#Entities General

1 messages · Page 4 of 1

little cloud
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Its hardcoded

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You can use the runtime identifyer to replicate its hitbox but you can't make a custom hitbox size using that method

swift jungle
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How do I make an entity that is controlled by the player rotate only on the horizontal axis?

delicate scarabBOT
winter olive
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Your solution is there under "Flying by looking" ☝️

swift jungle
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Certainty?

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I didn't see a solution to my problem there

winter olive
swift jungle
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But I want horizontal, and not anything that flies

grim pine
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how do i make a entity only target players?

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nt rlly good with entities

little cloud
grim pine
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i jst dont wanna mess it up and ask like 20 times for help

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and idk json like at all 😭

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like do i put it in components?

winter olive
little cloud
# grim pine and idk json like at all 😭
grim pine
little cloud
#

what families does your floating text have?

grim pine
little cloud
#

go to your floating text > components > minecraft:type_family and send the items in it here

grim pine
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thought there was a quicker route

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to jst make them target players

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i mean unless they are a player

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then i do gotta do that

little cloud
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chances are the dev who made it was not very experienced and just used a copy of the players components and removed the movement components. I've seen someone else who had it.

grim pine
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ah i see

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so i do gotta go thru everything

little cloud
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yes

grim pine
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alr ty for the help

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much appreicated

faint canopy
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has anybody else been able to set the search range of Minecraft:behavior.move_to_block to greater than 16 blocks?? if if set to 64 my entities will only path to the block if they are within 16

scenic pendant
#

How i can make village border bigger to use
is_in_village ?
and i can make custom village and use is_in_village?

#

@little cloud

little cloud
#

not sure, that relates more to #1067869232395735130

versed birch
#

anyone have an update for this? Wanting to make an entity inside a block not dark, but can't use ignore lighting because I need it to be dark if the surrounding light level is dark

mortal lion
#

Hello everyone
Who knows: how works component "attack_cooldown"?
It's looping?

bitter nova
#

I'm looking for an entity that doesn't move, can you provide json for it?

little cloud
delicate scarabBOT
#
Dummy Entities

Dummy entities are invisible entities which are used behind the scenes for game-play purposes.
Dummy entities are a very useful tool, and the document (linked below) covers some of the ways they are utilized, as well as showing how to set up the resource side of things.
https://wiki.bedrock.dev/entities/dummy-entities.html

dawn coyote
#

hi there, I have made this damage sensor that supposed to only cancel fatal damage, but it seems to be canceling most of the damages, even damages taken from stepping on lava block, is it the correct way to do it?

{
    "on_damage": {
        "filters": {
            "any_of": [
                {
                    "all_of": [
                        { "test": "has_tag", "subject": "self", "value": "spell_magicShield" },
                        { "test": "has_damage", "value": "fatal" }
                    ]
                }
            ]
        }
    },
    "deals_damage": false
}```
misty marten
#

How can I make it so that when I generate a custom projectile with summon command, it shoots towards where I'm looking? I remember that you could do something like that, I hope it's not patched

dawn coyote
misty marten
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I have an item that activates an ability similar to a beam, and I want it to automatically launch projectiles without having to hold use the item

misty marten
#

aah its with minecraft:spawn_entity component

valid shard
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This is non expirimental btw

little cloud
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Also this looks like a marketplace project.. don't you have an NDA?

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also I feel like at this point we have enough one block maps, please stop

valid shard
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Welp onto using skin_id then

valid shard
little cloud
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huh?

valid shard
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But thats stupid component also doesnt work

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;-;

little cloud
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skill issue

valid shard
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using that component.

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That runs an event

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and I need to run a command from that

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I got everything working now except the component itself

valid shard
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This one

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And how is it a skill issue?

little cloud
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I've never used that component tbh

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I would just summon an entity and use the entity to check if the block at it's current position is air

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-- I assume you can do that since its a oneblock map lol

high bronze
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I am running through the Beginner's Guide and am having an issue with the entity creation portion. I have spawned a ghost entity, it turns and looks and otherwise there are no errors in the log. However, it doesn't move about and if damaged it usually floats away into the atmosphere.

I have read through the troubleshooting section, but I don't see anything obvious for where to go next to try to debug this issue. Can anyone point me in the right direction?

little cloud
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check for the physics component first of all

high bronze
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There doesn't appear to be a physics component in the ghost.se.json in the guide (sorry I can't post links, I only just joined the server)

little cloud
high bronze
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ah ha :), in the end I just copied the finished version at the bottom of the page. Doesn't appear that portion made it into there. I'll check that out!

high bronze
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Great success, I put in a pull request with the guide maintainers. Thanks @little cloud

turbid vine
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Why can't it find the player's geometry? everything is in place and in good order in my opinion

gloomy hemlock
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models/entity/your folders

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that's not correct

turbid vine
#

I already figured it out, but seriously, in Minecraft, the hotbar and the player’s inventory are separate inventories? How can I calculate the presence of an item in both, so that there would be a condition like not for one item in both inventories, namely, that 1 would be found

trim plume
#

how can I make an event work on an entity other than the player?

trim plume
trim plume
winter olive
trim plume
#

i figured it out, it's fine

opal arch
#

why if I changed texture husk and uploaded it to the pack, I can't summon mob?

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but I'm stupid, I set it to peaceful

glass parcel
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Oii

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Do you know how to put more than one animation on the bridge truss support?

dawn coyote
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hi there, how can I define a different texture for a mob based on the tag it have?

little cloud
wanton yacht
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how do i tame an entity by hitting it?

little cloud
swift jungle
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Is there any way to modify an entity's invincibility frames?

solar jasper
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                    {"test": "health", "operator": "<=", "subject": "self", "value": 40}
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it works?

winter olive
wheat crow
winter olive
wheat crow
native jetty
#

if a projectile deals no damage but triggers a command on hit does it bypass the damage cooldown?

native jetty
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||why do I even bother trying to mod a game coded by a welsh crackhead and 4 raccoons 🗿||

native jetty
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it works

native jetty
native jetty
#

bold of you to assume I myself know what the fuck I'm saying

languid kite
#

hello, does anyone know why "hide" event doesn't work anymore?

gloomy hemlock
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i never heard that xd

misty marten
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entity_spawned event is broken when you summon an entity with commands?

gloomy hemlock
#

hmmm, nop

misty marten
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doesnt work for some entities, I dont know why

valid shard
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You can also try a timer component that just runs an event when the entity spawns if the build in one doesnt work @misty marten

misty marten
valid shard
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How did you write the event down?

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I think there was something with that way of running an event.

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Maybe only ones with a n indentifier work

turbid vine
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Hello everyone, where can I find the original armor models? What is their geometry name? In mobs.json && player_armor.json geometry cubes are empty

spring orbit
little cloud
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In 1.8.0, geometry could be used as a template, the armour works by inflating the zombie model. It is then split into each individual piece.
You can use this model if you want in attachable but if you're looking to modify it, it would be easer to just re-make it

proper ravine
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How do you make definition_event execute multiple events? "definition_event": { "affect_projectile": true, "event_trigger": { "event": "hk:dynamites", "target": "self" } } }

little cloud
proper ravine
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Where can i get the syntax?

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Okay found it

valid shard
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How can I make an entity drop an item like the player does.

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Preferably using animation controllers.

orchid aurora
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Hey, is there a spawn rule condition for the moon phase? I am not finding one

little cloud
# orchid aurora Hey, is there a spawn rule condition for the moon phase? I am not finding one

I don't think so, you could spawn a dummy entity with this event:

"minecraft:entity_spawned": {
    "sequence": [
        {
            "filters": {
                "test": "moon_phase",
                "value": 0
            },
            "add": {
                "component_groups": [
                    "despawn" // add minecraft:instant_despawn component
                ]
            }
        },
        {
            "filters": {
                "test": "moon_phase",
                "value": 3
            },
            "add": {
                "component_groups": [
                    "transformation" // become the target entity
                ]
            }
        }
    ]
}
little cloud
#

the docs I sent are non-experimental

valid shard
valid shard
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Like a dropper.

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But then for my hand

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So I thought run something from the player

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but idk javascript that well ;-;

little cloud
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You might be able to spawn an item with /loot and use knockback behavior roar

valid shard
valid shard
#

Hi why cant I add bp animations to player.json?

little cloud
#

Send the animation

valid shard
# little cloud Send the animation
{
    "format_version": "1.10.0",
    "animation.ore_gun.animated": {
        "animation_length": 10.0,
        "timeline": {
            "0.0": [
                "/event entity @p ds:shoot_ore_projectile"
            ],
            "1.0": [
                "/event entity @p ds:shoot_ore_projectile"
            ],
            "2.0": [
                "/event entity @p ds:shoot_ore_projectile"
            ],
            "3.0": [
                "/event entity @p ds:shoot_ore_projectile"
            ],
            "4.0": [
                "/event entity @p ds:shoot_ore_projectile"
            ],
            "5.0": [
                "/event entity @p ds:shoot_ore_projectile"
            ]
        }
    }
}
little cloud
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any other content log errors?

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You could also try using higher format versions, I'm not sure if it'll help

valid shard
little cloud
valid shard
#

Ahh

valid shard
little cloud
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Send log

valid shard
#

It also runs only once and then never again

little cloud
valid shard
#

Ah let me try that

wet oxide
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Is there any way to make the entities not move with the water?

fossil sorrel
#

How might I go about making the items in my entity’s hand smaller. Vexes do this but I cannot figure out what code causes it

valid shard
little cloud
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render offsets are deprecated as of 1.20.30

valid shard
earnest flare
#

One message removed from a suspended account.

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One message removed from a suspended account.

little cloud
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Use arrays, having tons of render controllers isn't good

earnest flare
little cloud
#

check rabbit render controller

earnest flare
#

One message removed from a suspended account.

earnest flare
little cloud
#

no

earnest flare
little cloud
#
            "scripts": {
                "initialize": [
                    "v.property = 0;"
                ],
                "pre_animation": [
                    "v.property = (q.is_in_ui || v.is_paperdoll) ? v.property : q.property('namespace:property_name');"
                ]
            }

Use this code to avoid errors when querying properties from a player and look at the image to learn how to use an array

versed birch
#

Sup anyone know how I can get my entity to hold an item like a fox does?

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Not using the rightItem bone, because then the item is treated as "equipped" - i.e a diamond sword is larger and at a different rotation to some basic item like an apple

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It seems fox geometry uses a held_item locator, but I can't get that to work

spring orbit
earnest flare
#

One message removed from a suspended account.

little cloud
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Head cosmetic cannot be both less than or equal to 1 and greater than or equal to 4

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Also please use arrays

subtle glade
#

How can I change my entity's death animation?

versed birch
scenic pendant
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I want to make my Entity test for the player has tag king in range of 500blocks if the player in range of 501 blocks the new event will run

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Do I use
distance_to_nearest_player
environment sensor
?

#

@little cloud

little cloud
sterile flint
#

Hey guys, is there a way to open a NPC dialogue anywhere in the world?

icy adder
sterile flint
#

And I assume it'll show the player's model in the dialogue box, right?

#

Is there a way to this by linking an entity to the item or something?

subtle glade
turbid vine
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can anyone give me a vanilla model of the bib? There is no player.armor.base, also no cubes in mobs.json...

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0 cubes...

icy adder
eternal mountain
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Great

winter olive
delicate scarabBOT
#
Animation Controllers and More

Intro to Animation Controllers: Wiki Link

Running commands in AC: Wiki Link

Stable Documentation for Animations Bedrock.dev Link

Effects in Animations Wiki Link

Death Animations Wiki Link

Math-based Animations Wiki Link
Math animations are a powerful alternative to key-frame animations. Generally speaking, math based animations is the concept of using Molang expressions and maths to animate entity geometry.

Entity Modeling and Animation Microsoft Link

Entity with Animation Turotial Microsoft Link

Resource Pack Animations Microsoft Link

winter olive
little cloud
# turbid vine

In 1.8.0, you can use other models as a base similar to how materials work, in player amour, the base armor modem uses the zombie model inflated and then splits it into each individual piece. You can still use it ingame but if youre looking to modify it, it would be easier to just make a new model

covert gyro
#

I want to make my custom entity run an event if a player is 500 blocks or more away from an entity

little cloud
#

Youll need to add the tick_world component to the entity

turbid vine
#

who can look at my player.entity.json? There is no more animation in first person, bow, trident (my modifications in it work fine, but these ones are broken)

misty marten
#

How can I fix the rotation of the hitboxes in the minecraft:custom_hit_test component? hitboxes do not rotate relatively with the entity

dawn coyote
#

hi there, what is the component that make NPCs entities rotate the body while targeting a player? I wanted to remove it in some NPCs and make it`s body static and only allow the head movement, is it possible?

solid hare
#

Did anything change with the tick world component in 1.12.30? My entity with tick world worked before the update but stopped after the update.

turbid vine
#

Hi all

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can you tell me what kind of request is needed to determine what creature the player is sitting on?

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creature id

winter olive
misty marten
#

how to make my mob immune to campfire block? im using damage_sensor with
{
"test": "is_block",
"subject": "block",
"operator": "==",
"value": "minecraft:campfire"
}
works with other blocks, but no with campfire

versed birch
#

does a campfire just apply fire damage?

misty marten
#

only work if I use "cause": "fire" but thats a problem itself, it will be immune to fire

wraith ingot
#

are there any queries that can be used in animations and can be changed directly through scripts?

#

nvm, entity.setProperty exists

wet river
#

i can remove the hitbox of my entity without behavior pack ?

pseudo shale
#

Hi guys! Does anyone know why an error appears when I'm trying to edit a sniffer or camel behavior json? The error occurs even when I don't change the vanilla files, but just add them to the behavior folder.

spring orbit
pseudo shale
deep kettle
#

Can anyone help me with property, I cant get it to work

#
"description": {
    "identifier": "server:plane",
    "is_spawnable": true,
    "is_summonable": true,
    "is_experimental": false,
    "properties": {
        "server:tilt": { 
        "type": "float", 
        "range": [-1.0, 1.0], 
        "default": "1.0" 
        }
    }
}
#

This should be it right?

#

"format_version": "1.14.0"

little cloud
deep kettle
#

10 + query.property('server:tilt')*100

little cloud
#

1 sec, ill show you how to properly call properties from the player

deep kettle
#

Im using property for animation

little cloud
#
    "initialize": [
        "v.property_name = 0;"
    ],
    "pre_animation": [
        "v.property_name = (q.is_in_ui || v.is_paperdoll) ? v.property_name : q.property('namespace:property_name');"
    ]
}```
deep kettle
#

So property cant be called directly?

little cloud
#

If the property is called from a player, the paperdoll/live_player_renderer will also try to grab it. Since the paperdoll/live_player_renderer does not have an actor, it shows the error. That's the main place you'll see this error

deep kettle
#

But through a variable?

deep kettle
#

Not player

little cloud
#

then your issue is that client_sync is not enabled

#

just add "client_sync": true to the property definition

deep kettle
#

Like this?

little cloud
#

yeah

deep kettle
#

It works now....

little cloud
#

nice

deep kettle
#

client_sync should have been set to true as default ngl

little cloud
#

it is set to false by default to be efficient

versed birch
#

Can I hide an entity's nametag even when looked at?

#

Needing to use a nametag for conditional ui, but I definitely don't want it displayed here haha

tawny oak
#

I’ve actually had an idea for this, let me test it right now

versed birch
#

Awesome!

tawny oak
versed birch
#

Ahh well my crafting system is triggered by a ui form, so I'm not checking inventory contents every tick

#

But yeah more or less the same

tawny oak
#

Yeah

#

For the record, I have no actual reason or system to use this for. I just think "it'd be cool if I knew how." That's my motive lmao

#

Maybe it'll come in handy later, you never know

versed birch
#

Very fair. I'm using my tech addon as an excuse to test all the things I've wanted to for a while

#

Like the robot arms were an excuse to see if dynamic inverse kinematics was viable, and the vehicles were to see if slope detection was also a good idea

tawny oak
tawny oak
#

You also would have had to switch your addon to preview anyway, which idk if you'd be willing to do

tawny oak
#

Ok after some quick testing, I've found out the container title is taken from whatever the entity's name was 2 ticks before the interaction

#

This gives me another idea, but I'll have to test it tomorrow because it's getting pretty late :/

covert gyro
#
{
    "format_version": "1.19.80",
    "minecraft:entity": {
        "description": {
            "identifier": "bridge:flag_mob",
            "is_spawnable": false,
            "is_summonable": true,
            "is_experimental": false
        },
        "component_groups": {},
        "components": {
            "minecraft:collision_box": {
                "width": 0,
                "height": 0
            },
            "minecraft:health": {
                "min": 9999,
                "max": 9999
            },
            "minecraft:type_family": {
                "family": [
                    "mob"
                ]
            },
            "minecraft:custom_hit_test": {
                "hitboxes": [
                    {
                        "width": 0,
                        "height": 0
                    }
                ]
            },
    ```
#
        "minecraft:environment_sensor": {
                "triggers": [
                    {
                        "filters": {
                            "all_of": [
                                {
                                    "test": "is_in_village",
                                    "subject": "self",
                                    "value": false
                                }
                            ]
                        }
                    },
                    {
                        "target": "self",
                        "event": "minecraft:not_in_village",
                        "filters": {
                            "test": "is_in_village",
                            "subject": "self",
                            "value": true
                        }
                    },
                    {
                        "target": "self",
                        "event": "minecraft:in_village"
                    }
                ]
            },
            "minecraft:on_death": {
                "event": "minecraft:flag_mob_rip",
                "target": "self"
            }
        },
        "events": {
            "minecraft:not_in_village": {
                "run_command": {
                    "command": [
                        "tag @e[type=player,r=6] remove king",
                        "tag @e[type=player,r=6] remove king_offc",
                        "fill  ~ ~ ~ ~-1 ~ ~ air destroy",
                        "kill @e```
#
[type=bridge:flag_mob,r=2]",
                        "title @p title §lYou are not in village"
                    ]
                }
            },
            "minecraft:flag_mob_rip": {
                "run_command": {
                    "command": [
                        "tp @e[type=bridge:flag_mob,r=2] 9999 -50 9999"
                    ]
                }
            },
            "minecraft:in_village": {
                "run_command": {
                    "command": [
                        "title @p title §l You are the king now"
                    ]
                }
            }
        }
    }
}```
#

There is something wrong with this code and it does not work as I want

#

The problem is in environment sensor But I didn't know what was wrong

#

@little cloud

valid shard
versed birch
#

Ayo? How would I set that up?

valid shard
#

Then you search for nametag.

#

And you can edit it however you like.

versed birch
#

How would I apply that to just my entity? If that's doable?

valid shard
#

materials/ui3D.material

valid shard
versed birch
#

Ah, thank you, I'll see if I can get that working :)

#

I have one possible alternative if this doesn't work

#

Ah unfortunately doesn't work

valid shard
#

Ah sad

versed birch
#

Thank you though!

valid shard
#

Yw

valid shard
valid shard
valid shard
covert gyro
#

I didn't see it

valid shard
#

Check to be sure.

covert gyro
#

Ok

versed birch
#

it'll always show when the entity is looked at unfortunately

covert gyro
#

I want my entity to run event if it is in the village and to run another event if it is in the village

#

@valid shard

valid shard
covert gyro
#

How

valid shard
#

What do you mean with how?

#

You can run entity commands with properties that you query in an ac

#

But instead of dummy component you are ought to use properties.
They work much better and allow for more types of outputs

covert gyro
#

Ok

#

Ty

crude dawn
#

For an entity to hold an Item at the rightItem bone, does the entity need the equipement component?

valid shard
#

Or do you mean a tool?

#

"minecraft:hand_equipped"
Is for tools like swords and stuff

little cloud
#

the equipment component allows you to give the entity armour/tools

slow remnant
#

Help

#

I converted the obj model via plugin to bridge v2

#

But the model is invisible

wet oxide
#

How can I make it possible for an entity to mount other entities?

azure valley
#

{
"format_version": "1.10.0",
"animation_controllers": {
"controller.animation.flanged_mace.sword": {
"initial_state": "default",
"states": {
"default": {
"on_entry": [
"/scoreboard players remove @s curweight 3"
],
"transitions": [
{
"is_wearing": "query.is_item_name_any('slot.hotbar', 8, 'g4:flanged_mace')"
}
]
},
"is_immobile": {
"animations": [
"flanged_maced"
],
"transitions": [
{
"default": "!query.is_item_name_any('slot.hotbar', 0, 'g4:flanged_mace')"
}
]
}
}
}
}
}

#

try to get item to add a score of 3 when in hot bar slot 8 but only works well item is in hand

#

anyone know how fix

slow remnant
#

[Geometry][error]-models/entity/armor_stand.geo.json | minecraft:geometry | bones | poly_mesh | positions | Array too large (6 > 3)

[Geometry][error]-models/entity/armor_stand.geo.json | geometry file didn't validate

#

How do I fix this?

wanton yacht
#

why isnt my mob picking up and equiping the armor?

distant latch
#

How do I ignore invisibility potions?,
I created a UI that leverages the entity client and it was invisible

versed birch
#

@tawny oak found a solution to our issue

#

Just draw a different label for the container that doesn't use the standard text variable lol

#

No hover name but conditional ui still visible. Just means u can't nametag the entity tho

#

but the name is just a bunch of color codes in a sequence and that's checked in the ui/chest_screen.json

tawny oak
#

So something like §D§r§o§n§e?

versed birch
#

Yep, exactly haha @tawny oak

tawny oak
#

Do you have to manually change the text to “Drone” or does that already get autoformatted?

versed birch
#

Manual change - I've got a custom label instead of the default one which just has the static text Drone

tawny oak
#

Ah good to know, ty

versed birch
#

yessir it's so good

tawny oak
#

Even though it didn’t work, I’m still curious if the 2 tick delay I found while testing could have some niche use

#

Might not be for this kind of scenario, but maybe something to keep in mind for another time? ¯_(ツ)_/¯

bright sun
#

would anyone know where I could a detailed guide for replacing a vanilla mobs model with a custom one?

dawn coyote
#

hi there, is it possible on player entity execute an event whenever the player equip an item?

gloomy hemlock
#

yes

#

with environment sensor u can do that

#

using filters

halcyon pawn
#

How can I prevent an entity from unrendering when far from the player? Not unloading but unrendering

dawn coyote
# gloomy hemlock yes

but it will be running constantly, I was looking an alternative that execute the event just once

gloomy hemlock
#

another filter if the player has a tag

#

or if not

#

after that u put the tag and finally there's no loop

dawn coyote
#

what do you suggest to use as filter? has_equipment?

solar jasper
#
                    {"test": "actor_score", "domain": "time", "operator": "<=", "subject": "self", "value": 40}
#

it's wrong?

rare kraken
#

Does anyone know if loot tables merge together? For example, One add-on changes the drops of a pig and another add-on does the same. If I apply both to my world, will the loot tables merge or will the top one take priority?

little cloud
#

The topmost addon will take priority

rare kraken
rapid compass
#

I want to add custom texture to the armor stand with name tag, how i have to do this? I'm beginner, plz help

dawn coyote
#

hi there, do someone know what is the particles that plays when entity dies (the smoke one)?

junior linden
#

can someone explain to me

#
                    "damage_per_tick": 14,
                    "damage_range": 14,
     "cause": "contact",
     "entity_filter": {
     "any_of": [
      {
        "test": "is_family",
        "subject": "other",
         "operator": "!=",
        "value": "player"
      }
    ]
  }
} ```

Because this code I put to block damage to the player isn't working
#

I still set it to do no damage, but whenever I test it I keep taking damage

blazing galleon
#

How do I have a particle spawn repeatedly above an entity with component_groups? I have different particles I want to show depending on the state of my entity (which is determined by component groups)

fossil sorrel
#

Just wondering if someone could explain how the ticking component works. I assumed setting the range to [20,20] would make it run the event every second but it looked more like 20 seconds. Is this in seconds and not ticks or am I misunderstanding?

deep holly
#

How the entity's following us when we catch something for example a pig when you catch a carrot he following you??

untold viper
versed birch
#

Can I increase the range an entity looks at its target?

#

This entity is targeting the player, but won't look if it's too far away for some reason

untold viper
#

Well, I've figured out how to change player geometry and texture
But i get this
• Sneaking animation is broken
• Item holding animation is broken
How can i fix them? Is it an issue in geometry?

untold viper
#

?player geometry change

delicate scarabBOT
versed birch
#

Anyone have issues with mobs just stopping when chasing targets? It's like sometimes the pathfinding decides to just take a pause lmao

#

Obviously isn't fun in a fast paced chase

#

Also, is there a way to increase the speed at which an entity walks down blocks? Because when anything chases you it gets drastically slowed down if you're walking down a hill, or stairs (just due to Minecraft's in-air movement system I guess..?)

glacial summit
#

I thought it was possible to create an entity I could stand on using the minecraft:collision component but it's not actually creating any collision with me

bronze sorrel
#

How to make an item spawn a projectile

spring root
#

isnt setting up an entity with the ender_dragon runtime identifier supposed to increase its render range? is there any more required to getting that working?

"runtime_identifier": "minecraft:ender_dragon",```
little cloud
spring root
novel apex
#

Does anyone know how to tie a mobs spawnrate to a scoreboard?

glass jetty
#

Are there any issues with minecraft:behavior.move_to_block?

#

I'm trying to get my mob to path to a campfire, but it just doesn't work

#

I tried changing the target block to something else and the mob pathed over to it as intended

#

Hm

bronze sorrel
#

How do I make a projectile summon lightning when it hit the ground or trigger a function

silent wadi
dawn coyote
#

hi there, do someone know the exactly attack (sword ie) animation lenght?

little cloud
dawn coyote
#

do someone know why when I have a custom player entity file (client side), the custom skins that you do on the native game doenst show up? it only render the steve`s skin

wanton venture
#

I think that is a common bug when modifying the player client entity file

scenic pendant
blazing galleon
#

Is it possible for me to change the Max value of HP for an entity by adding a component group with minecraft:health to it with the values i want and calling an event to add that group?

#

trying to make an enttiy have different HP depending on the score it has

wanton venture
#

Should be

blazing galleon
#

not working, when I call the event to replace the values of the other minecraft:health, the entity is killed instantly

deep holly
#

Is possible to make one entity with multiple models??

drifting kite
#

does skin_id / mark_variant just not work for wolves?

#

nvmnd

#

hmm, my event runs, but the component groups aren't added correctly

#

clasic

#

wasn't in component groups

junior linden
#

How I do

#

For

#

A mob spawns when I kill another mob

#

I can't find an event about this on the wiki

#

or when the player is hitting the mob, other mobs spawn from them

drifting kite
#

then use a run_command event

#

if you still want to spawn another mob on death, use scripts

junior linden
drifting kite
gloomy hemlock
#

entityDie

#

scriptAPI

crude dawn
#

Any reason why minecraft:behavior.raid_garden does not work on custom entities? I use the reference from the fox but it refuses to work. Has this component been buggy?

sharp reef
#

ask em about render_controllers

#

hmm, so this forum includes some animation part huh

dawn coyote
#

i there, is that component in the player which makes the player move faster/slower? json "minecraft:movement": { "value": 0.5 },
I m changing it but I dont see any difference, what are the values it accepts as min or max?

drifting kite
#

how do I create a projectile that actually works right?

gloomy hemlock
#

wdym

#

the projetiles works right

drifting kite
#

yeah, I got it to work

sterile flint
#

Hey guys! Is there a way to play the classic "punch" or "swing" animation when pressing right click with an item in hand? (without experimental features). I've tried editing the player's animation controller adding a couple of queries on the transition that triggers the attack animation, to test if it has the item in hand and is using it. But it didn't worked

dawn coyote
# sterile flint Hey guys! Is there a way to play the classic "punch" or "swing" animation when p...

if you hold a item it should swing the item by default, if you are expecting to execute the weapon animation like holding vanilla sword/axe, then it will not, it is just a swing animation like holding any other item. I tried to replicate the sword movement with a custom animation for my items and I was able to play it with experimental features but it adds some delay to execute, you could do without experimental by making the v.attack_time public but it will block your server from using skins created natively on the game (skin creator) and will replace the skin by the steve skin.

sterile flint
#

It swings by default when I press the LEFT click. What I'm trying to do is to make it swing when I press the RIGHT click, the interaction click

dawn coyote
sterile flint
#

Hmmm I think there must be a way to play that animation withouth using API... but I'm not sure

halcyon pawn
#

how to change an entity property by events?

dawn coyote
deep kettle
#

What is the component that make ridable entity to jump when there's a 1 block higher ground?

little cloud
earnest flare
#

One message removed from a suspended account.

little cloud
earnest flare
#

One message removed from a suspended account.

little cloud
#

not sure, I have never used that command

earnest flare
#

One message removed from a suspended account.

earnest flare
#

One message removed from a suspended account.

#

One message removed from a suspended account.

covert gyro
#

Do you know how to run a animation for my entity if it spawns in the world?

#

@little cloud bao_icon_entities

deep kettle
covert gyro
#

Thx

#

I thought I should use animation controllers

little cloud
deep kettle
covert gyro
#

Ty

spring orbit
bleak oracle
#

Does anyone know how to add natural regeneration to mobs. Simmular to players in the behavior

nova plume
#

how do i make an entity health decrease over time without damaging it

earnest flare
#

One message removed from a suspended account.

wanton yacht
#

how do u make an entity pick up armor items and equip them

deep kettle
#

Make multiple component groups that each has different states of health

#

Then in each groups, set a simple timer to switch to the next stage till it dies or some lowest health stage

nova plume
fading elm
nova plume
#

ok, great
thank you both

dawn coyote
native jetty
#

you just need to have minecraft:movement in a component group

sterile flint
#

Guys! I don't know if this is a quick question or not (if is not, I'll crate a new thread), but I wanted to know if there's a way to open a dialogue for a custom NPC like entity only when using an specific item, but prevent the dialogue opening when not using that item

solar jungle
#

how do i make a person move slow without fov changing

solar jungle
swift jungle
#

How do I make it so that a controlled entity doesn't look down when the player looks down, or the same thing when up?

misty marten
wheat crow
#

hey guys

#

Is there any way for me to debug the pre animation variables

gloomy hemlock
#

anyone know how to use the tropical fish system? (textures)

native jetty
#

can an entity that's a projectile also be able to target other mobs and have ranged attacks?

snow ruin
#

how to make an entity hear sounds?

alpine helm
#

anybody found a method to put query.property in the render_controller?

little cloud
# alpine helm anybody found a method to put query.property in the render_controller?

yeah, if it is a non-player entity, just use a 1.19.50+ format version, else, you'll need to add this code into the client entity player to retrieve the property without showing an error:

"scripts": {
    "initialize": [
        "v.property_name = 0;"
    ],
    "pre_animation": [
        "v.property_name = (v.is_paperdoll || q.is_in_ui) ? v.property_name : q.property('namespace:property_name');"
    ]
}
little cloud
#

Huh?

earnest flare
#

One message removed from a suspended account.

gloomy hemlock
snow ruin
earnest flare
gloomy hemlock
gloomy hemlock
swift jungle
#

How do I make an entity controlled only on the horizontal axis, when it has the input_ground_controlled component

cloud wave
#

I need to put a custom attack animation on my entity. what query would I use?

humble shadow
#

idk if this is really the channel for this but what is a reasonable maximum of cubes in a model

turbid vine
#

I recently found out that the guard’s eye changes from side to side, depending on where the player is, how can I do this, but just so that my creature rotates behind the player, looks at him constantly, I know that this is an animation, but at least try do as the guard has, are:

#

not behavior, is server

patent heath
#

Yo does anyone know how I would make animations for players that I can run ingame with commands

turbid vine
#

PocketMine-MP?

sterile flint
#

Guys, how are you today! Quick question. I have an int property with a range from 0-4 and I want to have an event that, every time it triggers, it "adds 1" to that property. Can I do it in the same event or should I create 5 different events setting the property to the value I want on each case?

prisma geyser
#

smt like this should to work

sterile flint
#

Awesome! Does this make sense?

        "sequence": [
          {
            "filters": {
              "test": "int_property",
              "domain": "dummy:hits",
              "operator": "<=",
              "value": 3
            },
            "set_property": {
              "dummy:hits": "q.property('dummy:hits') <= 3? q.property('dummy:hits') : q.property('dummy:hits') + 1",
              "dummy:sick": false,
              "dummy:palmadas": true
            },
            "add": {
              "component_groups": ["timer_palmadas", "emoji_off"]
            }
          },
          {
            "filters": {
              "test": "int_property",
              "domain": "dummy:hits",
              "operator": "==",
              "value": 4
            },
            "set_property": {
              "dummy:sick": false,
              "dummy:palmadas": true
            },
            "add": {
              "component_groups": ["timer_palmadas_2", "emoji_off"]
            }
          }
        ]
      }
#

Is that a correct use for a sequence?

#

Or should I work this by triggering different events depending on the property value with a filter in the "minecraft:interact" component?

prisma geyser
#

not sure if filter int_property can test entity properties..

sterile flint
prisma geyser
#

well, set_property is already testing itself

sterile flint
#

Oh got it, I got this part wrong:
q.property('dummy:hits') <= 3? q.property('dummy:hits') : q.property('dummy:hits') + 1

I've thought that I needed to change your code to suit my case, becase what I wanted to do is "if it's 3 or less, then add 1 to that property, so what I should have done is use the code exactly as you send it to me:

q.property('dummy:hits') == ? q.property('dummy:hits') : q.property('dummy:hits') + 1

sterile flint
prisma geyser
#

nice bao_bee_happy

hardy osprey
#

How can I do it so that if a player has a certain tag, he will be given a group of components, and if not, this group will be taken away?

dawn coyote
#

hi there, what is the component used by the wandering trader to make the mobs stop attacking him when he is on invisible?

prisma geyser
hardy osprey
dawn coyote
prisma geyser
#

apparently they only lose the target if the player has nothing in his hand

vast bluff
#

Is minecraft:delay_filter in ticks or seconds

sterile flint
#

Guys, is is possible to run two different timers at once with the minecraft:timer component, in order to run two different events at specific moments?

sterile flint
#

I want to have an "overall" timer of 10 seconds triggered by an event, and while that timer is running, I want to run a sequence of short timers of around 0.5 seconds each (also triggered by another event), without cancelling the 10 seconds one. Is that even possible?

#

Or if I run another minecraft:timer component while the first timer is still running, it will cancel the first one?

vast bluff
#

Can you use a bp animation controller instead?

gloomy crag
#

How can detect if player is on rain?

prisma geyser
gloomy crag
#

Thanks

hardy osprey
#

how to make the player run faster on certain blocks using player.json?

dawn coyote
hardy osprey
#

I want the player to run faster along the vanilla path

#

is there a way to check if a player is on a path block and trigger an event if so?

dawn coyote
# prisma geyser apparently they only lose the target if the player has nothing in his hand

yea makes sense, you have to remove the equipment you are wearing as well otherwise the invisible potion is inutile, would be nice to have the same component to items as well, right now the invisible potion for me looks like an inutile effect if you have to open your inventory and remove all items from your body to get protected against mobs attacking you =
right now it is just a fun effect against players

prisma geyser
sterile flint
solar jungle
#

what entity X,Y,Z AXIS can be rotated?

untold viper
#

Can i have 1 animation and control the length of it?

bright sun
#

would anyone know reasons why a mob would be invisible/have no texture (just a shadow)?

cloud wave
bright sun
#

ahh ill check that

#

thank you

#

ill let you know if that worked

bright sun
native jetty
#

I'm trying to disable hunger with

                    "heal": 0,
                    "jump": 0,
                    "sprint_jump": 0,
                    "mine": 0,
                    "attack": 0,
                    "damage": 0,
                    "walk": 0,
                    "sprint": 0,
                    "swim": 0
                },```
but for some reason the player still loses hunger while playing
#

and I can't just give the player the saturation effect because hunger needs to be constantly at 3 to prevent sprinting

little cloud
gloomy crag
#

Help, I have an entity that has the same geometry as the player but for some reason it does not show the armor, does anyone know how I can solve this problem?

torpid cove
gloomy crag
#

Thanks bro

#

Do you have an example?

#

I'm not sure where I should put it.

#

I found it

crisp garden
#

I have my card item setup to spawn an entity, I have my card entity setup to attack type_family:card, but when I place another card entity near it, there's no attacks

#

Are animations needed? Does the card need an invisible arm it can physically reach out for a hit box style attack?

cloud wave
bright sun
#

alright thanks for the info

nimble bramble
#

Is there any reason why "minecraft:pushable": { "is_pushable": false, "is_pushable_by_piston": false } on an entity wouldn't work and the entity is pushable by pistons anyway?

nimble bramble
#

Ah, I see. It's if the entity is inside of a block that gets pushed, that it gets pushed.

#

That seems like a bug.

misty marten
#

Im experiencing lag in ticks in my world when I summon a big entity with a big collision box, is there any solution for this?

torpid cove
#

Decrease the size of the collision box

untold viper
#

Is it possible to control the length of animation?

crisp garden
#

So I made 2 cards do battle finally. I feel like navigation shouldn't be the only means of pathfinding. Aquiring a target should offer those functions as well. I saw the documentation for turrets still needing other codes to function and it was confusing. My cards wouldn't battle, even after having a target. It was literally movement, and navigation that I was missing.

#

After the fact I understand the mechanics better, but I can't say they make sense to me to a point of understanding.

warm tendon
misty marten
#

A Genius

#

the collision box is one of the most important factors on an entity, imagine getting inside on the model just to hit the entity, no, I will not decrease the collision box Im searching another solution

fringe coyote
#

make a dummy hitbox to be hits lol

misty marten
#

and detect the damage given with scripting

#

that could work

#

thank you

crisp garden
crisp garden
#

On another note, I'd like to simulate an evolution process. Let's say I have a baby pig card, and the baby pig has a different texture than the adult pig card. What's the most efficient way to change the texture of the entity if I use the adult pig card on the baby pig entity

warm tendon
# crisp garden That's what I did (movement speed 0). Gotta be honest I still find the card look...

You could probably use some animations in the rp to fix that(I don't remember exactly how, but I believe you can do it by setting the rotation of the root bone to ["-q.target_x_rotation","-q.target_y_rotation",0]

As for the evolution system, you could probably use the minecraft:intract component to trigger an even that either sets an entity property or changes the variant of the entity(look at the vanilla cow's json to see how to filter interactions by item). You could then query for the variant or property in the render controller to change the texture

crisp garden
warm tendon
crisp garden
#

Ok and the base components that are not grouped on baby pig will pass over because it's technically the same entity. Heard. And as always Blaze, thanks for the wisdom.

warm tendon
#

ofc

glacial summit
#
{
            "filters": {
              "test": "has_equipment",
              "domain": "armor",
              "subject": "self",
              "operator": "!=",
              "value": "minecraft:elytra"
            },
            "event": "runecraft:unequipped"
          }``` Does anyone see something wrong with this environment sensor filter?
#

It's completely breaking my entity file

#
{
            "filters": {
              "test": "has_equipment",
              "domain": "armor",
              "subject": "self",
              "operator": "==",
              "value": "minecraft:elytra"
            },
            "event": "runecraft:elytra_equipped"
          },``` This is also present in the file, and work sperfectly fine
crisp garden
glacial summit
#

forgot to undo that

#

I've been messing with this on and off for several hours now

#

Something in the filter is somehow causing the file to break. The event works perfectly fine and I can run it with /event entity

crisp garden
#

That help? Fr

glacial summit
#

no, that didn't help at all

crisp garden
#

Oh I c

glacial summit
#

the version I pasted in here was different

crisp garden
#

Lol

glacial summit
#

I have one more thing to try out of just pure suspicion

#

at this point I have zero idea what's going

crisp garden
#

There's also no extending comma in the first post

glacial summit
#

that's the last one in the environment sensor

#

OH MY GOD

crisp garden
#

What was it g

glacial summit
#
{
            "filters": {
              "all_of": [
                {
                  "test": "has_equipment",
                  "domain": "armor",
                  "subject": "self",
                  "operator": "==",
                  "value": "minecraft:elytra"
                },
                {
                  "test": "int_property",
                  "domain": "runecraft:elytra_equipped",
                  "operator": "==",
                  "subject": "self",
                  "value": 0
                }
              ]
            },
            "event": "runecraft:elytra_equipped"
          },
          {
            "filters": {
              "all_of": [
                {
                  "test": "has_equipment",
                  "domain": "armor",
                  "subject": "self",
                  "operator": "!=",
                  "value": "minecraft:elytra"
                },
                {
                  "test": "int_property",
                  "domain": "runecraft:elytra_equipped",
                  "operator": "==",
                  "subject": "self",
                  "value": 1
                }
              ]
            },
            "event": "runecraft:elytra_unequipped"
          }``` added additional rules so I could watch it better
#

For some reason, this property changing is resetting the player scale

glass parcel
#

Does anyone know why this happens?

crisp garden
#

Koala sorry I looked into this for about 3 hours to no avail, did you get it figures out?

hexed wasp
#

Quick question. Is it possible to use query to identify if scoreboard reaches specific value? example if scoreboard reaches 0 then it would trigger and kill that entity

cloud wave
glass parcel
fringe coyote
glass parcel
#

@fringe coyote the entity became unviable

fringe coyote
glass parcel
#

@fringe coyote invisible****

fringe coyote
#

probably because custom entities need a resource pack.

crisp garden
#

So when I use an item, and it summons an entity, there's no way that it can be summoned as tamed? Other than the dummy method the doc refers to?

limber totem
#

Could you help me create a knockback roar dummy that damages those that don't have a tag and despawns immediately I'd like it to do horizontal knockback of about 10 blocks and vertical knock back of about 3 blocks

#

Anyone?....pls🥺

crisp garden
#

Wouldn't it have to detect player rotation in order to have the correct tildes?

crisp garden
#

Nevermind I am pleb

limber totem
#

Ait I'm about to go absolutely mental

#

Could someone help me create a knockback roar dummy that damages those that don't have a tag and despawns immediately I'd like it to do horizontal knockback of about 10 blocks and vertical knock back of about 3 blocks

Thanks in advance

#

I've been waiting for a reply for hours and I'm super frustrated and sleep deprived

high eagle
#

aight im new to this bedrock stuff and i just want help with one thing- i tried to make a blaze and it doesn't replicate a blaze at all subtract the melee/ranged modes and the blasts

#

visually i'm trying to get it to represent a blaze with the constant particle emitions and the hovering

#

when it finishes "charging" i see a little tiny soul particle spawn and thats it though

glass jetty
#

Is it possible to allow a mob to freely move through certain blocks

#

I have a mount and was just wondering if I could make it move through leaves

valid shard
#

How do I stop a ridable from riding further when the player exits it

fringe coyote
#

wat?

valid shard
deep kettle
#

Has anyone played around with multiple UV anim using RC?

swift jungle
#

Does anyone know any way to lock the rotation of the player or an entity only on the horizontal axis?

gloomy hemlock
little cloud
gloomy hemlock
#

for him to know lol

little cloud
#

ohhh ok lol, I thought youd managed to master the language without ever remembering what it's called

dusky kraken
#
how can I test a nother tag?

"minecraft:damage_sensor": {
                "triggers": {
                    "on_damage": {
                        "filters": [
                            {
                                "any_of": [
                                    {
                                        "test": "has_tag",
                                        "subject": "self",
                                        "operator": "=",
                                        "value": "spawn"
                                    },
                                    {
                                        "test": "has_tag",
                                        "subject": "other",
                                        "operator": "=",
                                        "value": "spawn"
                                    }
                                ]
                            }
                        ]
                    },
                    "deals_damage": false
                }
            }
fading elm
dusky kraken
#

XD nice

fading elm
#

here

dusky kraken
#

nope

#

thats not correct

fading elm
#

then im out of ideas💀

dusky kraken
#

bc I use self and other like when I have the tag spawn no body can hit me and I can't hit someone

fading elm
#

oh k

swift jungle
near frigate
#

Hey everyone, I'm trying to store stuff into my entity but there is no way for this. I added the component minecraft:inventory but nothing happens when I interact with the item. What could cause this issue?

prisma geyser
near frigate
#

I did it! But there is still nothing appearing for some reason.

high eagle
#

why will my shoot_sound and hit_sound for my arrow entity not play when it is fired?

#

still new to this stuff

solar jungle
#

guys

#
 "test": "int_property",
"domain": "msd:entity_id",
"subject": "other",
"operator": "!=",
"value": "q.property('msd:player_id')"
#

can this work?

prisma geyser
#

nop

#

it don't accept molang as value

high eagle
#

is this formatted wrong

#

cant get any noise to play

prisma geyser
#

sound names are correct?

high eagle
#

yeah i checked the bedrock wiki like 8 times over

atomic pier
#

Is it possible to have your custom entity despawn a few seconds after it has been looked at?
I already did something similar with instant_despawn, but what about having it despawn after a set time once looked at

prisma geyser
prisma geyser
high eagle
#

yup

#

thre may be some other stuff wrong because im somewhat new

#

but theoretically it's not throwing erros

prisma geyser
#

well, it works with bow.hit sound but not with the fireworks idk why

high eagle
#

i wish i knew

#

do you happen to know the potion id for nausea

prisma geyser
high eagle
#

alr

atomic pier
#

lmk if there's something better

prisma geyser
#

use look cooldown to set the time

atomic pier
#

Aw, still instantly vanishes

prisma geyser
atomic pier
#

Yeah

atomic pier
#

My work around does get the job done though so that's cool

#

It's basically you stare at him, he stares back, then vanishes after 1 second

prisma geyser
#

well, first using lookat call a event that add a component_group with a timer, when timer ends call a event that add another component group with the despawn component

atomic pier
#

How does one add a timer

prisma geyser
#

?

atomic pier
#

OH

#

WHY DID I NOT TRY THIS

#

Look at me overcomplicating things

#

THanks dude 😂

prisma geyser
glass swan
#

It flies for a bit and then stops.

#

I used movement.hover

prisma geyser
glass swan
prisma geyser
#

and behavior.random_hover?

glass swan
prisma geyser
glass swan
prisma geyser
#

hm, so strange, it should to work...

#

can i see the entity file?

prisma geyser
# glass swan

try to use this navigation hover

            "minecraft:navigation.hover": {
                "can_path_over_water": true,
                "can_sink": false,
                "can_pass_doors": false,
                "can_path_from_air": true,
                "avoid_water": true,
                "avoid_damage_blocks": true,
                "avoid_sun": false
            },
#

and add minecraft:can_fly to your entity

#

can_path_from_air is needed to the entity create a path through the air

high eagle
#

how do i fix custom arrow entities not pointing in the direction they're being shot

prisma geyser
swift tendon
#

Hello!
Is there any way to show the item which is stored in inventory added using the inventory component?

Because this guide https://wiki.bedrock.dev/entities/entity-holds-item.html only shows how to add it using the equipment component.

swift tendon
# prisma geyser wdym?

I want to give the item to an entity using scripts and that entity should hold it in hand. I don’t understand how to display this item from the inventory.

prisma geyser
swift tendon
#

Hmm, my entity only has minecraft:equip_item component. I'll try others now

valid shard
#
      "minecraft:interact": {
        "interactions": {
            "on_interact": {
                "filters": {
                            "test": "is_family",
                            "subject": "equals",
                            "value": "player"
                },
                "event": "set_line",
                "target": "self"
            },
            "swing": false
        }
    }
#

What happened here?

atomic pier
valid shard
gloomy crag
#

I have a solid entity, do you have any idea how to prevent the player from falling from it when the entity is going up? When it goes down the player stays but when it goes up the player falls

#

Sorry my English i use translator

warm tendon
#

You can use a script/commands to move all players directly above the entity up with it. Note that this would also freeze the player in place

gloomy crag
solar jungle
#

enum_property

#

how do i use that

valid shard
#

How do I remove this floating above a npc's head?

lunar fable
#
  "format_version": "1.8.0",
  "render_controllers": {
    "controller.render.armor": {
      "geometry": "Geometry.default",
      "materials": [ { "*": "Material.outer" } ],
      "textures": [ "Texture.q.skin_id" ]
    }
  }
}```
#

Is this how you make your entity render player skin?

valid shard
#

Why is there a query there?!

#

use arrays

little cloud
valid shard
little cloud
valid shard
valid shard
little cloud
#
    "format_version": "1.19.50",
    "minecraft:npc_dialogue": {
        "scenes": [
            {
                "scene_tag": "",
                "npc_name": {
                    "rawtext": [
                        {
                            "text": ""
                        }
                    ]
                },
                "text": "",
                "buttons": []
            }
        ]
    }
}```
valid shard
little cloud
#

What are you trying to do?

valid shard
#

I want it gone

little cloud
#

Have you tried creating a custom npc without the nameable component?

valid shard
#

The name of my entity isn't even npc

torpid cove
#

The NPC component automatically sets the name to "NPC" when the UI is opened

torpid cove
#

You could remove the NPC component or you could have a separate invisible entity for the nametag

valid shard
torpid cove
#

Give the player the NPC component and open it from the player itself

valid shard
torpid cove
#

You could repeatedly set the name of it with scripting

finite snow
#

how to remove a component after tot seconds?

prisma geyser
keen tangle
#

How do I let the NPC attack me, and when I kill him, he gives me a specific item? If anyone knows how, send me a private message, please.

wanton venture
#

You’ll probably get more help if you make the code without an app

snow ruin
#

help please, event does not work when "remove_on_hit"


        "on_hit": {
          "definition_event": {
            "event_trigger": {
              "event": "aba:hit"
            }
          },            
          "impact_damage": {
            "knockback": true,              
            "damage": [ 10, 8 ]
          },
          "remove_on_hit": {
            "definition_event": {
              "event_trigger": {
                "event": "aba:no_hit"
              }
            } 
          }
        },

warm tendon
#

I don't think the event works if you put it inside remove_on_hit. If it's broken even if remove_on_hit is empty, get rid of remove_on_hit and use another method to despawn the projectile when it hits

gloomy crag
#

Is it possible to make an entity move only when you are not looking at it?

snow ruin
#

scp

winged falcon
#

what format version do I need to use the new execute commands in entity events?

#

"run_command": { "command": "execute if block ..." }

wanton venture
#

1.19.50 or above iirc

elder moth
#

Can someone help me with this? How can I create another entity when wearing player entity armor?

crisp garden
#

So I'm working on a addon that requires balance between 2 players entities that attack each other. Is there a way to have a cooldown between the target detection, and the attack. I need both entities to "find" each other before allowing the battle system. As the system works now, the player who plays their entity first will always get the first hit.

wanton venture
#

What component is in charge of the speed of shooting of skeletons?

crisp garden
#

I can place entity 1, and the moment I summon entity 2, entity 1 attacks before entity 2 hits the ground

prisma geyser
fading elm
#

Does anyone know how entity properties work?

fading elm
#

how to play sound on entity interact

#

a custom sound

solar jungle
#

how to reduce speed of player without changing fov

snow ruin
#

what is the latest version of entities?

crisp garden
crude dawn
#

Would anyone have an idea on how I can have my entity equip Armor (and show it on the model) in its inventory and allow the player to take the armor from the inventory (which removes the armor model from the entity model)

gleaming kettle
#

im trying to make a chicken clone but im getting an error for its wings?

Error: unhandled request for unknown variable 'variable.wing_flap'

torpid cove
#

You didn't define it

gleaming kettle
#
{
  "format_version": "1.10.0",
  "minecraft:client_entity": {
    "description": {
      "identifier": "breakthrough:diamond_chicken",
      "materials": {
        "default": "chicken",
        "legs": "chicken_legs"
      },
      "textures": {
        "default": "textures/entity/diamond_chicken"
      },
      "geometry": {
        "default": "geometry.chicken.v1.12"
      },
      "animations": {
        "move": "animation.chicken.move",
        "general": "animation.chicken.general",
        "look_at_target": "animation.common.look_at_target",
        "baby_transform": "animation.chicken.baby_transform"
      },
      "scripts": {
        "animate": [
          "general",
          { "move": "query.modified_move_speed" },
          "look_at_target",
          { "baby_transform": "query.is_baby" }
        ]
      },
      "render_controllers": ["controller.render.chicken"],
      "spawn_egg": {
        "overlay_color": "#eecc36",
        "base_color": "#9fb3b3"
      }
    }
  }
}
#

do i have to copy the animation json of the chicken as well?

grim gate
#

Hello there. I'm a newbie and have been told that I should post my question here.
If anyone could help, DM me please. I'd need a bit help with animating gates using entity.
Thank you in advance!

wet oxide
#
{
    "format_version": "1.16.100",
    "minecraft:entity": {
        "description": {
            "identifier": "lucky:bad_santa",
            "is_spawnable": true,
            "is_summonable": true,
            "is_experimental": false
        },
        "component_groups": {},
        "components": {
            "minecraft:health": {
                "value": 200
            },
            "minecraft:boss": {
                "name": "Santa Malvado",
                "hud_range": 20
            },
            "minecraft:movement": {
                "value": 1
            },
            "minecraft:movement.basic": {},
            "minecraft:behavior.nearest_attackable_target": {
                "priority": 2,
                "reselect_targets": true,
                "within_radius": 30,
                "entity_types": {
                    "filters": {
                        "all_of": [
                            {
                                "test": "is_family",
                                "subject": "other",
                                "value": "player"
                            }
                        ]
                    },
                    "max_dist": 30
                },
                "attack_interval": 3
            },
            "minecraft:area_attack": {
                "damage_range": 2,
                "damage_per_tick": 3,
                "cause": "contact",
                "entity_filter": {
                    "all_of": [
                        {
                            "test": "is_family",
                            "subject": "other",
                            "value": "player"
                        }
                    ]
                }
            },
            "minecraft:physics": {
                "has_collision": true
            },
            "minecraft:follow_range": 10
        },
        "events": {}
    }
}
``` Because the entity does not move or follow the player.
prisma geyser
gloomy crag
#

Someone know why when i use runtime identifier boat, my custom entity doesnt rotate?

wanton venture
#

How can I spawn an entity with pre-set items?

wary radish
# wanton venture How can I spawn an entity with pre-set items?

You can define equipment for your entity in your JSON file.

"minecraft:equipment": {
  "table": "loot_tables/entities/skeleton_gear.json"
}

But you can also use /replaceitem to insert items into the entity, then save it as a structure and load it in other locations.

wanton venture
#

Thank you!

#

Another question. Why is this not working? I can still attack my entity...

 "minecraft:damage_sensor": {
        "triggers": [
          {
            "on_damage": {
              "filters": {
                "all_of": [
                  {
                    "test": "is_family",
                    "subject": "other",
                    "value": "archer"
                  },
                  {
                    "test": "is_family",
                    "subject": "other",
                    "value": "player"
                     }
                   ]
                 }
               },
              "deals_damage": false
          }
        ]
      }
wary radish
#
"minecraft:damage_sensor": {
        "triggers": [
          {
            "cause": "entity_attack",
            "deals_damage": true,
            "on_damage": {
              "event": "minecraft:become_scared"
            }
          },
          {
            "cause": "projectile",
            "deals_damage": true,
            "on_damage": {
              "event": "minecraft:become_scared"
            }
          }
wanton venture
little cloud
#

also are you sure that the damaging entity has both of those families?

wanton venture
#

Yes

#

Im very confused. Even;

{
                    "test": "has_tag",
                    "subject": "other",
                    "value": "player"
                  }

doesn't works

little cloud
wanton venture
#

I tried all that

little cloud
#

send the server-side entity file

wanton venture
little cloud
# wanton venture
"minecraft:damage_sensor": {
    "triggers": [
        {
            "on_damage": {
                "filters": {
                    "all_of": [
                        {
                            "test": "has_tag",
                            "subject": "other",
                            "value": "player"
                        },
                        {
                            "test": "is_family",
                            "subject": "other",
                            "value": "player"
                        }
                    ]
                }
            },
            "cause": "all",
            "deals_damage": false
        }
    ]
}

Works for me

wanton venture
#

can I have cause any?

little cloud
wanton venture
#

awesome

#

Alright, yes that works

#

I still wonder why the first code I provided doesn’t… but oh well

fading elm
#

entity inventory related lang file

#

my entity is showing invalid name in lang file

nova plume
#

how do i make the blend_transition work when the animation stop
with this the blend_transition only work when entering the animation

jade quiver
#

which would be better for the sight stat minecraft:follow_range,or minecraft.behavior.follow_mob(has a search range property)
and if I choose one does that mean I won't need the other?

winter olive
#

The priority issues will arise with follow mob.

cloud wave
#

I need a way to kill an entity on player leaving the game.

winter olive
cloud wave
#

yes

winter olive
#

Please just have an animation controller for the player with a /kill @s command inside on_entry array in it's default state. The animation controller will run it everytime the player joins the world.

cloud wave
#

that is a good way to solve it. thank you.

#

I was going crazy with commands.

unborn pier
#

I made a new model and animation for vanilla's mobs, when the model and animation are working normally, if the mob wears the armor, the armor and the model will be misaligned, how can I fix it

wary flax
#

Judging by the bent knee, you've added extra bones.
You're gonna need to make new geometry for armor.

limber totem
weary trench
#

Is it possible to have a script or nonevent switch the aggression of a mob?

IE: making a skeleton friendly to players and attack zombies when a certain event is run on it

#

Also, given that scripts can’t change the target of an entity anymore (for some reason) is there another way to do it?

unborn pier
#

I want to set the transition time of 'pig_spawn' state to 'pig_idel' to 0.2, and the transition time of 'pig_spawn' to 'pig_walk' to 0, how should I write the code

warm tendon
#

You could try setting the blend_transition of pig_idel to 0.2 if you're alright with it having that transition from pig_walk too

unborn pier
warm tendon
#

I don't think you can have different transition times based on the state you're transitioning to unless the transition time is in the state you're going to rather than the one you're in

#

If you dont want it to take 0.2 seconds to transition from walk to idel, you can add 2 idel states, one that's transitioned to from spawn with the 0.2 time, and one that's transitioned to from walk without a delay

unborn pier
#

okey

#

How do I make an entity disappear the moment it dies and drop experience?

warm tendon
#

Maybe add a damage sensor that has the has_damage filter set to fatal. From that sensor, trigger an event that sets a property to false that starts as true. From there, you can set it to not render in the rp file is that property is false by conditionally using the render controller(something like {"controller.render.example":"q.property('namespace:property"}

unborn pier
#

i will try thanks

wary radish
#

I created an entity but it is not attacking nor locking the target, could someone analyze the file and see what is wrong? (it has no movement, it must attack when a target gets close)

winter olive
unborn pier
#

I made a corpse entity,how do I get a corpse to disappear after a while?

wary radish
unborn pier
unborn pier
#

How do I set up an event to be called when an animation finishes playing in the Animation Controller?

#

I write code like this, but the game gets an error

warm tendon
#

You have to add @s before the event

barren heart
#

Hey guys, does anyone know why nameable component doesn't working?

#
,
            "minecraft:nameable":{
                "always_show": true,
                "allow_name_tag_renaming": false
            }
#

basicly when i spawn that entity with a specific name then the nameTag is not showen its still invisible idk why

#

Does anyone have similar issues?

#

Could be that duo to dummy entity like no textured one?

native jetty
#

is there any way I could make a boss bar health value change depending on a scoreboard?

barren heart
native jetty
#

idk how to use script api...

warm tendon
barren heart
#

but thanks for info

#

i wish no RP is in need

warm tendon
#

I'm not entirely sure, but it may be

barren heart
#

i have no idea how to create such a thing

#

is it on Wiki?

warm tendon
#

Just define something random(like the apple texture) for the entity's texture

barren heart
warm tendon
#

models/entity

barren heart
#

RP/models/entity/...json

#

right?

barren heart
#

this is what i have

#
{
    "format_version": "1.10.0",
    "minecraft:client_entity": {
        "description": {
            "identifier": "con_entity:incubator",
            "materials": {
                "default": "entity_alphatest"
            },
            "textures": {
                "default": ""
            },
            "render_controllers": ["controller.render.default"]
        }
    }
}
warm tendon
#

Set the geometry to geometry.empty in the geometry object

barren heart
warm tendon
#

No, it's a separate thing

barren heart
#

like this?

warm tendon
#

Yeah

barren heart
#

default*

#

i will try thanks

#

hmmm does nothink

#

still no nameTag visible

#

weird

#

maybe bug in latest preview

#

maybe i have to test in stable as well

#

bruh it doesn't work in stable as well

barren heart
#

bruh its all broken

#

Entity JSON apis are so unstable even with stable components xd

#

i have no idea why its so hard to just create dummy entity with nameTag always displayed

#

Me when JSON

winter olive
barren heart
#

?

#

what is that?

#

oh server and cleint entity

#

oh

#

server

#
{
    "format_version": "1.19.0",
    "minecraft:entity": {
        "description": {
            "identifier": "con_entity:incubator",
            "is_summonable": true,
            "is_spawnable": true,
            "is_experimental": false
        },
        "components": {
            "minecraft:health": {
                "max":1,
                "value": 1,
                "min":1
            },
            "minecraft:breathable": {
                "breathes_water": true,
                "breathes_solids": true
            },
            "minecraft:physics": { 
                "has_gravity": false,
                "has_collision": false
            },
            "minecraft:damage_sensor": {
                "triggers": {
                    "deals_damage": false
                }
            },
            "minecraft:pushable": {
                "is_pushable": false,
                "is_pushable_by_piston": false
            },
            "minecraft:collision_box": {
                "width": 0.05,
                "height": 0.05
            },
            "minecraft:inventory": {
                "can_be_siphoned_from": true,
                "container_type": "container",
                "inventory_size": 32
            },
            "minecraft:nameable":{
                "always_show": true,
                "allow_name_tag_renaming": false
            },
            "minecraft:persistent": {}
        }
    }
}
#
{
    "format_version": "1.8.0",
    "minecraft:client_entity": {
        "description": {
            "identifier": "con_entity:incubator",
            "materials": {
                "default": "zombie"
            },
            "textures": {
                "default": "textures/entity/empty"
            },
            "render_controllers": ["controller.render.default"],
            "geometry": {
                "default":"geometry.empty"
            }
        }
    }
}
#

folder structure

#

@winter olive I think its just bugged or something, good luck with founfing issue, 3 ppls already trying to help me but does't success

barren heart
#

👀

winter olive
#

The geometry folder.

barren heart
#

👀

winter olive
#

Please let me know if it fixes it else we'll go more deep.

barren heart
#

hmmm still nothing

winter olive
#

What if you run a say command from the entity ?

barren heart
#

give me sec

winter olive
#

Does the name shows up ? It'll help us decide if the issues is with the se or ce.

barren heart
#

but i am sure it is nameable

#

its spawned from summon command

winter olive
#

I literally have a working example. Please just give me a moment!

barren heart
#

ok

winter olive
#

Downloading it from drive.

#

My internet is just crap sometimes.

barren heart
#

i think you can share that download link i guess but not sure if thats possible from one drive

winter olive
# barren heart ok

Could you please try this ce and geo ?

{
    "format_version": "1.10.0",
    "minecraft:client_entity": {
        "description": {
            "identifier": "con_entity:incubator",
            "materials": {
                "default": "entity_alphatest"
            },
            "geometry": {
                "default": "geometry.dummy"
            },
            "render_controllers": [
                "controller.render.default"
            ],
            "textures": {
                "default": "textures/entity/cape_invisible"
            }
        }
    }
}
{
    "format_version": "1.12.0",
    "minecraft:geometry": [
        {
            "description": {
                "identifier": "geometry.dummy",
                "texture_width": 16,
                "texture_height": 16
            }
        }
    ]
}
barren heart
#

let me try

#

nothing

#

i am so lost

#

mrpatches also tried to change geometry identifier but it doesn't nothing, also we have tired to use vanilla controller from ".cow"

#

but still does nothing

winter olive
#

If that doesn't works add this se too:-

{
    "format_version": "1.16.0",
    "minecraft:entity": {
        "description": {
            "identifier": "con_entity:incubator",
            "is_spawnable": false,
            "is_summonable": true,
            "is_experimental": false
        },
        "components": {
            "minecraft:pushable": {
                "is_pushable": false,
                "is_pushable_by_piston": false
            },
            "minecraft:damage_sensor": {
                "triggers": {
                    "deals_damage": false
                }
            },
            "minecraft:nameable": {
                "always_show": true,
                "allow_name_tag_renaming": false
            }
        }
    }
}
#

If even this se doesn't works then you're doing something wrong. Are you sure the pack is refreshing ?

barren heart
#

nothing

barren heart
#

now it doesn't have a inventory component lol

#

its scripting side just for debugging

winter olive
# barren heart nothing

Then, you're doing something wrong because it works for me. The [sos] is coming from en_US.lang or you have it untranslated ?

#

Can you also try removing the scripts and stuff and any resource pack you have ?

#

I bet it's a very silly mistake.

winter olive
barren heart
#

let me remove other packs

#

my PC almost crash when i changed the order of packs xd

#

give me sec

winter olive
#

This is such a simple thing man 🥲
I have it working when I summon the entity using /summon with the name defined there.

barren heart
#

nothing

#

does absolutely nothing

#

let me try creating new world

winter olive
#

Okay!

barren heart
#

nothing

winter olive
barren heart
#

👀

#

You are legend!

winter olive
#

WOOHOO!!

barren heart
#

why mojang! why are you like that 😅

winter olive
#

🚀

barren heart
#

I've got you covered, if you ever need help with the script API, don't hesitate to ask me!

barren heart
#

Here is the preview of my mini pack

barren heart
#

thanks you your time

winter olive
#

Cool Idea!

barren heart
#

ya something like that

winter olive
barren heart
#

its going to by so much slower like in speed of growing minecraft trees, i just testing it, also you can automate it fully you can add up to 64 saplings

glossy shard
#

how can i remove the death prticles from a spesefic mob

wary radish
glossy shard
#

thanks

unborn pier
#

I made a death animation for the zombie, when the zombie dies, the zombie will be converted into its corpse entity, but after the conversion, it will only drop loot and not experience, how to solve this

winter olive
unborn pier
winter olive
winter olive
#

not the wiki.