#Entities General

1 messages · Page 2 of 1

chrome plume
#

I just explained, MAKE you custom model, and MAKE it have the same geometry identifier as whatever your NEW. Model is in the .entity file

trim sigil
#

Looks rotated

crude dawn
#

Can we have entities be as solid as a block or do we need work-arounds?

wanton venture
#

?fake blocks

delicate scarabBOT
crude dawn
#

Alternatives it is h_pensive

fading elm
#

?query.varient

delicate scarabBOT
halcyon pawn
#

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?

oblique lichen
#

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.

halcyon pawn
oblique lichen
#

Wait.

oblique lichen
#

Sorry for these extra messages. I just figured out how to reply to a specific message.

full obsidian
halcyon pawn
# oblique lichen Okay, there. Can you provide an example?

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

oblique lichen
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"
        }
      }
    ]
  }
}
#

Why is it not working?

midnight egret
#

idk

swift tendon
#

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

foggy geyser
#

@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

fading elm
foggy geyser
#

Na, all good. Happy to help. I myself have an exam tomorrow

silent wadi
#

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.

native jetty
#

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

valid shard
#

Does the bossbar update with component groups?

gloomy crag
#

How can run command on entity hit?

ruby cape
#
{
  "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)
kind charm
ruby cape
#
        "min_engine_version": [ 1, 19, 81 ]```
kind charm
ruby cape
#

oh no i dont want to use exp

#

need to keep it with the stable version

kind charm
#

Then wait for 1.20 to release

#

👍

ruby cape
#

rip

gleaming crypt
#

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?

spring orbit
#

i think you could use "minecraft:tick_world": {}

fiery locust
#

Is there a way to make an entity be able to be stood on? Like boats?

dawn coyote
#

hi there, is it possible to set a mob to spawn only on a certain dimension? like overword / nether / end? instead defining biomes?

glass jetty
floral hornet
#

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.

midnight egret
elder comet
#

Is it possible to disable the main hand item (cant create a post bc i already made one recently)

fiery locust
#

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

floral hornet
#

I'm guessing we cannot test component groups in entity events?

tardy stratus
#

Can someone help me? I want to create an entity that collects all items around it and can access its inventory...

tardy stratus
#

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

barren heart
#

Best PC App for entity geo modeling?

kind charm
barren heart
#

Thank you

tardy stratus
#

How do I increase the amount of slots in a mob's inventory?

supple kite
#

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

midnight egret
nocturne cargo
#

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.

stone sapphire
#

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

nocturne cargo
#

Check the logs

#

It's not because you're using the same texture and model for three different mobs

nocturne cargo
#

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

digital creek
#

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?

ivory trench
#

Eh did they change anything with entities recently? My entity is completely invisible….

delicate scarabBOT
kind charm
#

@ivory trench^^^ Try these links for troubleshooting

ivory trench
#

Around 1 month ago it all worked fine…

drowsy swift
#

wassup

#

dose anyone can make 1 "animation_controller" BP for my new entity?

kind charm
drowsy swift
kind charm
#

Arrows?

drowsy swift
# kind charm Arrows?

i mean if the target skeleton or ur using bow to kill the entity when it fly around.

kind charm
#

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?

drowsy swift
#

I'll see it later

#

im so busy now

#

3 hours of playing ( Pixel gun 3d ) to get 250 keys

#

my brain actually dead🪦

lone egret
#

how can i change player model? my old addon that have different player model is not working anymore :/

delicate scarabBOT
kind charm
#

@lone egret

lone egret
#

thanks

wet oxide
#

it is possible to execute a command for the entity that hit the projectile

ivory trench
#

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...

potent tiger
#

Bro

#

How i can set the size of my mob

#

Using the 1.16.0 code version

lilac veldt
#

?

potent tiger
#

Oh

#

Hummm

#

And...

#

I created the mob

#

but when i hit him he flies away

#

And he not walk

gleaming pewter
#

In my custom entity, I want that entity to destroy or mine a specific block. How do I do that?

gleaming arrow
#

Is there a way to not show name tags but still have the entity take a name?

gloomy hemlock
#

entity.nameTag = string

gleaming arrow
#

Would that not show the tag above the entity?

gloomy crag
#

it's possible remove the black background of the gamertags?

silent wadi
#

any way to summon an entity to the exact middle of a block?

wanton venture
#

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

wanton venture
silent wadi
#

playing with the ~ in the middle and the collision size of the entity just produces weird results

wanton venture
#

How are you summoning the entity?

silent wadi
# wanton venture 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" ] } },

wanton venture
#

Can you try with an armor stand and see where does the armor stand spawn?

strong tide
#

how to make a certain mob appear in the place where the player died, in case when he dies the mob appears

wanton venture
#

/summon on_death

#

?death commands

delicate scarabBOT
gloomy hemlock
gleaming arrow
#

I’ll try dat

silent wadi
elder moss
#

What are animation controls?

loud sable
#

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!

crystal night
#

How to make the entity always visible from any distance? Like the ender dragon

silent wadi
#

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.

wanton venture
#

Is there a way I can set an entity to fire without interacting with fire?

spring orbit
merry sapphire
wanton venture
#

Fireball might be the best option yeah… could copy the code but make it invisible. Sound is hardcoded by any chance?

wanton venture
thin glade
#

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

valid shard
thin glade
#

nah

valid shard
#

Does it follow you from 10 blocks away?

thin glade
#

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

valid shard
#

Hmm I think it despawns then

#

Cause 80 blocks is really far

crude gust
#

Any way to fix entity geometries overlay glitch? (when multiple entities are in one place and pose and their texture start flickering)

fringe compass
#

Is there a way to get the player that wears the cape in cape's animation controller?

junior linden
#

Why doesn't the armor show up?

cyan maple
#

oh god what happend to my little sales man?

queen wharf
#

Hmm

#

Anyone know how to make entity name tags always show, but not show through walls etc

drowsy swift
#

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

night tiger
#

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

kind charm
#

Any content log?

night tiger
#

what is that?

kind charm
#

?content log

delicate scarabBOT
night tiger
#

._. 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

slim temple
#

Anybody have any quick troubleshooting methods for custom preojectile sounds not playing?

gloomy glacier
#

is query.ground_speed a different value when an entity has a larger hitbox?

drowsy swift
#

hi

#

anyone online?

#

i have problem on my entity, the model is not visible.

drowsy swift
#

@kind charm can u help me?

kind charm
#

Check the links

drowsy swift
#

i have everything correct.

#

idk where's the problem

kind charm
#

Did you check the link

drowsy swift
#

yah

kind charm
#

Any content log?

drowsy swift
#

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

kind charm
#

Any content log

drowsy swift
#

idk wdm

#

u know what

kind charm
#

?content log

delicate scarabBOT
drowsy swift
#

I'll try hard to fix it

#

i gtg now back later ( after 1 hour ig )

drowsy swift
#

anyone online?

drowsy swift
#

ello?

merry sapphire
#

what is the maximum slot inventory count for entities?

silent wadi
#

You have several things going on, but the data is case sensitive. Do not use uppercase in namespaces or any identifier.

toxic temple
#

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?

kind charm
toxic temple
toxic temple
#

Ive coded ravens that can sit on your shoulders like a parrot but they dont seem to ever dismount. How should I fix this?

dawn coyote
#

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?

drowsy swift
#

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 )

true linden
#

How would i make my custom entity show facing twords the players like floating text?

crude dawn
#

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)

merry sapphire
#

what is the max value for entity inventory size?

drowsy swift
#

hey

#

can anyone fix that problem?

#

my emtity attack for 1 time only idk why

drowsy swift
#

anyone?

#

my emtity attack for 1 time only idk why

#

my emtity attack for 1 time only idk why

#

anyone?

merry sapphire
midnight steppe
ivory trench
#

What’s the best way to switch between multiple (3+) textures with an interact component?

#

Nvm found what I needed

drowsy swift
#

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?

tough condor
gloomy hemlock
#

runtime_identifier: minecraft:vex

#

Rs_Nerd 👍

dawn coyote
#

hi there, what is the maximum quantity of tags (not scoreboard) a player can have? is there a limit?

gloomy hemlock
#

no limit

dawn coyote
#

thx

drowsy swift
#

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...

true linden
gleaming pewter
#

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

pliant oak
#

will the sniffer file be editable tomorrow?

spring orbit
#

should be

pliant oak
#

can't wait to test it

wanton venture
#

Can I make a damage sensor work with a 50% chance?

gloomy hemlock
#

you can randomize

astral vortex
#

How do entities fire ghast-like fireballs?

wanton venture
kind charm
junior linden
#

what are the damage sensors

silent wadi
#

?damage-sensor

delicate scarabBOT
#
Damage Sources

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

pliant oak
#

The sniffer entity file is still unmodifiable

#

-_-

gleaming pewter
#

Can I make an entity ride the player, or can the player ride the entity but the entity rides the player back?

pliant oak
#

look in the player file for minecraft:ridable

midnight steppe
untold radish
#

@winter olive could you help me with on_interact triggering animations?

#

i cant get it

inland quartz
#

bruh

untold radish
#

what

inland quartz
#

why its not working?

silent wadi
# inland quartz 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?

whole turret
#

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 ?

silent wadi
dawn coyote
#

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?

inland quartz
#

bruh

#

i mean

wanton venture
#

You didn’t.

junior linden
#

does anyone know which component makes the mob chase the entity to attack

misty marten
#

anyone know what this error mean? i Know is related to the head but idk what exactly

queen wharf
night tiger
#

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?

wooden radish
#

how can I have a custom entity open a NPC UI when interacted with

#

example^

dawn coyote
#

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?

silent wadi
silent wadi
wooden radish
silent wadi
wooden radish
#

thank you

dawn coyote
# silent wadi Try using Blockbench's Entity wizard to create the file, then you can see everyt...

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" ] } } } } }

silent wadi
dawn coyote
#

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

whole turret
#

Hello !

#

How to disable personal skin for everyone ?

whole turret
#

( ping me )

deep holly
#

What's the compement about always showing the entity's name even if you don't tag it?

stiff wave
thorn goblet
#

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": {}

dawn coyote
#

hi there, is it possible to use the minecraft:interact to test if a player opened a oven?

deep kettle
#

What is persistent meaning?

gloomy hemlock
deep kettle
gloomy hemlock
#

lol idk

deep kettle
#

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

merry sapphire
deep kettle
#

Despawn?

merry sapphire
#

maybe its anti-despawn

#

yes

deep kettle
#

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

tough condor
#

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?

deep kettle
#

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

tough condor
#

Thanks for your help, I will try that!

deep kettle
tough condor
#

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.

deep kettle
#

You want to completely hide the nametag?

tough condor
deep kettle
#

I used to make it. It requires material file which no longer work AFAIK

tough condor
deep kettle
#

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.

junior linden
#

{
"test": "has_equipment",
"subject": "other",
"domain": "offhand",
"operator": "!=",
"value": "hiro:scarab_necklace_hr"
}
]
},

#

Offhand Isn't it Equipment?

#

that's what then

thorn goblet
junior linden
#

I understood

junior linden
thorn goblet
junior linden
#

????

#

I didn't understand

thorn goblet
# junior linden I didn't understand
{
  "test": "query.is_item_name_any('slot.weapon.offhand', 0,  'hiro:scarab_necklace_hr')",
  "subject": "other",
  "operator": "==",
  "value": true
}
junior linden
#

Ohhh

wide hawk
#

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?

thorn goblet
obtuse wave
#

does anyone know what the max size you can make a custom entities inventory be?

queen wharf
#

but you'll only be able to see 27 slots in the ui

#

unles you modify the ui

versed thunder
#

do minecraft:custom_hit_test works while having a minecraft:collision_box on your mob?

night tiger
#

does anyone have example syntax to run an event on the target when a projectile hits it?

#

using "definition_event" for example

obtuse wave
glacial summit
#

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.

night tiger
#

do you have a question running?

#

if not upload your file here

#

ping me too

deep holly
#

How can i make the entity not able to despawn

night tiger
#

"minecraft:persistent":{
}

glacial summit
delicate scarabBOT
gleaming pewter
#

Someone, how do I make a custom shulker box entity?

wanton venture
#

You could use the same code used for the shulker that is on the vanilla packs

full obsidian
#

is it possible to make a flipbook texture into an entity?

gloomy hemlock
#

ye

kind charm
toxic temple
#

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": "=="
kind charm
forest kraken
#

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

silent wadi
forest kraken
#

Thank you a lot

fair swift
#

Does anything happen if you give the player.json behavior components?

thorn goblet
dawn coyote
#

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?

past shard
#

How can I give collision to a graphical part of the entity?

sudden musk
past shard
full obsidian
#

how do i make a transparent material?

ruby cape
#

Or if you want it to look like the slime, look at the slime material

full obsidian
#

No

#

I want the entity with the material be visible through walls

ruby cape
#

Oh like glass?

full obsidian
#

No

#

Like if I had esp

rancid ivy
#

Like X-ray?

scarlet frost
#

anyone

thorn goblet
scarlet frost
#

Nothing

solar jungle
#

does anyone know how to do a trample attack?

#

like spider that is on top of you

thorn goblet
solar jungle
thorn goblet
#

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

fervent whale
#

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"
sudden musk
#

try (q.modified_move_speed < 0.1) && q.is_on_ground

fervent whale
#

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

fervent whale
#

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

dawn coyote
#

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" } } ] },

fervent whale
#

Does giving priority 0 mean the components are always affecting the entities, with no sort of time randomness?

stiff wave
#

the larger the number the lower the priority. its kinda backwards

spring root
#

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?

night tiger
#

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

full obsidian
#

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

full obsidian
#

bruh

full obsidian
night tiger
full obsidian
#

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

night tiger
#

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

full obsidian
#

bruh

silent wadi
#

Ender dragon has extra stuff that is hard coded... They may not want people messing with how it works too much

fading elm
#

it is possible to make an entity with 3 attack animations
only each attack with a different damage?

silent wadi
#

I do not see why not. With how component groups and events work, sky is the limit

fading elm
#

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 ^^^
fading elm
silent wadi
#

Do not use UPPER case for any identifiers or filenames.... it is usually the problem... not upper case friendly

fading elm
#

oh? thank you

silent wadi
#

I am not familiar with how entity geometries can switch out, but I do not see anything that does that

fading elm
#

I corrected everything, and nothing changed

silent wadi
#

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.

fading elm
silent wadi
#

I see the texture initiation.. but 0 -999 and you only have 2 textures?

fading elm
#

I had more and just decided they were not fit to use, im going to make more of them after this is fixed though

fading elm
silent wadi
#

well... if it chose 623... then....

fading elm
#

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

silent wadi
#

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.

fading elm
#

I see, well thank you for your help. im just remaking models & textures for vanilla entities, so it is just a resource pack

silent wadi
#

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.

fading elm
#

I see, thank you

fading elm
silent wadi
#

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.

fading elm
#
    "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

silent wadi
#

I mean the behavior side

fading elm
#

ohh

#

I did not see that then

silent wadi
#

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...

fading elm
#

but blaze doesn't have two attacks
melee
has a melee attack
And ranged

silent wadi
#

What would be the trigger for the change in your attacks?

fading elm
# silent wadi 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

silent wadi
#

At worst case you can always make 3 entities have each transform into another, summoning it with an event in attack mode?

fading elm
fading elm
silent wadi
#

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...

silent wadi
# fading elm thank you very much for your service sorry to bother🖤🥰

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

frigid ice
#

Hi, so. . .

Projectiles that are moving at high velocities seem to hit surfaces earlier than intended. How do I circumvent this?

frigid ice
#

but it always seems to hit entities/blocks too early

night tiger
#

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

frigid ice
night tiger
#

i don't think I can help but i'm curious what you're making

frigid ice
# night tiger what do you mean?

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.

night tiger
#

so a faster lingering potion?

frigid ice
#

I think I made a showcase somewhere in #1046947779118895114

frigid ice
night tiger
#

nice

frigid ice
#

Oops I don't think it linked properly

night tiger
#

i found it

#

are you sure it isn't a gravity thing?

#

splash potions do the same thing

frigid ice
#

Nope

night tiger
#

the lingering effect sets ground level as whatever the level it hits is

#

one sec for video

frigid ice
#

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

night tiger
#

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

frigid ice
frigid ice
night tiger
#

you're fine. Idk how to help that

frigid ice
#

I can actually make it drop down to the ground with a simple spreadplayer command animation-controller

frigid ice
night tiger
#

Does anyone know of events that are shared between different entities?

frigid ice
#

I don't know, sry

night tiger
#

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?

night tiger
frigid ice
#

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

night tiger
#

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

frigid ice
#

Sure

#

Hold on...

#

So palpable

fervent whale
#

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??

fading elm
#

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

silent wadi
#

Can your entity get a geometry without you knowing about it.... sneaky buggers...

fading elm
#

?

silent wadi
#

Point is... if you assigned the geo, then.....perhaps you can set a variable (variant, mark_varient, skin_id) to an array code

fading elm
#

ah I see

fading elm
#

though it has to be from resource pack 👍

forest kraken
#

Does the "on_spawn" event or whatever it's called work on player?

#

*entity_spawned

glacial summit
#

anyone had any issues with permutations not being applied properly even though the property has changed?

silent wadi
glacial summit
#

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

silent wadi
#

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

glacial summit
#

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

silent wadi
#

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...

glacial summit
#

nope that's how it works

silent wadi
#

as many entity files as I have seen.. never seen it do like a block does.... is this an old format or something

glacial summit
#

nope

silent wadi
#

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"]}}
}

night tiger
#

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?

silent wadi
#

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....

glacial summit
#

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

glacial summit
#

although oh no!

#

It's outdated

silent wadi
#

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

wooden radish
#

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^^

fading elm
forest kraken
forest kraken
silent wadi
# forest kraken Does anyone know?

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)

forest kraken
#

I asked cause that was when I started but now I've made my first iteration so I shall see if it works

night tiger
#

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

wooden radish
#

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?

forest kraken
#

Could you make the model bigger?

forest kraken
#

And perhaps send a section of your code?

fair swift
#

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?

queen wharf
#

anyway that'll be your geo size

#

so you needa like make your model bigger then reimport

#

pretty sure

wooden radish
#

okay thank you

distant sky
#

is it possible to stop a sound effect that plays in an animation when I stop playing the animation?

deep kettle
dawn coyote
#

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?

ruby cape
#

Anyone familiar with making Furniture with entities and barrier blocks? Plz ping I have questions

ruby cape
#

Mob moves when barrier block is placed after spawning

kind charm
#

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

ruby cape
#

I want to stop it from moving after a barrier block being placed

kind charm
ruby cape
#

A solid mob

#

Basically furniture

delicate scarabBOT
ruby cape
#

That doesn't help but thank you

distant sky
wheat surge
deep kettle
ruby cape
frigid ice
#

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.

ruby cape
#

Ive never tried that but that sounds interesting 🤔

spring orbit
#

anyone know how you can make a mob press a button?

grim pine
#

can someone plz help me in my post 🙏 🙏

undone axle
#

What exactly defines what gear a mob spawns with?

#

Eg. Why does a skeleton spawn with a bow?

slow jewel
#

Possible to lock and rotate an entity so it’s aligned with the block and coord on spawn?

silent wadi
undone axle
#

I managed to find it

#

It’s a loot table

silent wadi
#

and a component calling that loot table

spring orbit
#

i believe

grim pine
#

@spring orbit are u good with entites?

#

i really need help 😣

spring orbit
#

i mean

#

maybe

#

depends what you need

grim pine
#

check me post "am i doin this right"

#

i really needa get it fixed in the next hour

#

so i can reopen my realm

slow jewel
#

what type of bp event can i do to run commands if a player is standing on the entity

subtle glade
#

How do you make my entity attack using projectile??
Like blaze for example, who plays fireball

frigid ice
#

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.

lost jungle
#

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)

subtle glade
lost jungle
#

assuming a test for what family the target entity is?

frigid ice
#

I observed the witch's behaviour file to make it

deep kettle
#

And interact component

lost jungle
#

ok 👍
Thanks

I'll have to rethink the groups and components for this lol.

deep kettle
#

each group can have different property then u can use q.property to render/hide the saddle in RPRC

lost jungle
#

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.

modest galleon
#

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

lost jungle
deep kettle
#

RPAnim RPAC BPAnim BPAC are 4 things

modest galleon
#

Wait so entities playing commands is stored in animation_controllers?

deep kettle
#

Kinda

#

Both BPAC and BPAnim can both run cmd from entity

#

Quite easy to understand lol

lost jungle
# deep kettle 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.

deep kettle
#

Isn't it Hippo super dangerous and deadly

#

Should we encourage people to ride it though 💀

lost jungle
#

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.

deep kettle
#

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

lost jungle
#

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.

wanton venture
#

Hello there 👋
How can I change an entity’s variant according to a tag from /tag?

silent wadi
#

well the event has to add a component group that sets it

wanton venture
#

Got it, thank you!

fair swift
#

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?

frigid ice
#

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.

modest galleon
#

Can I make minecraft:collision_box rectangular by adding a “length” value?

modest galleon
#

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

modest galleon
#

Is it the same for entities?

silent wadi
#

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.

fair swift
#

@frigid ice thanks!

undone axle
#

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

severe lake
#

how can i constantly run a command in the entity

silent wadi
severe lake
silent wadi
#

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

severe lake
nimble bramble
#

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.

merry sapphire
#

is it possible to make an entity press a button? like how arrows can

full obsidian
#

is it possible to make custom variants?

wanton venture
#

You can add your own variants using minecraft:variant

full obsidian
#

how

#

like test_variant?

#

minecraft:test_variant?

#

i want a custom variant component

silent wadi
#

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

full obsidian
#

and is it other way to detect a value with a component with a query.blahblah == 1???

silent wadi
#

?

full obsidian
#

if there's any way with a component in bh put a value in there, and then detect it with a query.(component) = value

silent wadi
#

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

ruby cape
#

how can i have a spawn egg only accessible through cmds. Like remove it from the creative menu but still accessible?

spring orbit
mortal oyster
#

anyone know how to play animation when an entity spawns and after that animation despawn the entity?

ruby cape
#

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

deep holly
#

My entity is moving when the tnt is explod or when water or lava how can i fix that ?

#

@ruby cape

ruby cape
#

@deep holly Look at the physics component and set the collision to false. See if that works

deep holly
#
{
  "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

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

deep holly
#

Yep

#

Just an entity

#

No take a damage

#

Not moving

#

Just that's what i need

ruby cape
#

Is it like a checkpoint?

deep holly
#

Yeeep

#

Exactly

ruby cape
#

I think you can just do that by using a cmd block

#

Like a cmd doing set spawn point

deep holly
#

No i need a entity

#

Because i mad a waypoint addon just for that's

ruby cape
#

I would set the collision box at 0.001 for width and height

#

And add the custom hit box component

deep holly
#

But this has nothing to do with what I want

ruby cape
#

Set the collision_box to false in the physics component

#

And test it

deep holly
#

Jsut for gas gravity!?

#

Has*

ruby cape
#

Huh

ruby cape
#

Also I think the format version has changed?

#

You may have the old version

deep holly
#

Sooo what is the last version

ruby cape
#

"Minecraft: physics":{"has_gravity": false, "has_collision": false}

#

I think 1.19.0

deep holly
#

What does mean has_collsion

#

I know the collision_box is the hight and width of the entity just

ruby cape
#

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

mortal oyster
#

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.

#

?

modest galleon
#

“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

nova plume
#

try factory reset

modest galleon
#

I won’t lose any of my work though right?

#

As long as it’s stored in the addon files?

modest galleon
#

Alright thanks that worked

modest galleon
#

[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?

modest galleon
#

Wait are lead locators simply bugged?

gleaming pewter
#

Can I make custom falling block?

#

Using custom entity?

fervent whale
#

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

proper ravine
#

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?

wanton venture
#

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

proper ravine
# wanton venture make an event call the component group with the variant

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
wanton venture
#

I see nothing that adds the component group here

#

read the info in the link, it may help

proper ravine
#

that is actually what i need to know

#

how?

wanton venture
#

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"
                ]
           }
      }
wanton venture
proper ravine
#

So like this?

            "add": {
         "component_groups":[
           "hk:reload"
                ]
           },
                    "trigger": {
                        "event": "hk:reload",
                        "target": "self"
                    }
            },```
jade spindle
#

Where can i find the player's eating/drinking animation in the resourcepack sample?

jade spindle
#

I can't seem to find it, i wanted to modify the animation

fervent whale
jade spindle
#

But i still wanted to get the original animation

#

Was it just wasn't provided in the rp sample?

fervent whale
#

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

whole turret
#

it's possible ?

#

When the entity appears it automatically plays this animation?

frigid ice
#

shouldn't it be a controller animation?
This is in the behaviour pack

whole turret
#

Yes i know

wary flax
#

it should work

torpid cove
#

How do I make my entity unhookable with a fishing rod?

fast marsh
#

@torpid cove /execute positioned as @e[type=your_entity] run kill @e[type=fishing_hook,r=2]

#

have that run on a loop

torpid cove
#

Damn

#

No better way?

fast marsh
#

lemme see

#

don't think so

fervent whale
#

Can i stop player eating sound for certain food w/o experimental mode

wanton venture
#

Eh, probably using /stopsound command

fervent whale
#

Doesnt work quite well

#

That sound plays more than 1 time, using stopsound only stops 1 time

wanton venture
#

Run it on_consume in the item food file

fervent whale
#

Require experimental?

wanton venture
#

Yes

fervent whale
#

🙂

#

any solution w/o experimental?

wanton venture
#

Maybe an animation controller if there is a query for consuming items

#

?queries list

delicate scarabBOT
wanton venture
#

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

fervent whale
#

But even using that, doesnt work quite well either. Animation timeline doesnt always align with the time the sound started playing

wanton venture
#

Hm, I don’t have many other ideas really

fervent whale
#

Nvm, found it out already 😅

#

Turns out i need to set the use_duration to 99999

#

Sounds doesnt make sense, but somehow worked

frigid ice
#

?variables

delicate scarabBOT
wary flax
#

Could just replace the sound file for eating with silence

modest galleon
#

Where in gods name are entity materials in bedrock samples

scenic pendant
#

How do I make the name of the npc appear if I approach it 5 blocks?

fast marsh
gloomy hemlock
#

not sure

sharp reef
#

entity_sensor component?

gloomy hemlock
#

thats for events

deep kettle
ruby cape
#

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.

ruby cape
#

also do you know how i can make it solid for the player to stand on without using the stackable component?

deep kettle
#

Then runtime_identifier as minecraft:boat

deep kettle
#

Boat will do that

ruby cape
#

i have a dummy entity riding my real mob with the runtime identifier

ruby cape
deep kettle
#

Then no

#

Hmm

#

@ruby cape

ruby cape
#

no my mob does not have the runtime

#

the entity that is riding it has the runtime

deep kettle
#
"big_wave_probability": 0,
 "big_wave_speed": 0,```
#

Try to change these to false and 0

#

"minecraft:floating"

deep kettle
ruby cape
deep kettle
#

Can u explain again?

ruby cape
deep kettle
#

DOnt use my mob

#

Use thing like Mob A, B

#

Cause it seems like u have 2 mobs

#

Its confusing lol

ruby cape
ruby cape
#

Mob B is riding Mob A

deep kettle
#
"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

ruby cape
#

@deep kettle

wooden ocean
#

I've been exposed

deep kettle
#

Delete minecraft:floats_in_liquid . Set base_buoyancy: 0; drag_down_on_buoyancy_removed: 0

#

apply_gravity: true

wooden ocean
#

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

sleek kettle
#

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

solar jungle
#

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
          }
        ]
      },
deep kettle
flint light
#

i wanna add custom player animations but i dont have a player model and its not in the sampels. where do i get one?

frigid ice
#

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?

past shard
#

I want to get the state of an entity via its animation loop to apply or not damage via the minecraft:entity_sensor

deep kettle
past shard
#

Yes

deep kettle
#

Use molang then?

waxen warren
#

Anyone know how to make a right click villager npc

wanton venture
#

minecraft:npc component

waxen warren
#

@wanton venture

#

What will it look like if I put it in a code

wanton venture
#

"minecraft:npc": {}

frigid ice
#

Why doesn't definition_event work in projectiles anymore?

deep kettle
#

It still works?

frigid ice
#

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

frigid ice
#

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 🥲

frigid ice
deep kettle
#

so

#

Assume that ur projectile will send an event to the target called freeze right?

frigid ice
#

Yes

deep kettle
#

Send the event part

frigid ice
#

A run_command

deep kettle
#

?

frigid ice
#

"events": {
"freeze": {
"run_command": {
"command": [
"effect @e slowness 4 4"
]
}
}
}
}
}

deep kettle
#

Have u tried the event of the target itself?

frigid ice
#

An event inside the entity?

#

Interesting

deep kettle
#

The projectile?

frigid ice
#

Yes

#

It once worked in 1.16.100

#

now idk

deep kettle
#

???

#

Im very confused rn

#

Why not use on_hit?

#

@frigid ice

#

Try this

frigid ice
#

definition_event is inside on_hit

#

hold up maybe I should have sent my code 😂

deep kettle
#
"definition_event": {
    "affect_projectile": true,
    "event_trigger": {
        "target": "self",
        "event": "freeze"
    }
},
frigid ice
#

Hmmmm

#

Trying it rn, thanks

frigid ice
severe lake
#

how do i use schedule to make a loop?

ruby cape
#

anybody know if this is the right filter for properties?

"filters": {
  "test": "has_property",
  "domain": "sprout:skin_variant",
  "value": "1"
},```
silent wadi
#

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 ==

severe lake
silent wadi
#

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

severe lake
severe lake
silent wadi
#

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

severe lake
silent wadi
#

it is just about manipulation

silent wadi
#

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

severe lake
#

Do i change both minimum and maximum?

#

I tried 1 and 20 for both values

severe lake
silent wadi
#

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?

silent wadi
#

also... animation controller is great for handing some stuff

severe lake
silent wadi
#

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

severe lake
#

Alright ill try that tomorrow thanks

rotund arch
#

is there a way to make it so on entitys death it adds a scoreboard to a player

silent wadi
#

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

fervent whale
#

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??