#Entities General

1 messages · Page 3 of 1

deep kettle
#

What is that behavior that allow mob to fight back?

frigid ice
#

behavioe.hurt_by_target i think

ruby cape
#

for the minecraft:spawn_entity component are there any other options for the spawn_method? as of what ive seen in the documents, it only has "born"

dawn coyote
#

hi there, is it possible to use target_nearby_sensor on a NPC to execute a function when a player is in range and another on out of range?
not sure if there is an equivalent, the function must run as the player, I triend entity_sensor but I cannot change the target to run as player/target, any idea?

merry sapphire
#

what does minecraft:stackable do

past shard
#

Quick question: can we do this?
"timeline": {
"0.0": [
"q.enum_property('spike:type') = 'spike:open'"
],
"5.0": [
"q.enum_property('spike:type') = 'spike:close'"
]
},
and retrieve it in an event_filters

silent wadi
silent wadi
silent wadi
silent wadi
# merry sapphire what does minecraft:stackable do

You mean minecraft:is_stackable, right?

Not much documentation on it, but seems to make it more solid. See examples of usage on the mob links on this website. https://learn.microsoft.com/en-us/minecraft/creator/reference/content/entityreference/examples/entitycomponents/minecraftcomponent_is_stackable
https://wiki.bedrock.dev/entities/solid-entities.html#minecraft-is-stackable

merry sapphire
#

Is it possible for items/armors to have emissive textures too like those for entity's skins?

keen orbit
#

Can anyone help me with something? Is that I need an animation controllers from the resource pack

past shard
silent wadi
# past shard Oh! Thanks ! Do you know how to do it?

create events or I am sure you have events to run for spike open and close.. in the AC, run the events.. @s eventname
You cannot update properties in the AC... so the sentence above... or run an event to set the property
a 3rd way is to create a variable in the AC, like v.spike_close or v.spike_status, update that in the AC and you can access it in the behavior file (any molang stuff).

Different routes to take, depending on your needs

night tiger
#

Are minecraft:underwater_movement and minecraft:water_movement functional on players? Neither one appears to change swim speed

#

minecraft:lava_movement doesn't do anything either

proper ravine
#

Does someone here know how to put particles when a projectile hits a block or an entity? like a snowball

nimble bramble
#

How would one fire an event on an entity if at any point they pass a series of filters? I tried using minecraft:entity_sensor and making it try to detect itself, but it didn't seem to work.

proper ravine
deep kettle
proper ravine
#

ah

deep kettle
#

minecraft:projectile on_hit trigger an event that trigger a property; then BPAC use Molang to spawn the particle

proper ravine
#

I mean how do you detect it when it hits an entity? block works but the entity how?

proper ravine
#

how?

#

can you provide an example?

deep kettle
#

Oh wait

#

@proper ravine

#

Use the particle_on_hit parameters instead

proper ravine
#

I've tried that

deep kettle
proper ravine
#

it doesn't work with custom particles

deep kettle
#

Then BPAC

proper ravine
#

It works with vanilla particles

deep kettle
#

Cause u can do cmd with BPAC

#

/particle

#

I love BPAC, super useful for all kind of thing

proper ravine
#

but how can i detect the projectile when hitting an entity?

deep kettle
#

Read the doc bruh

deep kettle
#

projectile has a parameter call on_hit

#

Inside on_hit has sub parameters called definition_event

#

Basically, if the projectile hit anything include entities/blocks, it will trigger the event u put in definition_event

#

@proper ravine I think you should try to read the doc, then scroll down the example section and frakenstien the code, the paste it here so people fix it for u

proper ravine
#

Yeah sorry i don't know where to find the docs or if I'm in the right documents

deep kettle
#

KEYWORD: Frakenstien the example code...You will learn from that and other people at least has something to fix

proper ravine
#

thank you so much

deep kettle
#

Tbh, it would be faster that I make the component for u, but, the point is forcing u to learn how to make it lol

proper ravine
steady orchid
#

Does anyone know if modified vanilla mob jsons can override with other modified vanilla mob jsons from other addons?

wanton venture
#

Any entity behavior works like player.json

steady orchid
#

oh alright

nimble bramble
past shard
visual orbit
#

I created a cow that can eat grass, but it doesn't do the animation of lowering its head and eating the grass, how do I solve this?

(anyone who knows can ping me)

sleek kettle
#

how can you execute commands in entity components? like if i had an event that triggered a /give @p command

deep kettle
#

Only BPAC can

deep kettle
past shard
# deep kettle Send code
    "format_version": "1.8.0",
    "animations": {
        "animation.model.test": {
            "loop": true,
            "animation_length": 5.5,
            "timeline": {
                "0.0": "/say this will trigger instantly",
                "3.0": "/say this will trigger after 3 seconds"
            },"bones": {}}}}```
deep kettle
#

Why there's bone in there?

#

Where is this code?

past shard
#

RP/animations/test.animation.json

deep kettle
#

Only BPAnim can run command

#

RPAnim cant

past shard
#

Oh !

#

As a result, there are two animation files, one on the server side to manage commands,... and another to manage the client side. Is that correct?

deep kettle
#

Yeah

severe lake
#

how do i make a entity spawn minions only in combat?

deep kettle
#

If that entity detect its enemy (entity sensor)

#

Then trigger an event to another component group that has the spawn entity component to spawn minion

severe lake
deep kettle
#

I wouldn't recommend u to use it

severe lake
deep kettle
#

If u want something that react instantly, use Molang instead

#

BPAC

#

query.has_target

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query.is_angry

#

You can use these 2

#

then use BPAC to spawn the minion too

#

No need for component group and event

severe lake
deep kettle
#

You can add conditions and more to BPAC

#

When will it run, in what condition..blah blah blah

severe lake
deep kettle
#

But when u master it, BPAC is super powerful

severe lake
deep kettle
#

timer?

#

If u want time then either use component timer or use BPAnim

severe lake
deep kettle
#

Its hard to explain this part

#

You should use BPAnim for the count down

#

{
    "format_version": "1.10.0",
    "animations": {
        "animation.your_entity.summoning_minion": {
            "loop": false,
            "animation_length": 35,
            "timeline": {
                "0": [
                    "/summon minion ~ ~ ~",
                    "/summon minion ~ ~ ~"
                ],
                "30": "/say coolDownOver"
            }
        }
    }
}
#

BPAnim look like this

#

@severe lake

#

You need to setup a event and property system to interact with the BPAC

deep kettle
#

This BPAnim already has cooldown

#

No need for property

severe lake
deep kettle
#

See the timeline?

#

Until the timeline over

#

Which is 30

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It wouldn't /summon more minions

severe lake
wind spear
#

does anyone have an entity that looks exactly like a spawner?

#

gonna make a fake block out of it

wind spear
#

im making a fake block with an entity

where does this part go? animation_controller or something?

sleek kettle
#

Can anyone show me an example of how to use the experimental component “minecraft:run_command”?

sleek kettle
#

nevermind, I got it

wind spear
#

anyone make a fake block before?

i'

#

i've made it, but i have an offset issue somehow

silent wadi
#

-8 0 -8

wind spear
#

wait for the geo

#

@silent wadi

silent wadi
#

I am 95% sure that that is it.. I've looked at and manipulated enough of them to recognize that....

#

Unless your pivot is off... and

wind spear
#

{
    "format_version": "1.12.0",
    "minecraft:geometry": [
      {
        "description": {
          "identifier": "geometry.mob_spawner",
          "texture_width": 64,
          "texture_height": 64,
          "visible_bounds_width": 2,
          "visible_bounds_height": 2.5,
          "visible_bounds_offset": [0, 0.75, 0]
        },
        "bones": [
            {
              "name": "root",
              "pivot": [0, -0.75, 0],
              "cubes": [
                {
                  "origin": [-8, 0, -8],
                  "size": [16, 16, 16],
                  "uv": [0, 0]
                }
              ]
            }
          ]
      },
      {
        "description": {
          "identifier": "geometry.broken",
          "texture_width": 64,
          "texture_height": 64,
          "visible_bounds_width": 2,
          "visible_bounds_height": 2.5,
          "visible_bounds_offset": [0, 0.75, 0]
        },
        "bones": [
          {
            "name": "root",
            "pivot": [0, 0, 0],
            "cubes": [
              {
                "origin": [-8, 0, -8],
                "size": [16, 16, 16],
                "uv": [0, 0],
                "inflate": 0.1
              }
            ]
          }
        ]
      }
    ]
  }
  ``` sorry here is the file
#

@silent wadi thanks for helping me btw, i hope you can see the file

#

i also can't figure out how to make the broken effect

#

the tutorial doesn't really explain it all that well

silent wadi
#

That looks right, lemem find one I have like that with out the uv

wind spear
#

okay

silent wadi
#

Change the pivot to 0 0 0

wind spear
#

okay trying

#

still floating

silent wadi
#

Not familiar with broken effect... would that not be a texture change?

wind spear
#

didn't seem to change it. its a very strange setup for fake blocks

#

the tutorial has 1 block, 2 entities to make it happen

silent wadi
#

Did you close and re-open? What is strange about it....

wind spear
#

not client just wor;d

#

world

wind spear
#

not the pivot

#

having the 3

#

files

wind spear
#

but the transforms into the higher spot

silent wadi
#

It is still doing that with pivot 0 0 0?

wind spear
#

yeah its weird

silent wadi
#

What do you mean by 3 files

wind spear
#

let me share it all in zip

silent wadi
#

and make sure your geo names seem uniquish... never know when normal stuff has same name as vanilla... but if same shape, just need one genric file. You can use it on anything that shape... so like geomtry.block_16x16x16

#

each block does not need it's own geo unless there is something different about it.

wind spear
#

@silent wadi

silent wadi
#

What am I look for?

wind spear
#

do you have any fake blocks i can look at for a template?

silent wadi
#

you do not need the bone part, so just leave it out

wind spear
#

ohhhhhh

#

maybe then let me look thank you

wind spear
#

thank you for the help!

wind spear
#

how do i change my spawn egg to a custom texture?

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all i see is the coloring of the egg in the client entity

#

nvm found instructions

untold radish
#

not 100% sure tho cause i dont actually know lol

wind spear
#

did you see my post

untold radish
#

nope

wind spear
#

not post, just main general

lone egret
#

im trying to change boat model but im having this problem :/

lone egret
#

weird why it still use the default boat texture even if i set the default texture path to my model texture :/

fast marsh
wind spear
fast marsh
#

client

wind spear
#

okay testing

wind spear
fast marsh
#

png limit i think so like 16k by 16k

wind spear
#

dang ok

fast marsh
#

but i recommend anywhere from 16x to 512x

#

16x and 32x are the most common

wind spear
#

awh okay, well lets see i might need more assistance

#

its just invisible icon

#

still not showing up wanna check i have done everything?

#

nvm, i g2g

fast marsh
#

alr cya

wind spear
#

thanks for the help i did get 😄

#

my bad for leaving at this time

deep kettle
wind spear
severe lake
severe lake
#

nvm i got it

severe lake
deep kettle
#

BPAC

severe lake
# deep kettle Send ur code
            "initial_state": "default",
            "states": {
                "default": {
                    "transitions": [
                        {
                            "angry": "query.has_target"
                        }
                    ]
                },
                "angry": {
                    "animations": ["summonguards_animation"],
                    "transitions": [
                        {
                            "default": "!query.has_target"
                        }
                    ]
                }
            }
        }```
deep kettle
#

And BPAnim

severe lake
# deep kettle And BPAnim
    "format_version": "1.10.0",
    "animations": {
        "animation.wolf.summoning_guard": {
            "loop": false,
            "animation_length": 35,
            "timeline": {
                "0": "/function generate/forest/wolfguard",
                "30": "/say coolDownOver"
            }       
        }
    }
}```
deep kettle
#

In the 0 timeline

#

Can you set another /say Start summoning

#

Then in game check for if ur wolf loop the /say start summoning?

#

Cause maybe q.has_target fire every tick if it has target

severe lake
#

ty

deep kettle
#

Lol

#

You can make a proprty system

#

Use the same entity

#

But the minion has minion property and set the BPAC not to run on q.property === minion

severe lake
#

also my entities go faster with slowness how do if fix this

deep kettle
#

Variant works just fine

#

But property is created for this type of thing

#

To replace variant

severe lake
deep kettle
#

Not in my knowledge

#

If u need to differentiate then use different components group with different family type then

severe lake
#

i see thank you

cursive geyser
#

anyone here available to help me with something rq

cursive geyser
severe lake
#

is player attack added to weapon damage?

deep kettle
cursive geyser
# deep kettle subject: other?

yea i already knew it’s self and other but i was wondering why it’s not included in the docs BUT my actual question was regarding this, wait

deep kettle
#

You filtering out the damage cause by none_"other" then the subject so...

cursive geyser
# deep kettle You only need other tbh?
        "minecraft:damage_sensor": {
          "triggers": [
            {
              "on_damage": {
                "filters": {
                  "all_of": [
                    {"test": "has_tag","subject": "self","value": "blue"},
                    {"test": "has_tag","subject": "other","value": "blue"}
                  ]
                }
              },
              "deals_damage": false
            }
          ]
        },
#

that

#

so

#

i wanna make multiple damage sensors for it or loke

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or like**

#

so players who share the same tag including either red or blue can’t damage others who have the same tag

#

if i’m on the red team i can’t damage people on the red team, if i’m on the blue team i can’t damage people on the blue team

deep kettle
#

Use family instead

cursive geyser
deep kettle
#

has_tag in my testing doesn't update that quick

deep kettle
#

Using component group

#

So in 1 player.json
make 2 new component groups called: team red / team blue

#

Each component groups has family components, then you can assign team in game using /event on the player

#
"minecraft:damage_sensor": {
    "triggers": [{
        "on_damage": {
            "filters": {
            "all_of": [{
                "test": "is_family",
                "subject": "other",
                "operator": "==",
                "value": "team_red"
            }]
            }
        },
        "deals_damage": false
    }]
},
#

This should work

#

@cursive geyser

cursive geyser
#

thank u i’ll test once i get home 😋

severe lake
# deep kettle No

are you sure it says my item does 2 dmg but it does 3 and 52 if i set attack to 50

deep kettle
#

Can u do some testing plz

#

Minecraft mechanic may change

severe lake
deep kettle
#

Hmm

#

Then it must combine then?

gaunt dirge
# severe lake

pretty sure when attacking it adds 1 because it's like bare hands + item dmg

cursive geyser
cursive geyser
deep kettle
#

And in each component groups have the same components with different configurations

#

Read the doc plz

wind spear
#

does this look off?
"minecraft:environment_sensor": {
                "triggers": {
                    "filters": {
                        "any_of": [
                            {
                                "test": "is_block",
                                "value": "minecraft:air"
                            },
                            {
                                "value": "desme",
                                "test": "has_tag",
                                "operator": "=="
                            }
                        ]
                    },
                    "event": "despawn"
                }
            },

testing whether the entity is inside air (normally inside a custom block)
or

has the desme tag

#

i am probably wrong with the test, any help would be great

stiff wave
#
{
    "format_version": "1.8.0",
    "animations": {
        "animation.fxnt.ops_run": {
            "loop": false,
            "animation_length": 1.2,
            "timeline": {
                "0.0": [
                    "/title @a actionbar @s is sleeping"
                ],
                "1.0": [
                    "/time set sunrise",
                    "/weather clear 36000"
                ],
                "1.1": [
                    "/time add 2000",
                    "/title @s actionbar Good Morning"
                ]
            }
        }
    }
}```
#

anyone have any ideas why it only runs the first keyframe? it broke after this last update

deep kettle
#

Send the BPAC that trigger this and BP entity.json

#

Maybe the problem is in BPAC or how the Entity.json is structured

wind spear
severe lake
#

how do i make entities work with slowness? it works fine until they attack

tribal glen
#

the is_alive animation controller doesnt seem to be working anymroe after the update for the player

#

anyone have a solution?

tribal glen
#

and now it doesnt

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its inconsistent bruh

deep kettle
#

Just an animation

#

query.above_top_solid

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The blue tall creature is set at 2 block height

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So when it get in a 2 block height hole, the query get triggered and play the animation

#

Not that hard LOL

faint canopy
#

Evening all, does anybody know if its possible to randomize a villagers trade after the player buys them all??

scenic pendant
#

How i can make my custom zombie everyday get stronger and more faster

deep kettle
deep kettle
scenic pendant
deep kettle
#

You need something to record time right

#

Either use scoreboard that use cmd block or dummy entity

#

The game use tick as its time

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20 ticks = 1 sec

#

So, use the dummy entity with BPAnim or Cmd Block to add 1 score every 20 ticks and basically u just made clock that store time

#

Then use another cmd block or the same dummy entity to affect the zombie with whatever effect u want base on the stored time

scenic pendant
#

Um

#

Thx

scenic pendant
deep kettle
tame bobcat
#

Can you control render controller arrays with entity properties instead of query.variant?

tame bobcat
#

yeah

deep kettle
#

I dont see why not

tame bobcat
#

I have this
"Array.colour[query.property('colour')]" didn't seem to work

#

unless I did something wrong

deep kettle
#

Does query.property('colour') output as number?

#

Wait

#

array.colour?

tame bobcat
#

that's the texture array

deep kettle
#

Brit English lol

tame bobcat
#

Yes

deep kettle
#

Hmm

scenic pendant
# deep kettle event to do what?

Exemple:
On the first day
This event run

"minecraft:zombie_stronger": {
  "minecraft:attack": {
    "damage": 5
  },
  "minecraft:movement": {
    "value": 0.25
  }
},
"minecraft:zombie_faster": {
  "minecraft:movement": {
    "value": 0.35
  }
}```

In seconds day
```js
"minecraft:zombie_stronger": {
  "minecraft:attack": {
    "damage": 6
  },
  "minecraft:movement": {
    "value": 0.27
  }
},
"minecraft:zombie_faster": {
  "minecraft:movement": {
    "value": 0.40
  }
}```
........
deep kettle
#

Sure

#

Then use /event

#

Use execute to detect score then /event

scenic pendant
#

Yes

deep kettle
#

If timestamp is in range of day 1 then run /event that trigger day 1

scenic pendant
#

Yes

scenic pendant
#

Or 10 days

deep kettle
#

Not sure

scenic pendant
#

Um

deep kettle
#

Ask somewhere else if the moon phase is hardcoded

scenic pendant
#

Ok

full obsidian
#

Why is my material not working?

{
"version": "1.16.0",
"materials": {
"example_material:entity": {
"+states": ["DisableDepthTest", "DisableDepthWrite"]
}
}
}

heavy wraith
#

Hello all, I'm currently trying to make a entity mod using blockbench and bridge.
I have been reading through documentation and even the many topics here.
But I can't seem to figure out if I can create this "Static Golem" idea that can summon lightning to attack and every few minutes has a static discharge(in any weather and more so in rain or thunderstorms).

The Charger is based on the witch and evoker but with pillager ai, so that it attacks villagers and even joins raids.
I was hoping to get the lighting to hit it say every 5 minutes and do lightning damage to all mobs and blocks in a 8x8x8 radius, with the Charger being immune to the lightning damage.
Which is why I based it off the witch as well so it can use fire resistance potion, water breathing potions, and healing potions.

I wanted to use lightning rods in a specific radius around, above, or below to direct the Chargers attack to guide it in specific directions. would lower the wait time for the next static discharge.
Villagers hit by this static also change into witches, with a 1% chance to change into a Charger

In summary the Charger is a custom Pillager entity mob that uses electricity(lightning) to attack and defend, similar to witch, evoker, and illusionist. It's quite rare and only 2 spawn a Pillager Outposts during rain or thunderstorm, but once spawned they don't despawn similar to the witch.

Edit: I did create 2 versions so far one based on a evoker and one based on a witch.
Using "minecraft:lightning_bolt" to replace the evoker spells. It sort of worked but
Trying to get the distance it can active and also to get it to use healing potions or fire resistance potions has been fun to say the least.
The other one I based off a witch just refuses to summon the lightning bolt and only uses the potions like a normal witch. So more testing is needed for sure

Any advice or direction would be greatly appreciated.
Thanks in advance.

severe lake
#
                            "cause": "all",
                            "deals_damage": false,
                            "on_damage": {
                                "filters": {"test":"has_damage","value":"fatal"},
                                "event": "test"
                            }
                        }``` this won't run when entities deal 1 damage how do i fix this
lone egret
#

how can i detect if player is looking at specific entity then title command will run?

modest tapir
#

so... i want to make a custom cape animation for my mob like the cape that the player has, how can i do it?

#

i already try the cape_flap_amount but it does not work

silent wadi
# heavy wraith Hello all, I'm currently trying to make a entity mod using blockbench and bridge...

A couple of things. A lot of people are not going to read all that. I'm the type that would but I've noticed a lot of people and not so much. It probably needs its own post in the forum because it's going to get lost in here as people don't always scroll back to see what they missed because they assume that it's maybe covered. So up to you to create a post for it and then come back and delete this one so that no one harps on you about posting into places. I'm not saying that you're going to get a bite but at least it will not get lost. And maybe some hardcore person that likes a good challenge will come along and help you

silent wadi
#

And you may need to show the rest of your damage sensor in case there's something else catching that one

deep kettle
#

As much as I want to help, Im not gonna read all of that

fair swift
#

I saw a thread in items about adding the good holiday creator features into the base game and depreciating the bad ones. Does anyone know what the timeline on that for entities might be? I'm looking forward to using the run command part of entity events without experiments.

deep kettle
severe lake
silent wadi
#

from the little damagers

severe lake
silent wadi
severe lake
silent wadi
#

See if there is a difference if you just id him as the attacker

severe lake
#

huh

silent wadi
#

change to is_family wolf

#

see if that is stopping his attack damage

#

If you can reproduce this each time, that the change in attack damage =1 by passes the filter of fatal damage, but if you specify the family of that same attacker, then you have the proof you need for a bug report

quasi lily
#

Is it impossible to modify armor_stand.json? damage sensor don't work with it

wanton venture
#

You should be able to modify it without issues.

deep kettle
#

Like in gamemode 1, u can 1 hit it and it despawns

fair swift
#

Can entities emit light without doing something like setting the block they're on to a light block?

blazing galleon
#

Is it possible to change the texture of an entity with an event command?

wanton venture
#

Yes it is, make the event add the component group with the entity variant you want.

toxic temple
#

how do you make an entity float in water?

silent wadi
# blazing galleon Is it possible to change the texture of an entity with an event command?

You will need to thoroughly understand this topic to be able to do it. It involves setting up multiple textures for your entity first, then setting up which variable you will use to be able to switch it out. You will set up a component group for this, which will have an event add that component group. The event is what you can call from the command line. https://wiki.bedrock.dev/entities/render-controllers.html

#

There are already several mobs that have this that you can study. The cat, fox, frog, rabbit... any that can have a different skin. The sheep works a bit different tho, so do not use as your example. After you understand the rendor contollers a little, look at those files to see how they do it. They may not all use the same method.

blazing galleon
#
                "add":{
                    "minecraft:variant": {
                        "value": 1
                    }
                },
                "remove":{
                    "minecraft:variant": {
                        "value": 2
                    }
                    
                }
            },```
#

So if i have three textures for my mob, and I want to specific an event that will remove the current variant and put a different one, I can do this right?

#

Removes variant 2 for variant 1 when the event "example:variant1_2" is called

blazing galleon
#

nvm, got it working!

scenic pendant
#

Is that possible to make my custom entity after harvest wheat put it in chest

#

I use
minecraft:behavior.harvest_farm_block

fading elm
#

How do I make the second layer of a regular skin appear on the entity

#

The skin has an outer layer but it doesn't show

#

This is my first time working with entities so I am a bit silly

little cloud
#

And make sure it's set to visible in the render controller

fading elm
little cloud
#

Did you make the model?

fading elm
maiden pawn
#

Hi, I need some help with fake block entity, I followed the steps, not sure if here is the right place to apply that code.

kind charm
lone egret
#

like this

...
"animation.name": {
    "bones": {
        "name": {
            "rotation": [
                0,
                "-q.body_y_rotation + (Math.round(q.body_y_rotation / 90) * 90)",
                0
            ]
        }
    }
}
...
maiden pawn
#

ohhhhhh, ok I understand now

#

thanks alot everyone

maiden pawn
#

need help with creating fake blocks, can pay for your time please contact me. So I want to make furnitures that are 2x2 size, Minecraft doesn't support block that size, so I want to use entities to make furnitures, but the problem is placing entities are always on an angle, I've tried to follow the fake block tutorial page but still couldn't do it, if anyone could make a video tutorial please contact me, thanks alot.

keen pewter
#

Tricky issue here.... I made a ravager rideable by copying components from a horse
but...
I can't get it to auto-jump one block heights like the horses can
is this hardcoded behavior?

There used to be a component called foot_size that was perfect for this.. but they removed it.

sudden musk
#

Jump static?

#

I think that’s the component

#

Not sure

keen pewter
# sudden musk Jump static?

tried playing with different combinations of jump.static, jump.dynamic, horse.jump_strength, can_power_jump.. no luck

#

the ravager jumps fine when im not riding it

sudden musk
#

Weird

fading elm
#

Can someone help me make the 2nd layer of my texture work properly

flint light
#

am i able to have mulitple textures on one model? as an example an player thats entierly red but the face is on another texture

cursive geyser
#

ooh i got it now

#

can the component groups be empty?

#

ooh wait

#

@deep kettle, do i do it like this:

        "teams:red":{
          "family":{
            "family": "team_red",
            "target": "self"
          }
        },
kind charm
#

Doesnt seem like the right syntax but that component should make your entity pathfind towards their target

sudden musk
#

increase the follow_range

#

also, entity_types should be something like that:

#

ok now the wont let me send a message

#

bot*

#

ok I will send a screenshot

#

for some reason the bot wont let me send it

sudden musk
#

you use filters to specify the kind of entity you want it to target

#

yea

#

I don't know, but I believe it has to be rendered

#

I was just showing the syntax

frigid ice
#

How to summon a specific item?

native jetty
#

is there still no way to make a rideable entity control like a boat, with A and D making it turn?

little cloud
native jetty
#

is there a way to change the animations?

little cloud
native jetty
#

alright imma check later

#

nope

native jetty
#

guess I'll download another resource pack that turns boats into cars and reverse engineer it

native jetty
#

I can't figure out how to animate it

#
    "format_version": "1.8.0",
    "minecraft:client_entity": {
        "description": {
            "identifier": "minecraft:boat",
            "textures": {
                "default": "textures/entity/car",
                "oak": "textures/entity/car"
            },
            "geometry": {
                "default": "geometry.boat"
            },
            "scripts": {
                "animate": [
                    "drive"
                ]
            },
            "animations": {
                "drive": "animation.car.drive"
            }
        }
    }
}```
#

shouldn't this work?

wanton venture
native jetty
#

my custom entity is completely invisible without even a shadow, and for some reason sniffers are also like that (?)

wanton venture
#

Have you edited the Sniffer model? Does your custom entity uses this model or its modified version if any?

#

?troubleshooting

native jetty
#

nope

native jetty
#

never touched the sniffer

wanton venture
#

Check the last link

wanton venture
native jetty
#

yup

#

the entity spawn egg appears in the creative inventory but has no texture, same with the sniffer spawn egg

#

could experimental features be messing with it?

wanton venture
#

Your texture pack may be causing that, try removing it and see if the issue persists

wanton venture
native jetty
#

I already tried it and it fixes it

#

so it's the resource pack

wanton venture
#

Correct. Your texture pack probably modifies the sniffer geometry or it’s render controller, and have that issue.

native jetty
#

I only have 2 geometries and 1 render controller

#

1 geometry is the vanilla boat, and the other one and the render controller are for the entity drift:car0

wanton venture
#

What issue are you trying to fix right now?

native jetty
#

at least making sniffers work

wanton venture
#

The sniffer one or the invisible entity

wanton venture
native jetty
#

I did

wanton venture
#

Check for any grammar errors or syntax errors in your files

native jetty
#

even removing everything from the pack and only leaving manifest.json and pack_icon.png doesn't fix it

#

changed the version numbers in the manifest and now sniffers work properly

#

ay!

#

changed the format version and now the car also works

wanton venture
#

That’s an interesting issue, glad you fixed it!

slender dirge
#

is there a way to disable a players ability to jump

#

i have their movement set to 0 but they can still jump and move

tidal sonnet
#

Is there any vanilla material similar to entity_alphablend but without backface culling? I've already searched the wiki and couldn't find anything that worked, so I was wondering if people here might have an answer.

tidal sonnet
halcyon pawn
#

so I´m making a tameable entity that takes damage when toiching water, i set the "navigation.walk" component this way js "minecraft:navigation.walk": { "can_path_over_lava": true, "avoid_water": true, "can_sink": true, "can_walk_in_lava": true, "avoid_powder_snow": false, "avoid_portals": true, "avoid_damage_blocks": true, "can_path_over_water": false },

and for the most part, it avoids water while pathfinding, but when it tries to reachme due to this component

                "minecraft:behavior.follow_owner": {
                    "priority": 5,
                    "speed_multiplier": 1.5,
                    "start_distance": 10,
                    "stop_distance": 3
                },```
it jumps striaght into the water, no matter if there´s a way around without crossing thoughtbthe water
#

any idea on why this happens?

#

it only happnes when it tries to follow me, when it attacks someting, goes for an item, or just wanders around it avoids the water

gloomy glacier
#

how would I detect an entity going backwards?

lone egret
#

is it possible to have specific material for specific part/cube of the model of entity?

gloomy glacier
#

from my knowledge no

#

only way to replicate that is using render controllers

#

so I guess actually yes

#

just seperate the textures and render them with different materials

#

or make render with a separate geo

gloomy hemlock
#

in render controller

#

that's an example

#

u select the group "base"

#

of the model

#

so u only need to put u're group name

#

and that's all

lone egret
#

ohh ok thanks!

#

if i have a "root" group then inside that group have for example "base" group, if i change "base" group material to something then change the "root" group material too, does it affect the material of "base"?

gloomy hemlock
#

if i remember only the group with the specific name

#

not the root

#

but idk

#

u can try it

scenic pendant
#

.

scenic pendant
#

how i can make my wither storm follow player Even if at a distance 10k blocks

glass jetty
#

As it would leave the simulation distance

cloud wave
#

how would I make an entity that would put out a function when it sees the player?

scenic pendant
glass jetty
wanton venture
#

There is one but I am unsure if an entity can follow from that distance... but that would be your main problem

#

Create and remove tickingaeras every X amount of ticks, make them big enough so as maximum there will be 2 at once. Your entity would always be loaded using this method.

#

Keep in mind there is a limit of 10 tickingareas though

#

That is my only alternative. Again I don't think an entity can follow from such a big distance, so movement might need to be done using /tp

earnest flare
#

One message removed from a suspended account.

night tiger
#

how does snowball shooting work with /summon?

#

my entity has the snowball runtime Id but summon isn't shooting it

junior linden
#

how to add particles in Projectile?

#

whenever i add it doesnt work

wanton venture
#

Yes?

gloomy hemlock
junior linden
#

I didn't understand

gloomy glacier
#

Add locate at the end of the model where you want particles to come from

#

Create an animation that plays particles from that locater

#

Then play that animation when the projectile is fired

severe lake
#

How do i make a entity shoot a projectile with a event like the hard arrows?

tardy sandal
#

what am I missing to make this entity's ai work because currently it just stands still

gloomy hemlock
#

#1067535608660107284

halcyon pawn
#

didnt leanr the title

tardy sandal
gloomy hemlock
tardy sandal
#

(I think knockback.roar doesn't trigger when it's close and randomly melee does I think)

toxic vector
#

Can we run a behavior animation using the playanimation command? If not, is there any other way to run it without attaching it to an entity?

wraith ingot
#

is it possible to modify only a certain component or part of an entity file, such that it doesn't completely overwrite the entity behaviour?

full obsidian
#

how do i re-animate the default animations of the player? the moving, sneaking etc

tardy sandal
#

my ai just uses k.roar all the time and doesn't follow the player or anything for some reason(knockback.roar doesn't even work properly either)

boreal remnant
#

Can anyone tell how to remove entity shadow??

little cloud
#

here is an example:

"minecraft:collision_box": {
    "height": 0,
    "width": 0
},
"minecraft:custom_hit_test": {
    "hitboxes": [
        {
            "height": 1,
            "width": 1,
            "pivot": [
                0,
                0.5,
                0
            ]
        }
    ]
},
misty marten
#

how can I heal a entity with a specific value?

gloomy hemlock
#

not possible, only scripts

fading oracle
#

@misty marten If this makes sense for your type of entity you could use

"minecraft:healable": 
                {
                    "items": 
                    [
                        {
                            "item": "bread",
                            "heal_amount": 2
                        }
                    ]
                }, 

and just feed it some health

misty marten
misty marten
#

I will use regeneration effect then

lunar fable
#
                    "event": "become_zombie",
                    "filters": {
                        "subject": "self",
                        "test": "actor_health",
                        "value": 100
                    }
                },```
#

I tried using this but doesn't work

severe lake
#

how do i fix wolf tail

halcyon pawn
#

any idea how to detect the item equiped to an entoty with horse inventory?

solar jungle
#

are there any working methods to make a entity not /kill

gloomy hemlock
solar jungle
gloomy hemlock
solar jungle
#

ight it could be some of my damage sensors

lunar lynx
#

Hey

#

Wut does this code do?

#

"uncertainty_base": 10.0,

deep kettle
solar jungle
deep kettle
#

LOL

gloomy glacier
#

can a variable from an entity be sent to another entity?

deep kettle
#

Leaking method

#

Also, if I remember correctly, you can also make public variable

tame bobcat
#

Can you change rider positions to match an animation, doubtful but if so how?

dusky kraken
#

            "minecraft:damage_sensor": {
                "triggers": [
                    {
                        "on_damage": {
                            "filters": [
                                {
                                    "test": "has_tag",
                                    "subject": "other",
                                    "value": "newbie"
                                },
                                {
                                    "test": "has_tag",
                                    "subject": "self",
                                    "value": "newbie"
                                }
                            ]
                        },
                        "deals_damage": false
                    }
                ]
            }
```how can I make it so that if someone has the tag newbie I can't hit him and he can't hit the player that doesn't has this tag?
dusky kraken
#

I go it```js
"minecraft:damage_sensor": {
"triggers": {
"on_damage": {
"filters": [
{
"any_of": [
{
"test": "has_tag",
"subject": "self",
"operator": "=",
"value": "newbie"
},
{
"test": "has_tag",
"subject": "other",
"operator": "=",
"value": "newbie"
}
]
}
]
},
"deals_damage": false
}
}

little cloud
little cloud
gloomy glacier
#

ty

frigid ice
#

Can entities have two timer components?

#

I'

#

Js -9v

#

x So I want tto- t

little cloud
frigid ice
#

Alr

pine kayak
#

Is it possible to make a shulker like entity? Basically an entity that acts like a block?

gloomy hemlock
lone jungle
#

how do you make an entity drop loot table items, but without smoke particle like when it dies? I used the component for bee like to make it die

little cloud
lone jungle
#

Oh, okay there's a loot command, that's new to me. Thanks!

lone jungle
#
{
  "format_version": "1.13.0",
  "minecraft:entity": {
    "description": {
      "identifier": "yn:treasure_chest",
      "is_spawnable": true,
      "is_summonable": true,
      "is_experimental": false
    },
    "component_groups": {
      "despawn": {
            "minecraft:instant_despawn": {} 
      }
    },
    "components": {
      "minecraft:type_family": {
        "family": [
          "treasure_chest"
        ]
      },
      "minecraft:collision_box": {
        "width": 1.0,
        "height": 1.0
      },
      "minecraft:health": {
        "value": 1,
        "max": 1
      },
      "minecraft:damage_sensor": {
        "triggers": [
          {
            "cause": "all",
            "deals_damage": false
          }
        ]
      },
      "minecraft:physics": {}, 
      "minecraft:pushable": {
        "is_pushable": false,
        "is_pushable_by_piston": true
      }
    },
    "events": {
      "yn:unlock_chest": {
        "sequence": [
          {
            "run_command": {
              "command": [
                "loot spawn ~~~ loot \"gameplay/fishing/treasure\"",
                "say @p You found a treasure chest!"
              ]
            }
          },
          {
            "add": {
              "component_groups": [
                "despawn"
              ]
            }
          }
        ]
      }
    }
  }
}

This doesn't spawn items or loot table, but it executes the "say" but with "[ ]" as the sender, it despawns before it actually creates the item or spawn the item. How do I fix this?

little cloud
#

run_command is experimental

#

you're also using the wrong format version to use run_command

lone jungle
#

what format version should I use for the run_command?

silent wadi
#

She probably just always try using the latest version or at least 1.20.0 and what you can do to delay. The despawn is have a component group that starts a timer and the timer calls the despawn after like a couple of seconds or something like that

#

Also, I don't see how your event is being run unless you're running it and commands outside

#

Another option is to have this entity have inventory and once the person takes the item then have it despawn.

dawn coyote
#

hi there, may someone can help me? I have created a custom npc with run-time of a vanilla npc, but I have modifed it`s geo, texture and etc...
on PS it works just fine, but for some reason on PC players, the NPC looks like the vanilla npc without the modifications, do someone know what is happening?

wanton venture
#

Does the PS player has the RP installed in the latest version of the pack?

#

You can do this by deleting the RP from the cache of the game in your game settings and rejoining the world with the pack, and redownloading it

merry carbon
#
      "minecraft:on_target_escape":{
          "event": "tst:despawn",
          "target": "self"
        },
        "minecraft:behavior.nearest_attackable_target": {
          "priority": 1,
          "within_radius": 64.0,
          "reselect_targets": true,
          "entity_types": [
            {
              "filters": { "other_with_families": [ "player" ] },
              "max_dist": 64
            }
          ]
        }

the entity is despawning, unless I am very close to it, it is not respecting the distance of 64 block

dawn coyote
#

I have another question, when we set the color of the entity eggs like so:json "spawn_egg": { "base_color": "#4afb27", "overlay_color": "#ec4afe" },
what are the texture file it uses (the png file)? because I m using a texture pack that I like too much, but the texture pack is affecting in somehow the base_color, no matter what color I set it is always black, the overlay_color works fine. only the base_color that I m unable to change staying always black, so I gues the texture png is black not allowing it to be changed to lighter colors

visual orbit
#

How do I make it so that after milking a cow it gains a variant and changes its skin??

kind charm
kind charm
visual orbit
#

what would be the 2nd step now to apply in the render controller and in the resource pack of the entity

kind charm
visual orbit
#

I'll take a look, thanks for the help!

#

Can I use the mooshroom render controller as an example?

#

to make the render controller of this mob

visual orbit
#

Some error that I don't know what it is ...

#

Anyone who knows what I'm doing wrong can tag me

kind charm
#

Please open a post with the relevant files 🙂

visual orbit
#

#1135406068596478013

#

If you can , after seeing my mistake could you tell me what the mistake is and how not to make it again? thank you very much

indigo ether
#

how do i fix this showing for a tamed custom entity?

little cloud
#

alternatively, you can rename the entity

indigo ether
#

is there any way to rename it automatically?

#

it only becomes unknown after being tamed

night tiger
#

can I make an entity untargetable?

little cloud
night tiger
little cloud
night tiger
#

I might just give it a damage immunity. It's a mob grinder so that would have to go on literally every entity

#

I appreciate the help though

silent wadi
#

How would an entity with inventory, grab surrounding floating items?

#

Kinda like a hopper that naturally just takes what is above it kinda thing... how to accomplish that?

silent wadi
#

explain please? new to entity inventory

deep kettle
#

Its a component in Villager, it makes them pickup stuff that they want

#

This one is from Zombie

#

But I guess u cant just named all item in game

silent wadi
#

Thank you. I want it to grab every floating item within 10 block range. I am going to TP the items to it

deep kettle
#

💀

silent wadi
#

will it pick them ALL up

deep kettle
#

Okay

#

🙌

silent wadi
#

huh?

deep kettle
#

So I think u need to list all in-game item

silent wadi
#

I want all items to be wanted, will that work , if items array is not used

deep kettle
#

Oh Im dumb

#

Yeah yeah

#

It has a all_items thing

#

LOL

silent wadi
#

I saw that... so was thinking if leave out items arrat

#

will test

deep kettle
#

What is it for?

#

Somekind of item collector?

silent wadi
#

death bot.... to grab stuff and hold.... maybe even tp the player back there afterwards

#

but the knowledge will lead to other ideas

deep kettle
#

lol

#

Is this correct?

#
"events": {
    "mb:record_far": {
        "set_actor_property":{
            "property:has_disc": true
        }
    }
}
#

I've never touched property before so please be patient

silent wadi
#

I thought it was just set_property.... did they change it? lemme look

deep kettle
#

I copy the piece from Wiki

#

is the wiki outdated 💀

silent wadi
#

they don't have the dates when something was last updated, so hard to telll.. would have to go to the Repo to see when it was updated

#

mojang is changing a lot of things, so it could have reverted.... but one way to find out....

#

test

deep kettle
#

Btw

#
"properties":{
            "property:has_disc":{
                "type": "bool", 
                "default": false,
                "client_sync": true
            }
        },
silent wadi
#

so if not that, then take out actor part

deep kettle
#

Is this how u declare a properties?

silent wadi
#

looks right... check the wiki, that part has not changed

deep kettle
#

Im having this error

#

What is the latest manifest that suppoer properties?

silent wadi
#

don't know that off the top of my head... I just always try to use the latest

#

and go from there

#

you can always search the release logs

#

?release

delicate scarabBOT
#
Released Out of Experimental

Blocks

1.19.60
Released Block SelectionBox Component in 1.19.60 and higher
Released Block DisplayName Component in 1.19.60 and higher
1.19.50
Released Block CollisionBox Component in 1.19.50 and higher
Released Block CraftingTable Component in 1.19.50 and higher
1.19.40
Release BlockGeometry Component in 1.19.40 and higher
Release Block MaterialInstances Component in 1.19.40 and higher

Items

1.20.10
Released the minecraft:cooldown item component in 1.20.10 and higher
Released the minecraft:repairable item component in 1.20.10 and higher
Released the "minecraft:max_stack_size" item component in 1.20.10 and higher
Released the "minecraft:block_placer" item component in 1.20.10 and higher
Released the "minecraft:record" item component in 1.20.10 and higher
Released the "minecraft:can_destroy_in_creative" item component in 1.20.10 and higher
Released the "minecraft:hover_text_color" item component in 1.20.10 and higher
1.20.0
Released the “minecraft:display_name” item component in 1.20.0 and higher
Released the “minecraft:durability” item component in 1.20.0 and higher
Released the “minecraft:fuel” item component in 1.20.0 and higher
Released the “minecraft:entity_placer” item component in 1.20.0 and higher
Released the “minecraft:icon” item component in 1.20.0 and higher
1.19.60
Released Block PlacementFilter Component in 1.19.60 and higher

silent wadi
#

?logs

deep kettle
#

I still have that error dispite using the latest version what...

visual orbit
#

Does anyone know what error this could be?:
#1135406068596478013

wanton venture
#

Can the player hitbox be modified?

wanton venture
#

Very good, thank you

little cloud
# deep kettle

minimum format version to use properties in entities is 1.19.50 without exp feature -- not sure what it is with exp features

little cloud
# deep kettle

if this error was called by the resource, then this could also be:

  • client sync is set to false
  • paperdoll is calling the query
deep kettle
#

Properties don't work well with BPAC

little cloud
deep kettle
#

I have an entity with an array of 16 enum

#

BPAC doesn't get switch to another states when the properties are switched

little cloud
#

sure

fading elm
#

Hello, I have 5 armors created but they give you more life but I have a problem. I want to make it so that when you put on the armors completely they give you more life without 5 armors and the auroernium armor gives you more hearts but how can I do that when you put on That full armor gives you more hearts because when I try it, bugs appear in the entity player

junior linden
#

How do you make a Projectile explode but not deal ground damage?

#

don't break the earth

misty marten
#

the blocks deals fatal damage?

#

my mobs is detecting from "minecraft:damage_sensor" the fatal damage from cactus, magma, and more blocks that deals damage

wind spear
#

how do i get my entity to have max inventory size 256?

#

i have the component, but not sure how it supposed to change to larger...

deep kettle
#

Your entity may have 256 slot but the UI cant show u

wind spear
#

Tried this, and applied to world but nothing is happening. I'm obviously doing it wrong somehow

junior linden
#

?player.json

delicate scarabBOT
#
Can/Should we edit the player.json file?

Generally no, you shouldn't. That file could be changed by other addons, and could overwrite yours. If something you need is based on that file, your addon will most likely break if it's overwritten. Only edit the file if it's for aesthetics or is absolutely necessary.

junior linden
#

?wiki

delicate scarabBOT
junior linden
#

can someone help me with player.json

little cloud
night tiger
#

is there a specific component that allows entities to ride in minecarts?

#

or one that when you remove it they can't anymore? some of my entities don't go in minecarts anymore and I can't figure out why

tribal glen
#

is there any way top trigger events for both other and self at the same time from an on damage

night tiger
#

on damage -> event that adds a queryable component -> BP animation controller that runs a function to sendevent to both targets at the same time

#

or if it doesn't have to be exact have the event add a component group with the send event behavior

tribal glen
#

Uhm 😧

night tiger
#

?

thin hedge
#

did i do something wrong with the .entity file in the RP?

remote pebble
#

yo hi, im having problems with an entity animation

#

could someone help me?

tribal glen
night tiger
#

which parts?

junior linden
#

How do I make an entity perform an animation from time to time?

scarlet frost
#

hey is there a item entity file

junior linden
scarlet frost
#

like in the entity folder a item.json file

wanton venture
#

?vp

delicate scarabBOT
scarlet frost
#

thx

scarlet frost
#

how can you despawn a item in 30s after its been spawned

#

in item.json file

#

NVM

tame bobcat
#

Pretty new to mobs, have a shark that agros to players in_water, but will chase them out of water. I added the "move_to_water" with a lower priority, and it still seems to prioritise pathing to the player over water. Any ideas?

prisma geyser
tame bobcat
#

It already does 🙂

prisma geyser
#

hmm

little cloud
# tame bobcat

have you tried adding "reevaluate_description" into the entity type?

#
"entity_types": {
    "filters": {
        "all_of": [
            {
                "test": "is_family",
                "value": "player",
                "subject": "other"
            },
            {
                "test": "in_water",
                "subject": "other"
            }
        ]
    },
    "check_if_outnumbered": false,
    "max_dist": 24,
    "must_see": false,
    "reevaluate_description": true
}
tame bobcat
#

ah#

#

that makes sense

#

terribly named

little cloud
#

reselect targets will only reevaluate if a new entity meets the criteria

tame bobcat
#

Not too sure how priority stuff works but I got it set-up as the lowest priority (0)

little cloud
humble shadow
#

what is the component making spiders not be stuck in cobwebs

little cloud
steep vector
#

Hey, quick question.

#

What component makes zombies groan and stuff?

little cloud
steep vector
#

ohhh

#

thanks

little cloud
steep vector
#

um

little cloud
steep vector
#

Oh yah. It's for my showcase post being showcased on the monthly banner

steep vector
#

Yah

#

it was my campfire thing

#

Had a ton of behaviors built into it

little cloud
#

niiiceee

steep vector
#

I've done basically nothing with entities in my close to 4 years of Add-On Experience lol

steep vector
#

Nah

#

Blocks are

tribal glen
# night tiger which parts?

event that adds a queryable component -> BP animation controller that runs a function to sendevent to both targets at the same time

bitter nova
#

How can I find a slapper entity?

dawn coyote
#

hi there, where do I change the speed of the entity making it walking faster when it has a target?

wanton venture
#

I think the vindicator does that(?)
You may want to check it’s vanilla file

grim pine
#

is there any way to exeed the maximum range for a bossbar?

#

cause max is like 55 and im tryna do like 200

dawn coyote
#

is possible to add a delay before running an event on minecraft:projectile on_hit?

wanton venture
#

Make your event add a component group with minecraft:timer, and run your actual event from the timer component

wanton venture
#

oh shoot what, there is a falling_block runtime identifier

#

Was there a falling_block.json file in the beta vanilla packs before that was deleted or something by any chance?

dawn coyote
#

hey @wanton venture , I saw you asking in the past for creating a lighting bolt with no damage to certain entities, I was looking for something similar, but actually that dont generate any damage or put fire on ground, at the end I would like to use only the visual effect, is it possible to do? (sorry I created this msg first on wrong channel)

visual orbit
#

I created a new NPC, but I wanted to be able to open his dialog only if you have a certain tag, does anyone know how to do this?

wanton venture
wanton venture
wanton venture
#

it may make everything easier

untold viper
quartz steeple
#

hey quick question

#

what do yall think the best value for knockback_resistance would be for making a custom kb just like the hive etc...

deep kettle
#

Does q.hurt_time work on custom entity except for player?

#

Cause I test it but it doesn't seem to work at all

#

I tried the

#
"is_hurt_color": {
    "a": "variable.hurt = 1; return <desired value for alpha channel>;"
}
#

trick but when it triggered, it stays at the variable 1 for forever

merry carbon
#

Log:
minecraft:damage_sensor | triggers | on_damage | all_of | Filter member value of test has_damage must be a preset string.

minecraft:damage_sensor | triggers | on_damage | all_of | Filter test failed to parse inputs -> has_damage

     "minecraft:damage_sensor": {
      "triggers":[
      {
        "on_damage": {
        "filters": {
         "all_of": [
         {
         "test": "has_damage",
         "target": "self",
         "value": "attack"
         },
         {
          "test": "is_family",
          "subject": "other",
          "value": "player"
          }
         ]
        },
        "event": "blc:interact",
        "target": "self"
       },
       "deals_damage": false
      },
      {
        "on_damage": {
        "filters": {
         "all_of": [
         {
         "test": "has_damage",
         "target": "self",
         "value": "all"
         }
         ]
        }
       },
       "deals_damage": false
      }
     ]
    }
merry carbon
tacit frigate
#

What is the code for an entity to recover life with a food

visual orbit
#

Could someone who understands Multiple Skin see what would be the error in my Furnace Cow for her not changing her skin?
#1135406068596478013

halcyon pawn
#

Any idea on how to make entities target and attack ghast?

#

I mae a flying tameable entity, it vane even "attack" the ender dragon, but ghast no for some reason

cloud creek
#

how to make entity not attacking player, even when the player is attacking them

dawn coyote
#

hi there, can someone help me here? I have an attack animation length of 0.75ms, and I have defined the followed delayed attack json "minecraft:behavior.delayed_attack": { "priority": 1, "attack_once": false, "track_target": true, "require_complete_path": true, "random_stop_interval": 0, "reach_multiplier": 2, "speed_multiplier": 2.0, "attack_duration": 0.75, "hit_delay_pct": 0.66 }

the period where the animation should be hitting the target is around 0.50ms, so it means I have to set the hit_delay_pct at 0.66?
looks like no matter what I set in the delay_pct, it donest have any effect at all, the target is always getting the impacted before the animation part. is there someting I might be missing?

**EDIT: nvm... I was using v.attack_time instead q.is_delayed_attacking, after changing it I could control the delay.

merry carbon
#

Log:
minecraft:damage_sensor | triggers | on_damage | all_of | Filter member value of test has_damage must be a preset string.

minecraft:damage_sensor | triggers | on_damage | all_of | Filter test failed to parse inputs -> has_damage

     "minecraft:damage_sensor": {
      "triggers":[
      {
        "on_damage": {
        "filters": {
         "all_of": [
         {
         "test": "has_damage",
         "target": "self",
         "value": "attack"
         },
         {
          "test": "is_family",
          "subject": "other",
          "value": "player"
          }
         ]
        },
        "event": "blc:interact",
        "target": "self"
       },
       "deals_damage": false
      },
      {
        "on_damage": {
        "filters": {
         "all_of": [
         {
         "test": "has_damage",
         "target": "self",
         "value": "all"
         }
         ]
        }
       },
       "deals_damage": false
      }
     ]
    }
visual orbit
#

Is there a way I can make the entity's model change depending on its skin variant?

untold viper
fast marsh
dawn coyote
#

hi there, can someone help me to clarify it? I have this settings on avoid_mob_typejson "sprint_speed_multiplier": 10.0, "walk_speed_multiplier": 10.0
but the speed the mob is running is still the same as regular movement, so this multiplier is actually targeting what element to change the mob speed? is not the minecraft:movement?

visual orbit
visual orbit
#

in RP I put it like this?:

      geometry": {
        "Variant1": "geometry.humanoid.custom",
        "Variant2":
 "geometry.cow"
potent plank
#

Hello, so I’m trying to create a custom entity and I managed to spawn it on my world, but it is bugged (see in the picture) and I don’t know how to fix it, can anyone help

little cloud
#

ask about it in #1067869590400544869 or #1067869022273667152 because it is too complicated to explain here

turbid vine
#

I have such an animation, how can I do, for example, that a hand with a weapon would be visible only from the first person? What would it not be from the 3rd

#

How can I generally make a normal position in the first person and not touch it in the third

visual orbit
#

Humanoid model cow Model

fast marsh
turbid vine
#

I want it to be shown in the first person correctly

#

From the first person it is not needed in any way

#

From the third person it is correct, but not from the first

rich merlin
#

Having trouble combining 2 mods together and having to deal with invisible entities. I will show a picture of the before and after combinding both mods. any help will do thanks.

turbid vine
fast marsh
turbid vine
#

available

#

but how to make these two animations be at the same time?

fast marsh
#

You also need to animate them based off of context.is_first_person

turbid vine
#

could you tell more about this?

fast marsh
#
"animations": {
    "first_person": "animation.weapon.first_person",
    "third_person": "animation.weapon.third_person"
},
"scripts": {
    "animate": [
        {
            "first_person": "context.is_first_person"
        },
        {
            "third_person": "!context.is_first_person"
        }
    ]
}
turbid vine
fast marsh
#

no, context

#

I could explain it in a vc?

turbid vine
#

I am Russian

turbid vine
#

i animate the player

fast marsh
turbid vine
#

using the pocketmine plugin

fast marsh
#

Not sure if that's necessary

fast marsh
turbid vine
#

"animation.player.first_person.one_hand_gun": {
"loop": true,
"bones": {
"RightArm": {
"rotation": ["-90+variable.is_first_person * 7.5", "variable.is_first_person * 7.5", "360 + variable.is_first_person * -2.5"],
"position": [-0.5, 0, 0]
}
}
},
"animation.player.gun": {
"loop": true,
"animation_length": 0.20833,
"bones": {
"LeftArm": {
"rotation": [
"query.target_x_rotation - 90.0 - math.sin(query.life_time * 76.8) * 2.865 - this",
"query.target_y_rotation + 28.65",
"-(math.cos(query.life_time * 103.2) * 2.865) - 2.865"
]
},
"RightArm": {
"rotation": [
"query.target_x_rotation - 90.0 + math.sin(query.life_time * 76.8) * 2.865 - this",
"query.target_y_rotation - 5.73",
"(math.cos(query.life_time * 103.2) * 2.865) + 2.865"
]
}
}
},

#

I have it

quartz steeple
#

hey quick question

turbid vine
#

i usually use an animation through the application, specifying its id and it plays

quartz steeple
#

like certain tags have diff knockbacl_resistance values

fast marsh
#

Yes, just put them in different component groups and use an environment sensor with tag filter values

turbid vine
#

but I need to have the correct view from the first and third

fast marsh
rich merlin
fast marsh
#

just use the default to slot binding in blockbench

turbid vine
#

I play the animation through the plugin, specify the id and it plays, how can I make the correct view from the first and third?

fast marsh
fast marsh
#

it's hard to explain in the chat

turbid vine
#

could you give me an example?

#

so that by playing the animation, everything was in its place

rich merlin
turbid vine
#

The first has its own position, the third has its own

fast marsh
rich merlin
#

gotcha thanks

indigo ether
#

why does my entity stop using delayed attack sometimes and just stares at me

#
"minecraft:behavior.delayed_attack": {
                    "priority": 4,
                    "attack_duration": 0.48,
                    "hit_delay_pct": 0.28,
                    "reach_multiplier": 2.0,
                    "speed_multiplier": 1.0,
                    "melee_fov": 360,
                    "track_target": true
                }
fast marsh
#

make sure ur in first person mode

turbid vine
#

I don’t have this item, I just animate the player and I have this weapon as an item, it is in my hand

fast marsh
#

and add this binding to the main bone

q.item_slot_to_bone_name(c.item_slot)
turbid vine
#

I need the position in the first person to be normal

#

& third normal

fast marsh
#

That's what I'm trying to do

turbid vine
#

the third person is fine, but the first one is not

fast marsh
#

Because the first person isn't animating correctly

#

It could be a number of issues but I don't have the context to provide a solution I'm sorry

turbid vine
#

how do i set it up?

visual orbit
#

someone to help me with #1135406068596478013 ? 🥲

quartz steeple
#

also could I possibly adjust the default reach?

fast marsh
quartz steeple
rich merlin
#

hey @fast marsh i found the issue maybe you can help me better now

#

or anyone could help fix this please, thanks'

rich merlin
visual orbit
#
        "damage": 3,
        "effect_name": "hunger",
        "effect_duration": 30
      } ```

I wanted him to set the player's scoreboard to 3 instead of giving him hunger, how do I do it?
quartz steeple
#

anyway I could set a max height? like when you hit a player and float him he can only get up to a certain limit..

potent oyster
#

hello, i'm new, i have a problem. when i added my mob to minecraft WHY was it invisible

limpid zealot
#

So...

#

For some reason I can't summon nor find my entity.

#
{
    "format_version": "1.16.100",
    "minecraft:block": {
      "description": {
        "identifier": "opendeco:sit",
        "is_summonable": true,
        "is_spawnable": true,
        "is_experimental": false
      },
      "components": {
        "minecraft:rideable": {
            "seat_count": 1,
            "family_types": ["player"],
            "interact_text": "action.interact.sit",
            "seats": {
                "position": [0, 0, 0]
            }
        },
        "minecraft:collision_box": {
            "width": 1,
            "height": 1
        },
        "physics": {
            "has_collision": false,
            "has_gravity": false
        }
      },
      "events": {
      }
    }
}
torpid cove
#

"minecraft:block"

gloomy hemlock
#

it's "minecraft:entity"

#

no "minecraft:block"

limpid zealot
turbid vine
#

Is there a person here who knows about first person? Who is ready to give me quite a bit of time

turbid vine
ruby cape
#

is there a way to test if a player is in creative mode through event filters?

#

nvm

little cloud
#

You can use an animation or function on repeat to give/remove tags from the player depending on their gamemode then test for that tag.

potent oyster
#

I am newbie

potent oyster
potent oyster
#

[Json][error]-Мой мир | actor_definitions | /storage/emulated/0/Android/data/com.mojang.minecraftpe/files/games/com.mojang/minecraftWorlds/5c7ZZNimAAA=/behavior_packs/Robo | bridge:minecraft_robot | minecraft:entity | components | minecraft:behavior.delayed_attack | attack_types | attack_types | unknown child schema option type. Allowed types: 'string'

[Animation][error]-/storage/emulated/0/Android/data/com.mojang.minecraftpe/files/games/com.mojang/minecraftWorlds/5c7ZZNimAAA=/resource_packs/Robo/animation_controllers/minecraft_robot.json | animation_controllers | controller.animation.walk | states | attacking | transitions | Node has too many children (2 > 1)

[Animation][error]-/storage/emulated/0/Android/data/com.mojang.minecraftpe/files/games/com.mojang/minecraftWorlds/5c7ZZNimAAA=/resource_packs/Robo/animation_controllers/minecraft_robot.json | animation_controllers | controller.animation.walk | states | walking | transitions | Node has too many children (2 > 1)

[Animation][error]-entity/minecraft_robot.json | minecraft:client_entity | description | animation_controllers | child 'animation_controllers ' not valid here.

#

help me please

cloud creek
#

#1140588998721540096

#

can someone help me?

lone egret
#
      "part_visibility": [
        {
          "*": false
        },
        {
          "rightArm": "query.get_equipped_item_name(0, 1) == '' || query.get_equipped_item_name(0, 1) == 'filled_map'"
        },
        .....

my player has 2 different model, can i add the 2nd model part in this render controller part visible?

wanton venture
#

Is there anything like bone_visibility for entities geometries?

#

Was suggested to use animations, but wondering if there is a better approach for what I want to do

winter olive
wanton venture
#

Lovely, any documentation or examples?

winter olive
# wanton venture Lovely, any documentation or examples?
"controller.render.player.first_person": {
      "geometry": "Geometry.default",
      "materials": [ { "*": "Material.default" } ],
      "textures": [ "Texture.default" ],
      "part_visibility": [
        { "*": false },
        { "rightArm": "query.get_equipped_item_name(0, 1) == '' || query.get_equipped_item_name(0, 1) == 'filled_map'" },
        { "rightSleeve": "query.get_equipped_item_name(0, 1) == '' || query.get_equipped_item_name(0, 1) == 'filled_map'" },
        { "leftArm": "(query.get_equipped_item_name(0, 1) == 'filled_map' && query.get_equipped_item_name('off_hand') != 'shield') || (query.get_equipped_item_name('off_hand') == 'filled_map' && !query.item_is_charged) || (!query.item_is_charged && (variable.item_use_normalized > 0 && variable.item_use_normalized < 1.0))" },
        { "leftSleeve": "(query.get_equipped_item_name(0, 1) == 'filled_map' && query.get_equipped_item_name('off_hand') != 'shield') || (query.get_equipped_item_name('off_hand') == 'filled_map' && !query.item_is_charged) || (!query.item_is_charged && (variable.item_use_normalized > 0 && variable.item_use_normalized < 1.0))" }
      ]
    }
#

It's in render controller of player.

wanton venture
#

Alright then, guess I can use variant for that.. thanks!

winter olive
#

You're welcome : )

night tiger
tribal glen
#

Thanks

#

But I found an alternative already but if my alternative doesn't satisfy my needs I'll send you a message 👍

sonic estuary
#

is there a way to make an entity go out to the sun instead of away from it? like the opposite behavior of a zombie?

dawn coyote
#

hi, I have this custom mob that supposed to pickup and equip itens like shield, but when it takes the shield it is rendering like that:
what can I do to fix this shield position?

limpid zealot
#

Is there any material that the light doens't affect and it's emmisive and transparent?

turbid vine
#

How to fix it? After applying your own geometry to the player, it turned out like this, and this happens with all animations

limpid zealot
#

How do I make the light not affect the entity lightning?

lone egret
#

can someone help me with render controller, i cant hide the model in FPP

lone egret
#

nvm

limpid zealot
#

You need to edit the animations.

lone egret
#
{
    "format_version": "1.10.0",
    "animation_controllers": {
        "controller.animation.ui_detector": {
            "initial_state": "default",
            "states": {
                "default": {
                    "transitions": [
                        {
                            "no_UI": "!query.is_in_ui"
                        }
                    ],
                    "on_entry": [
                        "/say test"
                    ]
                },
                "no_UI": {
                    "on_entry": [
                        "/event entity @s hat.camera_stop",
                        "/execute as @s at @s run camera @s clear"
                    ],
                    "transitions": [
                        {
                            "default": "query.is_in_ui"
                        }
                    ]
                }
            }
        }
    }
}

why its not working :/ actionform is part of ui right?

lone egret
#

is it possible to make entity always face north using animation?

deep kettle
#

Use the q.body_y_rotation

lone egret
#

thanks

lone egret
#

i have default model and texture of player and i added another model which is the cosmetics, how can i make it use the skin of user? because currently its using steve skin :/

limpid zealot
#

How can I change player model when drinking something?

main basin
#

Hey, how works minecraft:equipment ? I create this but entities don't equip the pf:bulletproof_vest

 "minecraft:equipment": {
          "table": "loot_tables/equipment/undeads_equipment.json"
}```
and this is the loot_table :
```json
{
    "conditions": [
      {
        "condition": "random_difficulty_chance",
        "default_chance": 1.0,
        "easy": 0,
        "normal": 0.5,
        "hard": 1
      }
    ],
    "tiers": {
      "initial_range": 3,
      "bonus_rolls": 5,
      "bonus_chance": 0.2
    },
    "entries": [
        {
            "type": "item",
            "name": "pf:bulletproof_vest",
            "weight": 1,
            "functions": [
                {
                    "function": "set_count",
                    "count": {
                      "min": 1,
                      "max": 1
                    }
                  }
            ]
          }
    ]
  }```
dawn coyote
#

hi there, can someone explain how does work the cooldown on delayed attack? I m trying to use it but even with all this amount of cooldown (120 sec) the mob is still spamming a lot of attacks. json "minecraft:behavior.delayed_attack": { "priority": 0, "attack_once": false, "cooldown_time": 120, "track_target": true, "require_complete_path": true, "random_stop_interval": 0, "reach_multiplier": 2, "speed_multiplier": 1.0, "attack_duration": 0.60, "hit_delay_pct": 0.50 }

visual orbit
#

Is there a way I can do an event that increases my mob's maximum life?

lone egret
#

i think you can add component group then trigger it with event

lone egret
#

what query i can use for detecting tag after using tag command?

#

q.any_tag is not working :/

little cloud
#

that's not what q.any_tag does, you'll need to use an environmental sensor to add a dummy component or property

winter olive
slow remnant
#

How to fix the model?

supple hull
#

Does anyone know how to hide an overlapped model in first person?

lone egret
#

you can use the render controller and use the part_visibility

deep holly
#

How do I make my entity unable to be pushed out of the water?

torpid cove
#

You could just turn off collision

bitter nova
#

Hi

#

i want to build an npc how can i do that?

little cloud
tacit frigate
#

Can anyone help me with the Animation Controllers?

bright sun
#

would anyone know why minecraft keeps using the wrong model for my horses

steady knot
#

please tell me which one is better to use runtime identifier for 3d rails?

#

I want the rails to be able to be placed in different directions and so that when they spawn they stand at 90 degrees.

steady knot
# steady knot

on this screenshot blocks , but I want to make an entity

bright sun
# spring orbit wdym

Im trying to replace the default horse model with a different one but it doesn’t want to use it for some reason

jade quiver
#

how do I modify the player geo and does it make the addon incompatible with others

little cloud
#

Incompatibility comes with pack collision which is when one pack overwrites assets in another pack. The most common example of this is editing player files since a lot of addons will use these. Editing the player geo should only make it Incompatibile with other addons that edit the geo

jade quiver
#

ok good to know, how do I modify the player geo

little cloud
#

Download the vanilla files and edit it

jade quiver
#

ok

#

ty

bright sun
#

does anyone know what's wrong with my render controller?

  "format_version": "1.8.0",
  "render_controllers": {
    "controller.render.wolf": {
      "geometry": "Geometry.default",
      "materials": [ { "*": "Material.default" } ],
      "textures": [
       "query.is_angry ? Texture.angry : (query.is_tamed ? Texture.tame : Texture.default)" , (query.get_name == 'Grim' : Texture.grim)"
      ]
    }
  }
}```
It says there's something wrong on lin 8 col 95
idk what it is  or how to fix it
main basin
#

Hey, I search a component who allow the entity to follow his target up to 100 blocks

fervent moat
#

How do you disable arm & legmovemnt if the player is moving during an animation?

main basin
#

?

gloomy hemlock
#

its in nearest attackable target

main basin
#

Okay thanks

untold viper
#

Any Entity material with support of transparent/half-transparent pixels on texture?

gloomy hemlock
#

slime outer

#

skeleton

nova plume
#

is it possible to make an entity that jump when pressing space without the power jump component
i want the entity to jump directly without charging the jump bar

untold viper
gloomy hemlock
#

well im pretty sure thats not possible

fading elm
#

is it possible to make entity not collide with certain blocks

#

i remember somethings about this but can't find the component

fringe compass
#

is it possible to have a player takes damage if an entity collide with a player in high speed?

swift jungle
#

"minecraft:damage_sensor": {
"triggers": [
{
"on_damage": {
"filters": {
"all_of": [
{
"test": "has_damage",
"value": "projectile"
},
{
"test": "is_family",
"subject": "damager",
"value": "bullet"
}
]
},
"event": "bullet:impact",
"target": "damager"
}
}
]
},

swift jungle
little cloud
#

There is also ground_speed, modified_move_speed, and modified_distance_moved that you could try.

jade quiver
#

does anyone know the name of the animation that plays when a player stripps wood

wanton venture
#

Welcome to Entities

Explore the possibilities of custom entities and begin your journey of creating them.

  • Introduction: Get started with custom entities by understanding the basics.

  • Documentation: Refer to the official documentation for detailed guidance on creating and manipulating entities.

  • Troubleshooting: Resolve common issues encountered while working with entities using this troubleshooting guide.

  • Components List: Discover a comprehensive list of components to enhance and customize your entities.

Enjoy the process of creating unique and exciting custom entities in Minecraft.

jade quiver
#

umm

swift jungle
gloomy hemlock
#

make "triggers" an array

gloomy crag
night tiger
#

Is there a reason why you collide with/can't walk through a boat?

wanton venture
#

Probably because the boat is not a ghost 😅