way to not show name tags but still have the entity take a name?
entity.nameTag = string
Would that not show the tag above the entity?
it's possible remove the black background of the gamertags?
any way to summon an entity to the exact middle of a block?
Specific position is equal to the middle, for example, /summon zombie 0 5 0 will summon a zombie in the exact middle of the block in 0 0
Is also good to remember that decimals apply in this command coordinates, so if you don’t want middle, 0.6 for example
I have the feeling that it is hardcoded
I do not have numbers... the block is summoning it inside itself ...and having a hard time getting it smack middle. And plus it seems to drop in from above... very annoying, does not just appear in the block.
playing with the ~ in the middle and the collision size of the entity just produces weird results
How are you summoning the entity?
This is where I left off last night before I gave up and played Roblox with the teenjson "ev:summon_inner_tnt": { "run_command": { "command": [ "execute unless entity @e[r=0.5, family=dw623_tnt] run summon dw623:test_entity ~ ~0.125 ~ 90 90 ev:via_block_placement_test_block" ] } },
Can you try with an armor stand and see where does the armor stand spawn?
how to make a certain mob appear in the place where the player died, in case when he dies the mob appears
lol, I thought it was in "scripting api", for that you just have to remove the "minecraft:nameable" component
I’ll try dat
figured it out. have to not have any collision within the physics component
What are animation controls?
I am looking for a stable kill detection system, so I can track kills and deaths with scoreboards and then use scripting api with that. If you can help, that would be very appreciated!
How to make the entity always visible from any distance? Like the ender dragon
T.I.L. today.... runtime identifier microsoft:minecart while using a scale of 0.0625 on a block size entity makes it invisible... I was looking for a way to get rid of the shadow on the little motion sensor part of my motion puck light... armor stand works to do that for the little guy... but I thought it was interesting to be able to make it invisible. So if you ever need something small, there but not there... try it out... may be just what you needed.
Is there a way I can set an entity to fire without interacting with fire?
scripting i think has this
summon fireball? like what those blaze throws
Fireball might be the best option yeah… could copy the code but make it invisible. Sound is hardcoded by any chance?
why isnt this working
I want it to target and follow from like 80 blocks away?
is that not possible or smth
or am i just dumb lol
Doesn't it despawn?
nah
Really? Cause that's like 5 chunks
Does it follow you from 10 blocks away?
idk tbh im crap at entity stuff
but yeah i think it does
i just want it to target from like a minimum of 40 blocks or so
Any way to fix entity geometries overlay glitch? (when multiple entities are in one place and pose and their texture start flickering)
Is there a way to get the player that wears the cape in cape's animation controller?
Why doesn't the armor show up?
oh god what happend to my little sales man?
Hmm
Anyone know how to make entity name tags always show, but not show through walls etc
hey
how to fix this shit?
my entity is invisible.
enttiy RP: the nothing wrong on the geometry or texture. and the render_controllers is vex
Main Article:
https://wiki.bedrock.dev/guide/troubleshooting.html
Troubleshooting Blocks:
https://wiki.bedrock.dev/blocks/troubleshooting-blocks.html
Troubleshooting Items:
https://wiki.bedrock.dev/items/troubleshooting-items.html
Troubleshooting Entities:
https://wiki.bedrock.dev/entities/troubleshooting-entities.html
Is there a guide on how to find which RP file is broken?
I have the same problem
invisible, no shadow
the guide says bad RP reference
I don't know how to find which one is bad
Any content log?
what is that?
?content log
The content log gives you live feedback for most errors that could occur while developing your add-on.
https://wiki.bedrock.dev/guide/troubleshooting.html#content-log
._. idk how I missed that.
Thank you
I'll try to diagnose it with that and come back
what does "geometry files no longer support inheritance in version 1.12 and later" mean in this context?
there are other errors but that one seems like it's invalidating the geo file
nvm. it's a colon in the geo id
literally a :
it's always the syntax
Anybody have any quick troubleshooting methods for custom preojectile sounds not playing?
is query.ground_speed a different value when an entity has a larger hitbox?
Main Article:
https://wiki.bedrock.dev/guide/troubleshooting.html
Troubleshooting Blocks:
https://wiki.bedrock.dev/blocks/troubleshooting-blocks.html
Troubleshooting Items:
https://wiki.bedrock.dev/items/troubleshooting-items.html
Troubleshooting Entities:
https://wiki.bedrock.dev/entities/troubleshooting-entities.html
@kind charm can u help me?
Check the links
my problem is the model of my entity is not visible
i have everything correct.
idk where's the problem
Did you check the link
yah
Any content log?
i think the problem on "entity RP"
I'll send it and check it
{
"format_version": "1.10.0",
"minecraft:client_entity": {
"description": {
"identifier": "EpicPaladins:angel",
"materials": {
"default": "entity_emissive_alpha"
},
"geometry": {
"default": "geometry.angel"
},
"textures": {
"default": "textures/entity/angel"
},
"render_controllers": [
"controller.render.vex"
],
"spawn_egg": {
"texture": "angel_spawn_egg"
}
}
}
}
i tryed it with animation & script and its still not visible
Any content log
?content log
The content log gives you live feedback for most errors that could occur while developing your add-on.
https://wiki.bedrock.dev/guide/troubleshooting.html#content-log
anyone online?
ello?
what is the maximum slot inventory count for entities?
You have several things going on, but the data is case sensitive. Do not use uppercase in namespaces or any identifier.
i fixed that problem.
Is it possible to have two “navigation” components on an entity? EG if I want a bird entity to be able to walk AND be able to fly, (using “navigation.walk” and “navigation.fly” respectively). Is it possible or would I need to add and remove them with component groups?
You can only have one at any given time. Use component groups to add/remove the navigation AIs
piffle. that complicates things. Thanks tho
Ive coded ravens that can sit on your shoulders like a parrot but they dont seem to ever dismount. How should I fix this?
hi, so I m trying to create a custom entity of family NPC, there is two things that I still dont find, one is how I can avoid the entity to be pushed by water?
another is how can I make it disappear with the right click like a regular NPC?
do someone know?
new problem on my boss.
im just making attack system looks like vex attack its come into the target and hit it.
i made this thing and it's only come into the target and didn't hit it.
"minecraft:behavior.melee_attack": {
"speed_multiplier": 12,
"priority": 8,
"attack_once": true,
"inner_boundary_time_increase": 2,
"max_path_time": 4,
"reach_multiplier": 2,
"path_fail_time_increase": 2,
"require_complete_path": true,
"random_stop_interval": 3,
"track_target": true,
"y_max_head_rotation": 3.5,
"x_max_rotation": 4
so whats the problem up there?
and i need make it attack the target every 4 secent,
( not if the target run away like "x_max_rotation" i need to make it always attack )
How would i make my custom entity show facing twords the players like floating text?
Is there really no way for an entity to strafe while shooting a target? (On ground, noticed they strafe when flying but not when on ground)
still wondering about this
what is the max value for entity inventory size?
can u help?
anyone?
my emtity attack for 1 time only idk why
my emtity attack for 1 time only idk why
anyone?
"attack_once": true
up
Is this still an issue https://bugs.mojang.com/browse/MCPE-99760?jql=text ~ "minecraft%3Atick_area"
What’s the best way to switch between multiple (3+) textures with an interact component?
Nvm found what I needed
i dont mean that.
i want my entity attack and work look like vex
i made that but its still attacking me ( not like vex )
i want it fly into the target and attack it for 1 time ( 1 hit ) then run away. like vex its fly into the target and hit it for 1 time and foy around.
is that possible?
Did you try coping the vex components?
hi there, what is the maximum quantity of tags (not scoreboard) a player can have? is there a limit?
no limit
thx
i did
its still attacking without fly around.
now i made it like phantom
the problem its fly around without hit the target...
im still working on that now...
Why does my model have gaps in the animation but it dont show up in blockbench?
https://cdn.discordapp.com/attachments/1077430011268694066/1115502010104553482/image.png
I think unlimited
How I fix this model?
Rotate or animation? And how do I pick up these? because I base my animation and animation control on vanilla trident
will the sniffer file be editable tomorrow?
can't wait to test it
Can I make a damage sensor work with a 50% chance?
with events
you can randomize
How do entities fire ghast-like fireballs?
Oh right! Thank you!
Using shooter cimponent
what are the damage sensors
?damage-sensor
List of Damage Sources for Entities. May also be used in blocks and items.
[
"all",
"anvil",
"attack",
"block_explosion",
"charging",
"contact",
"drowning",
"durability",
"entity_attack",
"entity_explosion",
"fall",
"falling_block",
"fatal",
"fire",
"fire_tick",
"fireworks",
"fly_into_wall",
"freezing",
"lava",
"lightning",
"magic",
"magma",
"none",
"override",
"piston",
"projectile",
"stalactite",
"stalagmite",
"starve",
"suffocation",
"suicide",
"temperature",
"thorns",
"void",
"wither"
]
Note: this can be outdated, use
https://docs.microsoft.com/en-us/minecraft/creator/reference/content/entityreference/examples/filters/has_damage
Can I make an entity ride the player, or can the player ride the entity but the entity rides the player back?
look in the player file for minecraft:ridable
anyone?
Magma don’t exist bc magma blocks trigger fatal
@winter olive could you help me with on_interact triggering animations?
i cant get it
bruh
what
why its not working?
I assume this is in the player.json, right? How does the other person/entity causing the damage get the family target. Did you perhaps mean to use has_tag on that one?
for the damage_sensor damage_multiplier property, can't we put a figure of 1.0 ? because otherwise the cooldown of the attack on the entity is reset, or is it just a bug ?
yep
I believe I asked 3 questions or did you figure it out yet?
hi there, I have created a custom entity that supposed to be like a zombie, but I dont want it to break doors, so I have removed the components that allowed it and set "can_break_doors": false, but it still break doors while running away from the sun, is there any thing that I m missing here?
I answered 3 questions in one word
bruh
i mean
You didn’t.
does anyone know which component makes the mob chase the entity to attack
anyone know what this error mean? i Know is related to the head but idk what exactly
does min health still work against /kill @e? https://wiki.bedrock.dev/entities/invulnerable-entities.html#min-health
"minecraft:follow_range": {
"value": 48,
"max": 48
},
Is there a way in block bench to make a key frame with all the bones in the same place they're already in to start with so I don't have to manually move and move back each one?
you press the plus button
hi there, I m trying to create a custom Ghast, the only difference on that ghast is that I will remove the fireball. so I created the entity with the identifier awp:custom_ghast and just removed the fireball component, as I wanted it to be exactly the same as the regular Ghast I have just copied the RP entity from vanilla Ghast and changed the name of the file and identifier to awp:custom_ghast. That should be enough to render the custom entity? because it is not rendering the textures on it, I can see the shadow of the entity but no textures. what am I missing here?
give it the NPC component and have it call the dialogue in the on_interact event
Try using Blockbench's Entity wizard to create the file, then you can see everything it did/did not do...
is there a example somewhere on the wiki?
thank you
I did, figure out that something is happening with the render controller, as ghast have two textures files, once I change it to array it stops rendering, if I let a single file out of the array, it render normal... json { "format_version": "1.8.0", "render_controllers": { "controller.render.custom_ghast": { "geometry": "Geometry.default", "materials": [ { "*": "Material.default" } ], "arrays": { "textures": { "Array.skins": [ "Texture.default", "Texture.shooting" ] } } } } }
Make sure the RP entity file matches up to this for the textures
nvm... found here from another member that the variable.ischarging from ghast is hardcoded, so I can solve it by adding "runtime_identifier": "minecraft:ghast" to my entity on BP
it works now
( ping me )
What's the compement about always showing the entity's name even if you don't tag it?
made a post. but asking here anyways. my entity is not moving at its set speed when in water. somehow it has infinate speed in water? i have all my values set to 1 and multiplyers set to 1. any ideas? it was working until i scaled my entity down and now its broken? https://discord.com/channels/523663022053392405/1118665717026394135
Is it possible to call an event from permutations? I want to decrement my fuel level property but I cant seem to use set_property in "permutations": {}
hi there, is it possible to use the minecraft:interact to test if a player opened a oven?
maybe when the entity is attacking
Then why Armor stand has this component?
lol idk
Tbh, some Documentation is very confusing, this one for example literally repeat the thing it tries to explain
Persistent defines whether the entity is persistent
Bruh
it means it doesnt go away, its persistent
Despawn?
Anti-despawn?
Hmm
Okay
Thats make sense
Not sure this question belong here or Item section but is there a way to make item animation?
Like the new Brush thing in 1.20 but for other item?
I need the animation to be triggered with Command or Event (Not player interaction)
I tried to animate the Locator but it affects the 3rd camera view not the first cam view
Hey there, I am currently looking for a way to hide the players nickname. It should be hidden after a certain action like a function, event or scriptevent. Is this possible and if so, would anyone be kind enough to provide help?
Yes
Modify the Player.behavior.json
make 2 components 1 hiding the name 1 will show the name
Use the nameable component to achieve that
Then in-game use event to trigger each component
Or you can use the environment detector to trigger that automatically
Its so dumb that the new Global variable system hasn't been rolled out yet. That would be so easier to do trigger Behavior-related component instead of rely on Event and ED
Thanks for your help, I will try that!
You can use the has_tag to auto trigger the component group switch. So instead of running event command, you can simply tag the player
Okay, I used it { "mcxyz:hidden": { "minecraft:nameable": { "always_show": false, "allow_name_tag_renaming": false } } }
Would it also be possible to make the nametag not visible when the player looks at the player.
As for right now the nametag is invisbile as long as I am not looking at the other players skin.
You want to completely hide the nametag?
Yep
I used to make it. It requires material file which no longer work AFAIK
Okay, no problem. Thanks for the help
Hmm
I remember a guy who used to be very active in this Server
He's the master of material-related problems
His Discord is like The Doctor?
You can ask him for your problem.
{
"test": "has_equipment",
"subject": "other",
"domain": "offhand",
"operator": "!=",
"value": "hiro:scarab_necklace_hr"
}
]
},
Offhand Isn't it Equipment?
that's what then
use query.is_item_name_any in the test instead of using domain for offhand
is how do you use this is entity?
I understood
{
"filters": {
"all_of": [
{
"test": "is_family",
"subject": "other",
"value": "player"
},
{
"test": "query.is_item_name_any",
"subject": "other",
"domain": "offhand",
"operator": "!=",
"value": "hiro:scarab_necklace_hr"
}
]
},
"max_dist": 10
},
query.is_item_name_any('slot.weapon.offhand' - slot to check, 0 - slot idx, 'hiro:scarab_necklace_hr' - item name)
{
"test": "query.is_item_name_any('slot.weapon.offhand', 0, 'hiro:scarab_necklace_hr')",
"subject": "other",
"operator": "==",
"value": true
}
Ohhh
Im learning how to make custom entities and I am trying to make an arrow with homing, but if I set homing to true in the projectile component, then wont I always be the closest entity when it is created therefore it homes onto me? I see there is the filter thing but idk how to use it, is there a way I can make the homing ignore the person who shoots the arrow?
It probably will ignore you as your its owner
does anyone know what the max size you can make a custom entities inventory be?
256 is a safe size
but you'll only be able to see 27 slots in the ui
unles you modify the ui
do minecraft:custom_hit_test works while having a minecraft:collision_box on your mob?
Try it out and see?
does anyone have example syntax to run an event on the target when a projectile hits it?
using "definition_event" for example
I dont need to see the slots so thats fine, thanks!
I thought Entity components would not be removed when new ones were added, but I'm having them completely removed when a new villager is born and when they grow up.
Yeah no. The game is just deleting my interact component.
How can i make the entity not able to despawn
"minecraft:persistent":{
}
nevermind I've figured it out after hours. The default villager with no specialization can either have a variant of 0 or "undefined"
Full list of queries: https://bedrock.dev/docs/stable/Molang#List of Entity Queries
Better explanation for some queries: https://wiki.bedrock.dev/documentation/queries
Someone, how do I make a custom shulker box entity?
You could use the same code used for the shulker that is on the vanilla packs
is it possible to make a flipbook texture into an entity?
ye
Kinda yed. Search agentmindstorm on yt
Is it possible for an entity to avoid players based on what they have in their hands? Would you use something like this?
"test": "has_equipment"
"subject": "player?"
"domain": "hand"
"value": "minecraft:netherite_sword"
"operator": "=="
Yes. Though its just player not player?
Hey all, I remember seeing something where you could like "execute a component group like a commend for example "/@s <component_group>"
Is that how you do it? I plan on having it in an animation controller
You call an event that adds the component group. And even then, the example you showed is from how an animation controller calls an event. For a command it is event entity @e[selectors] [eventName]
Thank you a lot
Does anything happen if you give the player.json behavior components?
try it out and see?
hi there, so I have this very simple custom entitie and I wanted this entitie to always show it`s name, so I set it as true, but it is not showing the name.
I also have the text files with the line entity.awp:oracle.name=The Oracle
what am I missing to make the name showing?
How can I give collision to a graphical part of the entity?
Collision box component
OK, but what if the graphics part is too long for the basic entity?
how do i make a transparent material?
Make? Just use the skeleton material
Or if you want it to look like the slime, look at the slime material
Oh like glass?
Like X-ray?
anyone
anyone what?
Nothing
use an animation controller. after the entity does the trample animation, check if there are entities within a certain range and if so apply the damage or effects.
The player has to stay in middle of the entity hitbox
You could still test a certain range. Or you could use the updated execute command to check for an entity then run commands on them
so i had an animation settled up and i wanna run this animation based on a molang query, but when the entity is not moving (is idling), why is this animation still playing ??
"walk": "q.modified_move_speed && q.is_on_ground"
try (q.modified_move_speed < 0.1) && q.is_on_ground
the thing is, when i set that to "walk": "q.modified_move_speed" the animation stops when the entity doesnt move, which is what i expected. putting in q.is_on_ground after q.modified_move_speed and having the entity not moving and being on ground and found it still playing animation seems really weird
anyway, this doesnt work as well 🙂
nvm, i found the solution
how do i make entity follow the Y direction of the riders, so it will go up and down based on it
hi there, I m trying to use on_interact in the player, not sure if it is possible but I want to detect if player is interacting with some specifics blocks like furnace, etc... is it possible?json "minecraft:interact": { "interactions": [ { "on_interact": { "filters": { "any_of": [ { "test": "is_block", "subject": "block", "operator": "equals", "value": "minecraft:furnace" }, { "test": "is_block", "subject": "block", "operator": "equals", "value": "minecraft:lit_furnace" }, { "test": "is_block", "subject": "block", "operator": "equals", "value": "minecraft:blast_furnace" }, { "test": "is_block", "subject": "block", "operator": "equals", "value": "minecraft:lit_blast_furnace" }, { "test": "is_block", "subject": "block", "operator": "equals", "value": "minecraft:smoker" }, { "test": "is_block", "subject": "block", "operator": "equals", "value": "minecraft:lit_smoker" } ] }, "event": "awp:test_event" } } ] },
Does giving priority 0 mean the components are always affecting the entities, with no sort of time randomness?
priority of 0 means it removes the randomness an just does whatever is set to 0 as its the hightest priority
the larger the number the lower the priority. its kinda backwards
aw, looks like 1.20 broke something about custom entities using the boat runtime_identifier, the client side respects the collision but the server side has the player falling through and getting endless fall damage or attacked by anything under it, rip this feature
any other ways to implement an entity you can walk on?
on the damage type list, what is piston type damage?
getting suffocated by one?
I can't figure out how to damage myself with one
you can't suffocate yourself with it
without a bock which makes it normal suffocation
is it possible to make a entity with a big model be visible all time? like if you're not seeing the entity, the entity stills there showing
what do you mean?
bruh
an entity that is visible all time like if you're too far away you can still see the entity, i want something like that
that isn't part of an entity file, that's part of your simulation distance
sure? then how does the ender dragon do what do i say?
and i'm not gonna use the ender dragon identifier, it will destroy everything
well if there isn't a component in the ender dragon file that does long distance rendering and you won't use the runtime identifier then you probably can't do anything about it
the runtime identifier page says it's responsible for the increased distance anyway
it's either runtime ID or nothing
unless you find a component in the component list that does the same thing
bruh
Ender dragon has extra stuff that is hard coded... They may not want people messing with how it works too much
it is possible to make an entity with 3 attack animations
only each attack with a different damage?
I do not see why not. With how component groups and events work, sky is the limit
why will this not change geometries????
"format_version": "1.8.0",
"render_controllers": {
"controller.render.squid": {
"materials": [
{
"*": "Material.default"
}
],
"textures": [
"Array.Xskins[variable.Xvar]"
],
"arrays": {
"textures": {
"Array.Xskins": [
"Texture.default",
"Texture.default2"
]
},
"geometries": {
"Array.Xgeos": [
"Geometry.default",
"Geometry.default2"
]
}
},
"geometry": [
"geometry.default2"
]
}
}
}```
render controller^^^
"format_version": "1.10.0",
"minecraft:client_entity": {
"description": {
"identifier": "minecraft:squid",
"min_engine_version": "1.10.0",
"materials": {
"default": "squid"
},
"textures": {
"default": "textures/entity/squid",
"default2": "textures/entity/squid/squid2"
},
"geometry": {
"default": "geometry.squid",
"default2": "geometry.squid2"
},
"animations": {
"move": "animation.squid.move",
"squid_rotate": "animation.squid.rotate"
},
"scripts": {
"animate": [
"move",
"squid_rotate"
],
"initialize": [
"variable.Xvar = Math.random(0,999);",
"variable.Xgeor = Math.random(0,999);"
]
},
"render_controllers": [
"controller.render.squid"
],
"spawn_egg": {
"texture": "spawn_egg",
"texture_index": 15
}
}
}
}
``` rp entity file ^^^
I cant even get it to change geometries
Do not use UPPER case for any identifiers or filenames.... it is usually the problem... not upper case friendly
oh? thank you
I am not familiar with how entity geometries can switch out, but I do not see anything that does that
I corrected everything, and nothing changed
thank you though
you made your own var for switching out the textures? How are you changing the values? May want to study how it is switched out for the different animals that have colors. It is often the variant or mark_variant and it is updated in the behavior file.
im initalizing a math.random value, then calling it is good enough
I see the texture initiation.. but 0 -999 and you only have 2 textures?
I had more and just decided they were not fit to use, im going to make more of them after this is fixed though
but for that to happen I need to use variable
to create attack variables?
or variant component?
what should i use to identify
the 3 attack animations
and perform all three?
about the component group I know how to change the component group to perform each attack with different damage🖤
well... if it chose 623... then....
Good point, I can work out the issues with that later. my main problem is this geometry
and I can work out the randomizer for the geometry (xgeor) later
I do not know the client side stuff... I can do the behavior side. So it depends on how animations are assigned. What the trigger is? If this is all resource side, then someone else more knowledgable will have to help. I would need to see examples to learn it myself.
I see, well thank you for your help. im just remaking models & textures for vanilla entities, so it is just a resource pack
The 1st place I start with learning something new, is to find mobs that kinda do what I want and look into all their files to see how they work. I've learned a lot that way.
I see, thank you
well the trigger i use to activate my attack animation is the
variable.attack_time
in the resourser pack's animation controller.
The other attacks I'm referring to are the entity's basic attacks.
it's not ranged attack or roar attack or sonic boom
See I thought something like that would be in the behavior file because of what I see with the Blazejson "component_groups": { "mode_switcher": { "minecraft:target_nearby_sensor": { "inside_range": 2.0, "outside_range": 3.0, "must_see": true, "on_inside_range": { "event": "switch_to_melee", "target": "self" }, "on_outside_range": { "event": "switch_to_ranged", "target": "self" } } }, "ranged_mode": { "minecraft:shooter": { "def": "minecraft:small_fireball" }, "minecraft:behavior.ranged_attack": { "priority": 3, "burst_shots": 3, "burst_interval": 0.3, "charge_charged_trigger": 0.0, "charge_shoot_trigger": 4.0, "attack_interval_min": 3.0, "attack_interval_max": 5.0, "attack_radius": 16.0 } }, "melee_mode": { "minecraft:attack": { "damage": 6 }, "minecraft:behavior.melee_attack": { "priority": 3 } } }, But they do not show the animation controllers (unless I lost them) for the vanilla mobs. So maybe built in, like block stuff.
"format_version": "1.10.0"
}
{
"animation_controllers": {
"controller.animation.blaze.flame": {
"initial_state": "default",
"states": {
"default": {
"transitions": [
{
"flaming": "query.is_charged"
}
]
},
"flaming": {
"particle_effects": [
{
"effect": "charged_flames"
}
],
"transitions": [
{
"default": "!query.is_charged"
}
]
}
}
},
"controller.animation.blaze.move": {
"initial_state": "default",
"states": {
"default": {
"animations": [
"move",
"look_at_target"
]
}
}
}
}
}```
anim controller for blaze 👍
the one i found atleast
I mean the behavior side
I almost think those are built in components
The Blaze changes it's attack style
Trick is, how they do it... if there is a particular variable they use to indicate it, or is the usage of the component setting a variable...
but blaze doesn't have two attacks
melee
has a melee attack
And ranged
What would be the trigger for the change in your attacks?
actually i haven't done that yet
because I wanted to know if this is possible
make 3 melee attack
and each of these melee attacks
do a different animation
each with different damage
i know that for that i have to create 3 component group with melee attack and attack
only i don't know how to make each melle attack identify the specific animation to perform
At worst case you can always make 3 entities have each transform into another, summoning it with an event in attack mode?
I'm thinking that I really need to use the attack_time variable
because in this way of transformation
the file would be too heavy
thank you very much for your service
sorry to bother🖤🥰
As fas as I know, like for a player, attack_time >0 when doing anything with the hand, even opening a door, then back to zero
But maybe it is longer for a monster.. but the details of when to change attacks is important.. but yeah, the how. If there is no change via variable, then transform may be the only option.. it may be seamless. Interesting problem to dive deep into...
Do you have VS Code? if you do, open up the vanilla pack animation controllers folder, ALONE in a workspace... then ctrl-shift-F search for attack... found some interesting stuff.. check out the drowned and hoglin.. looks like it just calls the animations.... and a matther of your queries... and if you have more criteria based on player and environment, can toss in q.variant that you update in the BP
piglin looks the most complex and promising with lots going on and lots to figure out.. and definite diff attacks
Hi, so. . .
Projectiles that are moving at high velocities seem to hit surfaces earlier than intended. How do I circumvent this?
but it always seems to hit entities/blocks too early
I think this has to do with rendering. You can reduce the velocity
I made an entity that blocks projectiles by spawning a 1hp dummy when one is close
it works even with a 2 block entity sensor
so the game does register projectiles being that close
it just doesn't render them I think
I can't reduce the projectile speed. I'm emulating an instant effect "targeted area" spell.
Unless there's another way to do it, I think I'm stuck, I suppose
what do you mean?
i don't think I can help but i'm curious what you're making
Ok so, I'm making magic spells that create an area effect on a target area. So I make an invisible projectile that travels super fast. Once this projectile hits the area it summons an effect cloud.
so a faster lingering potion?
I think I made a showcase somewhere in #1046947779118895114
More on the side of instant, but yeah
nice
Show you what I mean. The second sunstrike seems to "hover" over the ground.
https://discord.com/channels/523663022053392405/1046947779118895114/threads/1120663207296630935
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
Oops I don't think it linked properly
i found it
are you sure it isn't a gravity thing?
splash potions do the same thing
Nope
the lingering effect sets ground level as whatever the level it hits is
one sec for video
I honestly dk anymore, this problem's been bugging me for a long time
Especially with my setup, unless there's some other way?
To create an instant effect on a target area?
Only time will tell, hehe
it looks like that is happening to your effect
the potion lands and the lingering effect stays at the level the potion hit
if i understand right you want it to drop down to the ground?
sorry for screen dimmer
Actually, I think you misunderstood. My problem is that the projectile, at high velocities, hits the target entity/area too soon: summoning the effect too early.
I'm not being an ingratiate though! I'm thankful you responded, hehe
you're fine. Idk how to help that
I can actually make it drop down to the ground with a simple spreadplayer command animation-controller
But grace to you. I now have some insight
Does anyone know of events that are shared between different entities?
I don't know, sry
I was hoping to use a send_event to calm entities since many of them have the angry component, but each entity uses its own separate calm event. Are there any other events that actually are shared between multiple entity types?
nice!
More context of my problem:
First sunstrike is not a direct hit. Second one is a direct hit. Caused by the super fast invisible projectile.
Maybe I should report this as a mojang bug xd
can you recreate it without the fences?
if you based it on the lingering potion code those shoot from your feet
compared to arrows and other projectiles that shoot from your head
it could be hitting the fence hitbox
what's the difference between minecraft:float_wander and any fly-suffixed behavior, such as minecraft:can_fly, minecraft:behavior.random_fly, minecraft:navigation_fly??
anyone know if its possible to choose a texture based off geometry?
im trying to check and see if my entity has a certain geometry, and if it does, choose a texture
Can your entity get a geometry without you knowing about it.... sneaky buggers...
?
Point is... if you assigned the geo, then.....perhaps you can set a variable (variant, mark_varient, skin_id) to an array code
ah I see
though it has to be from resource pack 👍
anyone had any issues with permutations not being applied properly even though the property has changed?
RC?
Have you verified the change did not happen in the same tick as expected permuation change?
there's no way it should be happening in the same tick
{
"condition": "query.property('runecraft:constitution_level') == 4",
"components": {
"minecraft:health": {
"value": 21,
"max": 21
}
}
},
{
"condition": "query.property('runecraft:constitution_level') == 9",
"components": {
"minecraft:health": {
"value": 22,
"max": 22
}
}
},
{
"condition": "query.property('runecraft:constitution_level') == 14",
"components": {
"minecraft:health": {
"value": 23,
"max": 23
}
}
},```
"runecraft:constitution_level_up": {
"set_property": {
"runecraft:constitution_level": "query.property('runecraft:constitution_level') + 1"
}
},```
IT's really difficult to test for errors with entity properties though
Since there's no easy way to display them
I might just completely drop this setup, set the max health to what I want it to, then set a "max" health that changes
why do those permutations look like block types... I have never seen that for an entity file
how is that not erroring...
dm me the whole file.. I feel like I am in bizzaro-world
like I missed something
Entities also have properties
I've had this issue happened before with the same thing
And my solution.. was to just delete it and remake an exact copy
Properties yes.. but not that first box is not entity stuff... the way it is... hold making what it should be like... is that a client side look maybe...
nope that's how it works
as many entity files as I have seen.. never seen it do like a block does.... is this an old format or something
nope
As far as I understand how entity behavior files work, it would be this way.... ```json
"component_groups": {
"cg:health_21":{"minecraft:health": {"value": 21,"max": 21}}
"cg:health_22":{"minecraft:health": {"value": 21,"max": 22}}
"cg:health_23":{"minecraft:health": {"value": 21,"max": 23}}
},
"components":{
"minecraft:environment_sensor": {
"triggers": [
{
"filters": {"test":"int_property","domain":"runecraft:constitution_level", "value":4},
"event": "ev:health_set_21"
},
{
"filters": {"test":"int_property","domain":"runecraft:constitution_level", "value":9},
"event": "ev:health_set_22"
},
{
"filters": {"test":"int_property","domain":"runecraft:constitution_level", "value":14},
"event": "ev:health_set_23"
}
]
}
},
"events":{
"ev:health_set_21": {"add":{"component_groups":["cg:health_21"]}}
"ev:health_set_22": {"add":{"component_groups":["cg:health_22"]}}
"ev:health_set_23": {"add":{"component_groups":["cg:health_23"]}}
}
Is there a way to preserve ownership through a spawn_entity component or /summon command so that the new entity has the same owner/tamer as the entity that spawned it?
or a way to define parent/child relationships through the spawn_entity command?
Wow, I have NEVER seen a permutation section in an entity file.... I am blown away... I don't think mojang uses that... lemme look
This information would come in handy for a few things
Nope, checked... did a search on the whole BP entity section... they do not use the word... this is the kinda thing that really gets me.. no documentation I've seen shows this... why... why why....
they use permutations
let me find one
The bee file does not use permutations but has a property at least
I don't remember if they had any other mobs using them
thankfully the bedrock wiki has everything you need to know https://wiki.bedrock.dev/entities/entity-properties.html#top
although oh no!
It's outdated
I found it there along with this ALIAS thing that seems interesting... but I am thinking they may be phasing that out... reading this site and the obvious omission of it .... must mean something... https://learn.microsoft.com/en-us/minecraft/creator/documents/entitybehaviorintroduction
The only thing permutations would be good for is for the molang that there is no filter for, else everything can be done the way they do things now... event/add component via component group.... try it to see if it works that way.... I assume you are using something like jsonte to create that file...
Wki says every tick and environment sensor is every tick
Hello I have made a custom entity in blockbench and once I went to export it my geo was not found. my entity loads in but I cant seem to get the geo or textures to load. I dont exactly know what files to post, but if someone could let me know what to send that would be great. I can even send the pack to if needed.
please ping^^
Yeah
Does anyone know?
Could you make a post and then I can try to help you troubleshoot it
ISSUE RESOLVED
Do not know off the top of my head and the only way for me to find out is to make a sample one... which is what you can do.... yourself. But I am thinking not... if it does not work, can do an animation controller to catch the load in order to execute something. That can handle whether each time logging in or just first time (if you use a property to hold the bit value)
I asked cause that was when I started but now I've made my first iteration so I shall see if it works
does anyone know of a player level filter?
I thought i saw one at once point but I can't find it in the docs
Hello, my entity is really small. I tried to enlarge it using the "scale" component but, it does not work. Anyone know how to fix this?
Could you make the model bigger?
And perhaps send a section of your code?
I enchanted a pillager crossbow with multishot and quick charge but it didn't do anything
Mobs like foxes can use enchanted swords
Can ranged mobs not use enchantments?
black ops? damn
anyway that'll be your geo size
so you needa like make your model bigger then reimport
pretty sure
okay thank you
is it possible to stop a sound effect that plays in an animation when I stop playing the animation?
Its easier just to trim the sound to macth with the animation
hi there, not sure but I think is here where I can ask it. I created an item but when it is on the ground it become a entity, right? so what is the query I have to do to know when the item is on the ground to change the animation?
Anyone familiar with making Furniture with entities and barrier blocks? Plz ping I have questions
Just state your question
Mob moves when barrier block is placed after spawning
Could you elaborate
Are you saying how to make a mob move when a barrier is placed or are you saying your mob is moving after you place a barrier block and you want to stop that
I want to stop it from moving after a barrier block being placed
What exactly are you trying to achieve
That doesn't help but thank you
I mean I want the sound to loop as long as the animation is playing (the sound is exactly as long the animation) and stop when the animation stops
Why did you add a "pushable" component then?
Put the sound effect in the anim then? If the anim stops it will stop the sound too
I found the issue, I put the component to false.
My custom entity is not showing the potions it's drinking. Is that visual effect hardcoded?
I've enabled "enable_attachables" in the resource file already.
Ive never tried that but that sounds interesting 🤔
anyone know how you can make a mob press a button?
can someone plz help me in my post 🙏 🙏
What exactly defines what gear a mob spawns with?
Eg. Why does a skeleton spawn with a bow?
Possible to lock and rotate an entity so it’s aligned with the block and coord on spawn?
Did you try looking in the behavior file and searching for key words, like equip or bow and seeing what components they are using and following that.... to see what you can find?
and a component calling that loot table
minecraft:equipment
i believe
check me post "am i doin this right"
i really needa get it fixed in the next hour
so i can reopen my realm
what type of bp event can i do to run commands if a player is standing on the entity
How do you make my entity attack using projectile??
Like blaze for example, who plays fireball
Minecraft:shooter component, or so I gather. . .
I have an entity that first weakens her enemies with a splash potion, then shifts to using heal/hurt arrows depending if her enemy is undead or not.
can you have an entity equip a saddle, and unequip the saddle?
(Stupid question: hoping to learn how to write it in the code)
I know there is an equippable component.
Which lets the player put the saddle on an entity.
I wonder though what the player can do to get the saddle off?
Context, I have creatures called hippocampus that swim, walk and eat kelp blocks.
They can be tamed with kelp and have two general uses.
1 - can be lead around on a lead, or temped with kelp/seagrass to be led around.
2 - can be given a saddle, which gives them the behavior to follow the player, act as a mount and give water breathing while ridden (working on that part).
The idea for the saddle is to trigger the rideable component and the follow.
But can be told to not follow with taking the saddle off.
I know sitting could also do the trick, but thought telling a horse-fish to sit and stay may be a bit silly.
(am playing around with components and code for balance. Also try to prevent the code for them to break as well)
How can I add this to my entity?
Like the things that have in this component
assuming a test for what family the target entity is?
I observed the witch's behaviour file to make it
Use component group
And interact component
ok 👍
Thanks
I'll have to rethink the groups and components for this lol.
each group can have different property then u can use q.property to render/hide the saddle in RPRC
ye.
this entity is like as follows:
wild, tame, adult, baby, saddled and unsaddled.
wild lets them kill fish, be afraid of players, and some mobs.
tamed takes that away and lets them eat kelp blocks, and kill zombies.
adult makes them breedable, and tameable
baby gives them a love for water and their parents (they are fast buggers too)
saddled is what lets them follow the player, and give water breathing.
While unsaddled removes it.
spawned, you get a wild adult (or a baby that will always grow into a wild adult)
tamed lets them hang around kelp blocks, cannot sit and would only follow a player if they have a snack.
Saddled lets them follow and help the player. Am not sure if I should have them sit (that was the original idea), but I like the idea that you have to take the saddle off to stop the follow mechanic (and the water breathing).
unsaddled wont be given to them by default. But it just takes away the components sadddled would have.
Should animation_controllers and animations be in RP, BP, or both? In Bedrock Samples they're only in RP, but in some addons I see them in BP as well. Which is correct/do I need? Please ping if you respond. Thanks
They can be in both
RPAnim RPAC BPAnim BPAC are 4 things
Wait so entities playing commands is stored in animation_controllers?
Kinda
Both BPAC and BPAnim can both run cmd from entity
Quite easy to understand lol
What mob are u making?
An addon that ads hippocampus.
Basically mer-mares/water ponies/aquatic equine
They spawn in most bodies of water. Currently, I have two variants, though plan to have 5.
one for the warm coral reefs, one for warm oceans, one for general bodies of water, one for the colder oceans and one for frozen oceans.
The addon currently is getting the basics set up for them. Some variants would have special features. Such as some may be faster in the water, others may be more aggressive (fun for raiding ocean monuments with), and one may carry a chest like a donkey but is as stubborn as a goat.
They swim, they walk and they are curious and mischievous creatures.
And all of this started because me and a few friends were messing with addons and found one that had hippocampi. But sadly, that addon was a bit of a mess and it got me to make a addon from scratch.
Isn't it Hippo super dangerous and deadly
Should we encourage people to ride it though 💀
Yes.
While working on them, some friends and I were entertaining a few ideas for them.
The lore for them in minecraft is some variants are nuetral, and can be tamed.
While later one, once I have these first five up and running, I can start adding some variants that are hostile.
You may have thought about kelpies, horses that would drown their victims.
I did think of possibly making one of those for swamps or mangrove swamps. Though I am not sure if I can code in a feature for them to 'grab' the player and start diving into the water. If I could, may be a fun idea (makes me regret not voting for the aquatic monster in the mob vote. Since there are limitations to water controls).
Another is a nether variant that likes to hide in lava. They may be the most devious as they could take cheeky pot shots at players with an attack similar to a blaze.
Note, a hippocampus may not be the same as a kelpie. But given the Greek/Roman mythology is close to Scottish mythology. There may be some cross over here.
Drowing the player is very easy
Make an entity that can be ride
Then simply run /inputpermission when the player riding them
Then make the entity go into the water
The player can move the camera around but cant get out of the ride mode
Basically, drown...
If u want something fancier, with scripting (I dont like scripting cause its still in exp mode) to apply knockback to the player, pushing them down into the water
That is the thing.
How can I tell the entity to go down in the water?
And for drowning, I imagine the kelpies would do what you described, but the player can dismount by hitting the kelpie enough times.
The kelpie goes into flee mode when on low health and swims away.
The player can either mount one to make it angry, or it gets angry on its own when a player is near it for too long and grabs the player instead.
I am not sure what they drop when you kill them though, other than kelp and maybe a mangrove propagule.
Hence I would try to get the base hippocampi started.
Because the biggest obstacle I have for them is how to get them to swim underwater with the player mounted.
Right now, they can be ridden on land. But the moment you are in the water they act strangely.
They tend to stick to a certain y value they entered the water at, and wont sink nor rise. They wont go up slabs in the water even.
And jumping at this stage gets you to dismount.
All that I can think is while mounted, they change their water movement to sink, and the player can jump to get them to swim up.
Hello there 👋
How can I change an entity’s variant according to a tag from /tag?
environment sensor with a tag filter test, calls event to update it
well the event has to add a component group that sets it
Got it, thank you!
Does entity despawning reduce lag significantly?
I think it would be cool if hostile mobs didn't despawn and just stayed where they were until they were unloaded or killed
The mob cap would keep total entities down, so would making hostile mobs not despawn affect performance?
I think it would
If even a large amount of custom invisible, almost no component entities could lag my world then maybe that would too: perhaps even more.
Can I make minecraft:collision_box rectangular by adding a “length” value?
You can specify the size.
But the only the options are “width” and “height” I need a third one for a “depth” value
But depth or length isn’t allowed
So the collision_box is the same length on x and z axis but I want it to be longer on the x axis
Is it the same for entities?
oops... LOL
did not see what channel I was in... hmmm, maybe see how the NPCs are done
they are tall and rectangular
hmm, maybe the animals... since NPCs you can walk thru, I think.... well any one you can push
Weird, the entity collision box page is missing from learn.microsoft
I am thinking it will tie into the model tho. a good test would be to make a skinny entity , like a door shape to see how it handles the collision box.
@frigid ice thanks!
Do you add the “run command” thing directly to the events stuff.
I’m trying to make an entity directly run a command while it’s on fire
how can i constantly run a command in the entity
have the environment sensor call an event that has it, it is every tick, or use the scheduler, it can be based on some conditions or use the timer, so you can space it out
Do i need anything else for environment sensor?
you do not have to have a condition, but every tick is 20 times a second. timer might be better and set it to every second or more
or less 0.5 is 1/2 a second
im using a timer for despawn rn iirc they can only have one timer right?
I have an animation controller hooked up to an attachable, and it is meant to spawn particles while the player is holding the item. It alternates between two states where one spawns the particles and the other checks if the player is holding the item with q.is_item_name_any(). The particles always start when I hold the item, but when I select a different item, they only sometimes stop spawning.
Any idea as to why? I've resolved it.
is it possible to make an entity press a button? like how arrows can
is it possible to make custom variants?
You can add your own variants using minecraft:variant
how
like test_variant?
minecraft:test_variant?
i want a custom variant component
There are a couple of extra ones like that you can use... mark_variant and skin_id.. Both accessable in an AC. if you need another, but not usable in the AC, color is available
and is it other way to detect a value with a component with a query.blahblah == 1???
?
if there's any way with a component in bh put a value in there, and then detect it with a query.(component) = value
Have you not looked at the entity component lists... variant, mark_variant and skin_id all have components and queries
color and color2 have components, but no query function
how can i have a spawn egg only accessible through cmds. Like remove it from the creative menu but still accessible?
arrow runtime identifier i believe does it
anyone know how to play animation when an entity spawns and after that animation despawn the entity?
Put a timer component_group in the entity_spawned property. In that timer group give it like a query that can be triggered(try to keep the time around the same as of the animation). Once the timer ends run another event that despawns the entity @mortal oyster
My entity is moving when the tnt is explod or when water or lava how can i fix that ?
@ruby cape
@deep holly Look at the physics component and set the collision to false. See if that works
{
"format_version": "1.13.0",
"minecraft:entity": {
"description": {
"identifier": "pa:tp_spawn",
"is_spawnable": false,
"is_summonable": true,
"is_experimental": false
},
"component_groups": {},
"components": {
"minecraft:physics": {
"has_gravity": false
},
"minecraft:collision_box": {
"width": 0,
"height": 1
},
"minecraft:persistent":{
"value": true
},
"minecraft:damage_sensor": {
"triggers": {
"cause": "all",
"deals_damage": false
}
},
"minecraft:nameable": {
"always_show": true,
"allow_name_tag_renaming": true
}
}
}
}```
@ruby cape
@deep holly I would set gravity to true
In the physics component
Unless you want your entity to float
Oh I see the identifier
Is it like a checkpoint?
I would set the collision box at 0.001 for width and height
And add the custom hit box component
But this has nothing to do with what I want
Huh
..
Sooo what is the last version
What does mean has_collsion
I know the collision_box is the hight and width of the entity just
Basically saying if you can touch the entity
And if you need to interact with the entity just give it the custom hit box component
Is there any way to make an entity with an owner or more than 1 owner so the entity doesn't attack it's owners but it attacks enemies.
?
“File Not Found: Blockbench could not find the requested file. Make sure it is saved locally and not in a cloud.” I’m getting this alert in blockbench. The thing is, everything is here? Like I’m not missing any files. Problem is it comes up not just when I open the file, but even just when I switch tabs back to it, which is really annoying. How do I resolve this? Thanks
try factory reset
I won’t lose any of my work though right?
As long as it’s stored in the addon files?
Alright thanks that worked
[Geometry][error]-minecraft:cow | minecraft:cow | Locator: Error: model already has a locator lead that doesn’t exactly match the one wanting to be added - skipping new definition in default(geometry.cow)
I added a lead in Blockbench and this error started coming up. I searched through all the cow code with a find and replace tool for all “locators” but could only find the one I added. Where could the other one be hiding?
Wait are lead locators simply bugged?
How do i spawn shooting projectiles like fireball, arrow, etc
My problem is i wanna shoot projectile everytime i interact with item, but without experimental mode, so i cant use script or item components
I wanted to make an event that sets a minecraft:variant value to 1 and 0, how can i make this entity event triggered with /event command?
make an event call the component group with the variant
I was writting a page about entity variants some months ago, you can find it useful though is incomplete
This is what I've made and it doesn't work
"trigger": {
"event": "hk:reload",
"target": "self"
}
},```
component_groups
```"hk:reload": {
"minecraft:variant": {
"value": 1
}
},
"hk:loaded": {
"minecraft:variant": {
"value": 0
}
},```
this should disable the sneaking animation with the help of the animation controllers
I see nothing that adds the component group here
read the info in the link, it may help
What you want to do is put your variant on a component group, and from an event call it
I showed sample code in that page..
"events": {
"wiki:my_event": {
"add": {
"component_groups":[
"wiki:variant_change"
]
}
}
even though it is incomplete this has everything you want to know
So like this?
"add": {
"component_groups":[
"hk:reload"
]
},
"trigger": {
"event": "hk:reload",
"target": "self"
}
},```
Where can i find the player's eating/drinking animation in the resourcepack sample?
I can't seem to find it, i wanted to modify the animation
Why not to just attach q.is_using_item and q.is_item_name_any to your new animation
But i still wanted to get the original animation
Was it just wasn't provided in the rp sample?
Idk, i just dont find it out, i was just looking for it, and i ended up using molang query instead of just wasting more time looking for it
shouldn't it be a controller animation?
This is in the behaviour pack
Yes i know
it should work
How do I make my entity unhookable with a fishing rod?
@torpid cove /execute positioned as @e[type=your_entity] run kill @e[type=fishing_hook,r=2]
have that run on a loop
Can i stop player eating sound for certain food w/o experimental mode
Eh, probably using /stopsound command
Doesnt work quite well
That sound plays more than 1 time, using stopsound only stops 1 time
Run it on_consume in the item food file
Require experimental?
Yes
Maybe an animation controller if there is a query for consuming items
?queries list
Full list of queries: https://bedrock.dev/docs/stable/Molang#List of Entity Queries
Better explanation for some queries: https://wiki.bedrock.dev/documentation/queries
If there is one, you’ll be able to detect the specific item with commands and run the stopsound command each time is eaten, unsure if there is a better way, I hope there is
Yes there is one, q.is_using_item
But even using that, doesnt work quite well either. Animation timeline doesnt always align with the time the sound started playing
Hm, I don’t have many other ideas really
Nvm, found it out already 😅
Turns out i need to set the use_duration to 99999
Sounds doesnt make sense, but somehow worked
?variables
Could just replace the sound file for eating with silence
Where in gods name are entity materials in bedrock samples
How do I make the name of the npc appear if I approach it 5 blocks?
@modest galleon
vanilla thing, u cant
not sure
entity_sensor component?
thats for events
Use event to trigger name appears?
im trying to create a mob that floats on water but also moves. Something similar to the strider on lava. What are the navigation and movement components needed to achieve this? Im having a hard time getting it to move.
U mean a boat?
oh and yes
also do you know how i can make it solid for the player to stand on without using the stackable component?
Then runtime_identifier as minecraft:boat
and i figured this out already
Boat will do that
i have a dummy entity riding my real mob with the runtime identifier
Not possible AFAIK
do you know how to disable the bobbing on water?
If ur mob use runtime
Then no
Hmm
@ruby cape
"big_wave_probability": 0,
"big_wave_speed": 0,```
Try to change these to false and 0
"minecraft:floating"
I have a hard time trying to understand this
is this a component?
my mob does not have the boat runtime identifier
DOnt use my mob
Use thing like Mob A, B
Cause it seems like u have 2 mobs
Its confusing lol
do you mean '
"minecraft:floats_in_liquid": {},'
"minecraft:buoyant": {
"base_buoyancy": 1.0,
"apply_gravity": true,
"simulate_waves": false,
"liquid_blocks": [
"minecraft:water",
"minecraft:flowing_water"
],
"drag_down_on_buoyancy_removed": 0.7
},
This is also a thing
Try to set all simulate_waves to false
Delete minecraft:floats_in_liquid . Set base_buoyancy: 0; drag_down_on_buoyancy_removed: 0
apply_gravity: true
we found the solution:
a bouyancy value of 1 causes it to want to push the entity above the water, causing it to bob, using a lower but non-zero value will keep it floating just below the surface
is there a way to make a particle that can only be viewed by a specific player?
not sure what chat I’d ask that in lol
guys is there a method to reduce the damage tick for attacks
"minecraft:hurt_on_condition": {
"damage_conditions": [
{
"filters": {
"test": "in_lava",
"subject": "self",
"operator": "==",
"value": true
},
"cause": "lava",
"damage_per_tick": 4
},
{
"filters": {
"test": "is_family",
"subject": "damager",
"value": "player"
},
"cause": "entity_attack",
"damage_per_tick": 1
}
]
},
Good knowledge found! This could be very useful in the future
i wanna add custom player animations but i dont have a player model and its not in the sampels. where do i get one?
What is wrong?
{
"id": 39,
"chance": 0.95,
"filters": {
"all_of": [{
"test": "actor_health",
"subject": "self",
"operator": "<",
"value": "15"
}]
}
}
Filter member value of test actor_health must be an integer
What is filter member value?
I want to get the state of an entity via its animation loop to apply or not damage via the minecraft:entity_sensor
Its in mobs.json called humanoid
state? you mean properties?
Yes
Use molang then?
Anyone know how to make a right click villager npc
minecraft:npc component
"minecraft:npc": {}
Why doesn't definition_event work in projectiles anymore?
?
It still works?
My projectiles using it no longer works when I upgraded my pack to 1.19.70
Wait. . .
Hmmm
Nope, doesn't work
"definition_event": {
"affect_target": true,
"event_trigger": {
"event": "freeze"
}
},
It worked when the pack was still 1.16
Why can't an entity send an event (through behavior.send_event) to itself? 😂
It just keeps on doing the casting animation and nothing happens
I thought the run command thing is maybe what's wrong but idrk anymore 🥲
I've sent a snippet already, that's the only thing that makes the projectile not work
Yes
Send the event part
A run_command
?
"events": {
"freeze": {
"run_command": {
"command": [
"effect @e slowness 4 4"
]
}
}
}
}
}
Have u tried the event of the target itself?
What is this event from though?
The projectile?
"definition_event": {
"affect_projectile": true,
"event_trigger": {
"target": "self",
"event": "freeze"
}
},
@frigid ice Here
I now have directly copied the wither_skull_dangerous projectile code, still not working.
how do i use schedule to make a loop?
anybody know if this is the right filter for properties?
"filters": {
"test": "has_property",
"domain": "sprout:skin_variant",
"value": "1"
},```
You mean the one you created.... nojson "filters": { "test": "int_property", "domain": "sprout:skin_variant", "value": 1 }, if it is true/false, use bool_property and add operator if you need other than ==
thanks
@silent wadi
it is similar to environment sensor.... what kind of loop.. different things you can do depending on timing
enviromental sensor is EVERY tick... scheduler you can space out.... else they look kinda the same
it is helpful for stuff that does not need EVERY tick... helps cut some overhead
There is also timer that can run every # seconds, but it runs one event.. but in that event you can use sequence and can mimick scheduler
Examples of scheduler are in the villager and fox bp files
I want to run a event every second but i could only get the scheduler to run once or once every tick
Im already using a timer for despawn is there other options?
show me the scheduler code.. it can run multiple times... condition has to be met and should be exact....
you can have a timer property, a int with a big range that is incremented every.... and have the despawn work off it it hitting a certain number, that way the enviroment sensor could handle it
I got it to run multiple times but it runs at one tick
it is just about manipulation
So a score for the despawn?
what was the delay?
you can build your own timer... the tick counter.... and have another property or several that you convert to seconds.. using set property....
just have to work out what happens each tick, cause in one component, the values are not updated until the next tick and that can be a problem
Yeah i was hoping there was a easier method though
do a test to see how fast it is running.... to see if it is relieable or not
the delay is supposed to be seconds
I suppose your entity has a timeline... if there is a timer for despawn, right?
Yeah
also... animation controller is great for handing some stuff
It instantly floods chat when i spawn it
I mean a more precise test.... have something updating the scoreboard counter for each tick, then have the scheduler copy the timer value when it starts to another fake, have another property that switches a number so the seconde time the scheduler runs, it copies the timer value to a diff fake, then despawn so you can see the difference in ticks
Sounds complicated, but it is not... I have to do stuff like that all the time when something is not working right...
So I can capture when stuff happens... you can even have an AC do a lot if it, since it can transition based on property values
in fact, you can have the ac do alot... cause you have the molang math in there
and it can run commands and run events
if you can move to a post, maybe work out some of the logic
Alright ill try that tomorrow thanks
is there a way to make it so on entitys death it adds a scoreboard to a player
Yes, but it would require you to add code to all the monsters within their damage sensor to call an event on the player. I think I've shown this code before this discord if you do a search for the word. Kill_count then it may pop up
can anyone explain why this entity wont chase the target even though it has one
"minecraft:movement": {
"value": 0.05
},
"minecraft:behavior.melee_attack": {
"priority": 0,
"speed_multiplier": 1.0
},
"minecraft:attack": {
"damage": 10,
"effect_name": "wither",
"effect_duration": 7
},
"minecraft:can_fly": {},
"minecraft:behavior.float_wander": {},
"minecraft:navigation.float": {},
"minecraft:behavior.move_towards_target": {
"priority": 0
},
"minecraft:behavior.nearest_attackable_target": {
"priority": 2,
"entity_types": [
{
"filters": {
"test": "is_family",
"subject": "other",
"value": "player"
},
"max_dist": 100
}
],
"must_see": false
}
but if I use behavior.charge_attack, it does follow and chase the target. But I wanna use melee_attack in order to make v.attack_time work out. Any suggestion??
👍