#Entities General
1 messages · Page 3 of 1
behavioe.hurt_by_target i think
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"
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?
what does minecraft:stackable do
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
Probably not, but you can call an event that can do that
Use a run command to execute as @p[r=3] run .....
That is the default event that is called. You can specify another, perhaps a custom one...
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
Is it possible for items/armors to have emissive textures too like those for entity's skins?
Can anyone help me with something? Is that I need an animation controllers from the resource pack
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
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
Does someone here know how to put particles when a projectile hits a block or an entity? like a snowball
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.
BPAC
what
Multi-state component group?
Behavior Pack AC
ah
minecraft:projectile on_hit trigger an event that trigger a property; then BPAC use Molang to spawn the particle
I mean how do you detect it when it hits an entity? block works but the entity how?
on_hit
Use definition_event and follow these steps
Oh wait
@proper ravine
Use the particle_on_hit parameters instead
I've tried that
Not work?
it doesn't work with custom particles
Then BPAC
It works with vanilla particles
Cause u can do cmd with BPAC
/particle
I love BPAC, super useful for all kind of thing
but how can i detect the projectile when hitting an entity?
Bruh
Read the doc bruh
.
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
Yeah sorry i don't know where to find the docs or if I'm in the right documents
KEYWORD: Frakenstien the example code...You will learn from that and other people at least has something to fix
thank you so much
Paste it here and Im sure some people will fix it for u
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
that's okay, it's a part of learning
Does anyone know if modified vanilla mob jsons can override with other modified vanilla mob jsons from other addons?
Any entity behavior works like player.json
oh alright
No?
I don't understand why the /say command, and others like it, theoretically work on the wiki but not for me
https://wiki.bedrock.dev/entities/timers.html#animation-based-timers
In my case, that doesn't do anything
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)
how can you execute commands in entity components? like if i had an event that triggered a /give @p command
Component cant execute cmd
Only BPAC can
Grass grazing is an animation, when the entity is grazing (BP component), the RP use Molang: query.is_grazing, to trigger the animation
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": {}}}}```
Wrong
Why there's bone in there?
Where is this code?
RP/animations/test.animation.json
Bruh
Only BPAnim can run command
RPAnim cant
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?
Yeah
how do i make a entity spawn minions only in combat?
Event
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
oh lmao i never knew that existed thanks
Tbh, entity sensor is very unreliable
I wouldn't recommend u to use it
whats the alternative?
If u want something that react instantly, use Molang instead
BPAC
query.has_target
query.is_angry
You can use these 2
then use BPAC to spawn the minion too
No need for component group and event
does it only run once? i havent used bpacs before
It runs forever
You can add conditions and more to BPAC
When will it run, in what condition..blah blah blah
thanks
The syntax can be...confusing at first
But when u master it, BPAC is super powerful
how do i make it spawn every say 30s?
so i add the component using the bpac?
Hmm
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
how do i do that?
@severe lake Im dumb
This BPAnim already has cooldown
No need for property
oh cool how does that work?
See the timeline?
Until the timeline over
Which is 30
It wouldn't /summon more minions
i see, tysm
does anyone have an entity that looks exactly like a spawner?
gonna make a fake block out of it
im making a fake block with an entity
where does this part go? animation_controller or something?
Can anyone show me an example of how to use the experimental component “minecraft:run_command”?
nevermind, I got it
anyone make a fake block before?
i'
i've made it, but i have an offset issue somehow
-8 0 -8
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
{
"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
That looks right, lemem find one I have like that with out the uv
okay
Change the pivot to 0 0 0
Not familiar with broken effect... would that not be a texture change?
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
Did you close and re-open? What is strange about it....
well it works 🙂
not the pivot
having the 3
files
i see a blimp when it transforms into rotation shows it normal height
but the transforms into the higher spot
It is still doing that with pivot 0 0 0?
yeah its weird
What do you mean by 3 files
let me share it all in zip
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.
@silent wadi
What am I look for?
well, thats just everything for the 1 block. i was hoping you would see something that looks strange since you have experience?
do you have any fake blocks i can look at for a template?
You are using the geo component wrong... it has changed https://learn.microsoft.com/en-us/minecraft/creator/reference/content/blockreference/examples/blockcomponents/minecraftblock_geometry
you do not need the bone part, so just leave it out
i think its just the positioning on my geo. i just modified it and its fine
thank you for the help!
how do i change my spawn egg to a custom texture?
all i see is the coloring of the egg in the client entity
nvm found instructions
might have to make custom items tbh
not 100% sure tho cause i dont actually know lol
while i got you, i need some help with scripting
did you see my post
nope
not post, just main general
im trying to change boat model but im having this problem :/
weird why it still use the default boat texture even if i set the default texture path to my model texture :/
- Create a custom icon
- Define it in item_texture.json
- Add it to the resource/client entity file like this
"spawn_egg": {
"texture": "my_spawn_egg",
"texture_index": 0
}
client entity file or beh entity file
client
okay testing
is there a size limit for the texture? like 16x16 or 500x500
png limit i think so like 16k by 16k
dang ok
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
alr cya
Can I have the link to this screenshot
how do i connect this with the Bpac?
nvm i got it
it keeps summoning minions
"initial_state": "default",
"states": {
"default": {
"transitions": [
{
"angry": "query.has_target"
}
]
},
"angry": {
"animations": ["summonguards_animation"],
"transitions": [
{
"default": "!query.has_target"
}
]
}
}
}```
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"
}
}
}
}```
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
oh im so stupid lmao the minions were summoning themselves
ty
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
would that be better? im currently using variant
also my entities go faster with slowness how do if fix this
Variant works just fine
But property is created for this type of thing
To replace variant
how does it work? is it possible to differentiate different properties with cmds/scripts
Not in my knowledge
If u need to differentiate then use different components group with different family type then
i see thank you
anyone here available to help me with something rq
docs arent helping i dont know what options are available for the subject in damage_sensor
is player attack added to weapon damage?
?
subject: other?
No
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
You only need other tbh?
You filtering out the damage cause by none_"other" then the subject so...
"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
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
Use family instead
but we’re all players
has_tag in my testing doesn't update that quick
You can have multiple family type
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
thank u i’ll test once i get home 😋
are you sure it says my item does 2 dmg but it does 3 and 52 if i set attack to 50
Weird...
Can u do some testing plz
Minecraft mechanic may change
pretty sure when attacking it adds 1 because it's like bare hands + item dmg
so do I justr make two of these to make it functional for both teams? i mean two of the objects inside all_of
@deep kettle lmk if u dont want me pinging you but how do i use /event to add the component?
Y. /Event can switch between components group
And in each component groups have the same components with different configurations
Read the doc plz
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
{
"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
Nothing seem out of place
Send the BPAC that trigger this and BP entity.json
Maybe the problem is in BPAC or how the Entity.json is structured
value: desme?
Figured it out, the issue
Desme = Despawn Me
how do i make entities work with slowness? it works fine until they attack
the is_alive animation controller doesnt seem to be working anymroe after the update for the player
anyone have a solution?
now it works all of a suddent bruh
and now it doesnt
its inconsistent bruh
Just an animation
query.above_top_solid
The blue tall creature is set at 2 block height
So when it get in a 2 block height hole, the query get triggered and play the animation
Not that hard LOL
Evening all, does anybody know if its possible to randomize a villagers trade after the player buys them all??
How i can make my custom zombie everyday get stronger and more faster
Use somekind of dummy entity to measure time and execute cmd on zombie
Not possible with BPAC, since there's no Molang to detect villager trade, ask in ScriptAPI, if ScriptAPi doesn't have something to detect Villager Trade then its not possible
Can you explain more
You need something to record time right
Either use scoreboard that use cmd block or dummy entity
The game use tick as its time
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
If I used events it would be easier
event to do what?
Can you control render controller arrays with entity properties instead of query.variant?
q.property?
yeah
I dont see why not
I have this
"Array.colour[query.property('colour')]" didn't seem to work
unless I did something wrong
that's the texture array
Brit English lol
?
Yes
Hmm
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
}
}```
........
Yes
If timestamp is in range of day 1 then run /event that trigger day 1
Yes
Can I change the shape of the moon every 22 days?
Or 10 days
Not sure
Um
Ask somewhere else if the moon phase is hardcoded
Ok
Why is my material not working?
{
"version": "1.16.0",
"materials": {
"example_material:entity": {
"+states": ["DisableDepthTest", "DisableDepthWrite"]
}
}
}
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.
"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
how can i detect if player is looking at specific entity then title command will run?
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
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
You may want to start a post for this one. So are you saying that all other entities who deal damage 2 and above, on fatal blow this event will happen?
And you may need to show the rest of your damage sensor in case there's something else catching that one
true
As much as I want to help, Im not gonna read all of that
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.
Its been so long for something that simple to even get out of exp mode is ridiculous
yeah i tried removing everything else from the damage sensor same issue
without the filter part, does it stop damage
from the little damagers
yeah
what is the entitty dealing the ONE damage?
minecraft wolf with edited attack
See if there is a difference if you just id him as the attacker
huh
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
Is it impossible to modify armor_stand.json? damage sensor don't work with it
You should be able to modify it without issues.
Armor_stand has some hardcoded stuff
Like in gamemode 1, u can 1 hit it and it despawns
Can entities emit light without doing something like setting the block they're on to a light block?
Is it possible to change the texture of an entity with an event command?
Yes it is, make the event add the component group with the entity variant you want.
how do you make an entity float in water?
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.
can some1 help me
"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
nvm, got it working!
Is that possible to make my custom entity after harvest wheat put it in chest
I use
minecraft:behavior.harvest_farm_block
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
You have to add another layer on the model
And make sure it's set to visible in the render controller
How exactly would I do this, if you don't mind me asking?
Did you make the model?
I just used the player model
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.
No that code is supposed to be in your model
you need to put that rotation code in animation file then assign it to your entity
like this
...
"animation.name": {
"bones": {
"name": {
"rotation": [
0,
"-q.body_y_rotation + (Math.round(q.body_y_rotation / 90) * 90)",
0
]
}
}
}
...
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.
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.
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
Weird
Can someone help me make the 2nd layer of my texture work properly
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
i don't get it, i'm reading the wiki atm
but how would I set the component groups of a player in game
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"
}
},
Doesnt seem like the right syntax but that component should make your entity pathfind towards their target
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
I hate you Clyde
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
How to summon a specific item?
is there still no way to make a rideable entity control like a boat, with A and D making it turn?
I suppose that you could add a component group to an actual boat and spawn it using an event.
is there a way to change the animations?
The client entity file, probably.
guess I'll download another resource pack that turns boats into cars and reverse engineer it
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?
You can load a structure with that item saved on it
my custom entity is completely invisible without even a shadow, and for some reason sniffers are also like that (?)
Have you edited the Sniffer model? Does your custom entity uses this model or its modified version if any?
?troubleshooting
nope
Main Article:
https://wiki.bedrock.dev/guide/troubleshooting.html
Troubleshooting Blocks:
https://wiki.bedrock.dev/blocks/troubleshooting-blocks.html
Troubleshooting Items:
https://wiki.bedrock.dev/items/troubleshooting-items.html
Troubleshooting Entities:
https://wiki.bedrock.dev/entities/troubleshooting-entities.html
never touched the sniffer
Check the last link
Texture pack? That is very strange
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?
Your texture pack may be causing that, try removing it and see if the issue persists
No, I don’t think so
Correct. Your texture pack probably modifies the sniffer geometry or it’s render controller, and have that issue.
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
What issue are you trying to fix right now?
at least making sniffers work
The sniffer one or the invisible entity
Try this
I did
Check for any grammar errors or syntax errors in your files
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
That’s an interesting issue, glad you fixed it!
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
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.
Use the /inputpermission command
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
how would I detect an entity going backwards?
is it possible to have specific material for specific part/cube of the model of entity?
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
yes
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
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"?
if i remember only the group with the specific name
not the root
but idk
u can try it
.
how i can make my wither storm follow player Even if at a distance 10k blocks
I don't believe that would be possible
As it would leave the simulation distance
how would I make an entity that would put out a function when it sees the player?
Yes that my problem
And there isn't a solution unfortunately
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
One message removed from a suspended account.
how does snowball shooting work with /summon?
my entity has the snowball runtime Id but summon isn't shooting it
Um
Yes?
in an animation
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
How do i make a entity shoot a projectile with a event like the hard arrows?
what am I missing to make this entity's ai work because currently it just stands still
remove / of "command"
#1067535608660107284
ah, sorry i thought this was the righ channel xd
didnt leanr the title
it still doesn't seem to do anything
what do u want to do
follow the player and when reaching the player doing knockback.roar or melee
(I think knockback.roar doesn't trigger when it's close and randomly melee does I think)
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?
No
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?
how do i re-animate the default animations of the player? the moving, sneaking etc
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)
Can anyone tell how to remove entity shadow??
use the custom hit test component instead of a collision box
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
]
}
]
},
how can I heal a entity with a specific value?
not possible, only scripts
@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
F
thank you, but I need to heal it using an event
I will use regeneration effect then
"event": "become_zombie",
"filters": {
"subject": "self",
"test": "actor_health",
"value": 100
}
},```
I tried using this but doesn't work
how do i fix wolf tail
any idea how to detect the item equiped to an entoty with horse inventory?
are there any working methods to make a entity not /kill
"minecraft:health": {
"min": 1
}
nope doesnt work anymore
...
ight it could be some of my damage sensors
It still works for me though?
Yep it works
can a variable from an entity be sent to another entity?
Yes
Leaking method
Also, if I remember correctly, you can also make public variable
Can you change rider positions to match an animation, doubtful but if so how?
"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?
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
}
}
Run an animation on the player when they are riding the entity to match the animation that the entity is playing. This should only be used for small changes though.
You may also want to check https://discord.com/channels/523663022053392405/1133375713983074325
temp leaking: https://github.com/BedrockPlus/MagicMethodDocs/tree/main
ty
no, use an animation controller
Alr
Is it possible to make a shulker like entity? Basically an entity that acts like a block?
"runtime_identifier": "minecraft:shulker"
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
You could check for fatal damage in a damage sensor, run a command that spawns the table then use instant despawn to remove the entity
Oh, okay there's a loot command, that's new to me. Thanks!
{
"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?
run_command is experimental
you're also using the wrong format version to use run_command
what format version should I use for the run_command?
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.
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?
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
"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
thx, dunno what the player was doing, but he had too many versions of my pack, I asked to delete all and allow only the latest to run, so for some reason it fixed the issue on the player
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
How do I make it so that after milking a cow it gains a variant and changes its skin??
Change the on interact code of the cow to trigger an event that adds a component group
Like this?
Sorry for the ping
Seems right
what would be the 2nd step now to apply in the render controller and in the resource pack of the entity
https://wiki.bedrock.dev/entities/render-controllers.html take a look at this to kearn more about entity variations
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
Absolutely
Some error that I don't know what it is ...
Anyone who knows what I'm doing wrong can tag me
Please open a post with the relevant files 🙂
Ok
#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
how do i fix this showing for a tamed custom entity?
create a damage sensor that checks for fatal damage, cancel the damage and add an instant despawn event. You can also add particles and a loot command to emulate the regual death event.
alternatively, you can rename the entity
is there any way to rename it automatically?
it only becomes unknown after being tamed
can I make an entity untargetable?
Entities are usually targeted via their family component
it does damage to other entities and then they target it
You could try adding something like this to the entity that is targeting it:
"minecraft:behavior.hurt_by_target": {
"entity_types": {
"filters": {
"test": "is_family",
"value": "family_name",
"subject": "other",
"operator": "!="
}
}
},
I am not sure if that would work though
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
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?
Have u tried shareables?
explain please? new to entity inventory
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
Thank you. I want it to grab every floating item within 10 block range. I am going to TP the items to it
💀
will it pick them ALL up
huh?
I want all items to be wanted, will that work , if items array is not used
death bot.... to grab stuff and hold.... maybe even tp the player back there afterwards
but the knowledge will lead to other ideas
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
I thought it was just set_property.... did they change it? lemme look
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
Btw
"properties":{
"property:has_disc":{
"type": "bool",
"default": false,
"client_sync": true
}
},
so if not that, then take out actor part
Is this how u declare a properties?
looks right... check the wiki, that part has not changed
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
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
?logs
I still have that error dispite using the latest version what...
Does anyone know what error this could be?:
#1135406068596478013
Can the player hitbox be modified?
yes
Very good, thank you
minimum format version to use properties in entities is 1.19.50 without exp feature -- not sure what it is with exp features
if this error was called by the resource, then this could also be:
- client sync is set to false
- paperdoll is calling the query
Nah
Properties don't work well with BPAC
I have never had this issue with entity properties
I can send u the file u want to test out
I have an entity with an array of 16 enum
BPAC doesn't get switch to another states when the properties are switched
sure
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
How do you make a Projectile explode but not deal ground damage?
don't break the earth
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
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...
Maybe its the UI thing
Your entity may have 256 slot but the UI cant show u
Tried this, and applied to world but nothing is happening. I'm obviously doing it wrong somehow
?player.json
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.
?wiki
can someone help me with player.json
open a ticket in #1067869022273667152
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
is there any way top trigger events for both other and self at the same time from an on damage
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
Uhm 😧
?
can you give me an example 😭
which parts?
How do I make an entity perform an animation from time to time?
hey is there a item entity file
?
like in the entity folder a item.json file
?vp
Downloadable from: https://github.com/Mojang/bedrock-samples/releases
bedrock.dev archive: https://bedrock.dev/packs
GitHub (RP & BP) : https://github.com/bedrock-dot-dev/packs
Example particles: https://aka.ms/MCParticlesPack
thx
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?
try use a all_of filter to it prioritize only players in_water
hmm
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
}
reselect targets will only reevaluate if a new entity meets the criteria
That got it working, now getting a new problem where it's taking too long for the shark to move to water?
Not too sure how priority stuff works but I got it set-up as the lowest priority (0)
If you're going to do that, split up the attacking and random swimming into 2 groups to make sure random swim doesn't overwrite your attack or the shark will end up just staring at the player
what is the component making spiders not be stuck in cobwebs
It's not a component check resourcecs>sounds.json
what's community contributer? Is that editing the community docs?
um
Oh yah. It's for my showcase post being showcased on the monthly banner
ohhh, cool
niiiceee
I've done basically nothing with entities in my close to 4 years of Add-On Experience lol
shame, entities are the best
event that adds a queryable component -> BP animation controller that runs a function to sendevent to both targets at the same time
How can I find a slapper entity?
hi there, where do I change the speed of the entity making it walking faster when it has a target?
I think the vindicator does that(?)
You may want to check it’s vanilla file
is there any way to exeed the maximum range for a bossbar?
cause max is like 55 and im tryna do like 200
is possible to add a delay before running an event on minecraft:projectile on_hit?
Make your event add a component group with minecraft:timer, and run your actual event from the timer component
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?
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)
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?
That would be possible, yeah. iirc lightning bolt damage is hardcoded, so you have to disable its damage to entities from the victims entities file using a damage sensor. Fire is probably another hardcoded behavior, which means you’ll have to detect when it strikes to remove the fire, or simply spawn it 2-3 blocks above ground so it doesn’t places the fire.
Simply close the dialogue screen if the player who interacted with the NPC does not has the tag.
Actually, maybe it’ll be worth trying to adding a collision box high enough from ground and seeing what happens
it may make everything easier
Can someone help me with projectiles? https://discord.com/channels/523663022053392405/1139115888684060826
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...
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
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
}
]
}
it's working but the log said that this
;-;
What is the code for an entity to recover life with a food
Could someone who understands Multiple Skin see what would be the error in my Furnace Cow for her not changing her skin?
#1135406068596478013
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
how to make entity not attacking player, even when the player is attacking them
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.
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
}
]
}
Is there a way I can make the entity's model change depending on its skin variant?
I don't think so
You could add invisible geometry parts and use them in some of texture variants
@visual orbit Yes there is:
{
"format_version": "1.8.0",
"render_controllers": {
"controller.render.test": {
"arrays": {
"geometries": {
"Array.geos": [
"Geometry.t_0",
"Geometry.t_1",
"Geometry.t_2"
]
}
},
"geometry": "Array.geos[query.skin_id]",
"materials": [
{
"*": "Material.default"
}
],
"textures": [
"Texture.default"
]
}
}
}
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?
hmm thank you very much
in RP I put it like this?:
geometry": {
"Variant1": "geometry.humanoid.custom",
"Variant2":
"geometry.cow"
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
You would need to write outline materials for this to work
ask about it in #1067869590400544869 or #1067869022273667152 because it is too complicated to explain here
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
MANY THANKS MAN, it worked perfectly, thank you very much
Humanoid model cow Model
I'm confused with what you're trying to ask. Do you want it to show in third person and not in first?
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
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.
@fast marsh
You need a separate animation for the first and third person
You also need to animate them based off of context.is_first_person
could you tell more about this?
"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"
}
]
}
variable.is_first_person?
I am Russian
I have this item
i animate the player
Did u create an animation for first person?
using the pocketmine plugin
Not sure if that's necessary
This goes in the attachable file by the way
"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
hey quick question
i usually use an animation through the application, specifying its id and it plays
like certain tags have diff knockbacl_resistance values
Yes, just put them in different component groups and use an environment sensor with tag filter values
but I need to have the correct view from the first and third
i suck at json lol
You dont need the queries and variables in this
how do you fix entities becoming invisible?
just use the default to slot binding in blockbench
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?
problem in the resource pack, check to see if there are any problems in the entity file, model file, and render controller
it doesn't work right
it's hard to explain in the chat
could you give me an example?
so that by playing the animation, everything was in its place
as i showed above the before and after pictures this happens when adding 2 addons together thus probably being a overlapping issue or some sort. At first i'm able to see the entity but after adding the 2nd addon the entity becomes invisible. I've tried looking into the files but i'm confused as it might be a texture issue which i can't find haha.
The first has its own position, the third has its own
check if they're using the same identifier
gotcha thanks
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
}
I don’t have this item, I just animate the player and I have this weapon as an item, it is in my hand
and add this binding to the main bone
q.item_slot_to_bone_name(c.item_slot)
That's what I'm trying to do
the third person is fine, but the first one is not
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
how do i set it up?
someone to help me with #1135406068596478013 ? 🥲
wdym by enviroment sensor?
also could I possibly adjust the default reach?
Mob attacks yes, plazyers no
oh rip
hey @fast marsh i found the issue maybe you can help me better now
or anyone could help fix this please, thanks'
"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?
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..
hello, i'm new, i have a problem. when i added my mob to minecraft WHY was it invisible
show ur code
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": {
}
}
}
"minecraft:block"
bruh
it's "minecraft:entity"
no "minecraft:block"
My bad... 💀
Is there a person here who knows about first person? Who is ready to give me quite a bit of time
animation > first person
If everything works out, then I will thank you with money
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.
I am newbie
I will create my essence again and you will check my mistakes
[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
"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?
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
part_visibility sir! You can add it to your render controller to show/ hide a specific bone 😄
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.
Alright then, guess I can use variant for that.. thanks!
You're welcome : )
if you want a walk through message me to set up a time
Thanks
But I found an alternative already but if my alternative doesn't satisfy my needs I'll send you a message 👍
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?
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?
Is there any material that the light doens't affect and it's emmisive and transparent?
How to fix it? After applying your own geometry to the player, it turned out like this, and this happens with all animations
How do I make the light not affect the entity lightning?
can someone help me with render controller, i cant hide the model in FPP
nvm
You need to edit the animations.
{
"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?
is it possible to make entity always face north using animation?
Yes
Use the q.body_y_rotation
thanks
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 :/
How can I change player model when drinking something?
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
}
}
]
}
]
}```
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 }
Is there a way I can do an event that increases my mob's maximum life?
i think you can add component group then trigger it with event
what query i can use for detecting tag after using tag command?
q.any_tag is not working :/
that's not what q.any_tag does, you'll need to use an environmental sensor to add a dummy component or property
Only selectors in commands and the has_tag filter can detect a tag.
Does anyone know how to hide an overlapped model in first person?
you can use the render controller and use the part_visibility
How do I make my entity unable to be pushed out of the water?
You could just turn off collision
"minecraft:npc": {}
Can anyone help me with the Animation Controllers?
would anyone know why minecraft keeps using the wrong model for my horses
wdym
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.
on this screenshot blocks , but I want to make an entity
Im trying to replace the default horse model with a different one but it doesn’t want to use it for some reason
how do I modify the player geo and does it make the addon incompatible with others
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
ok good to know, how do I modify the player geo
Download the vanilla files and edit it
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
Hey, I search a component who allow the entity to follow his target up to 100 blocks
How do you disable arm & legmovemnt if the player is moving during an animation?
minecraft:follow_range
It works if I use minecaft:nearest_attackable_target
?
if u use that, its within radius
its in nearest attackable target
Okay thanks
Any Entity material with support of transparent/half-transparent pixels on texture?
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
Thx
like horse bar?
well im pretty sure thats not possible
is it possible to make entity not collide with certain blocks
i remember somethings about this but can't find the component
is it possible to have a player takes damage if an entity collide with a player in high speed?
As far as my knowledge goes, no
"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"
}
}
]
},
Does anyone know how I direct the event to the projectile that deals the damage?
animaiton controller that checks the speed using query.position (note that it is calculated 20x per second). Once it hits x speed, switch states to one that runs an animation to deal damage to nearby entities.
There is also ground_speed, modified_move_speed, and modified_distance_moved that you could try.
try target other
does anyone know the name of the animation that plays when a player stripps wood
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.
umm
This directs to whoever triggered the project
make "triggers" an array
thanks, work
Is there a reason why you collide with/can't walk through a boat?
Probably because the boat is not a ghost 😅