#Entities General
1 messages · Page 4 of 1
You can use the runtime identifyer to replicate its hitbox but you can't make a custom hitbox size using that method
How do I make an entity that is controlled by the player rotate only on the horizontal axis?
?flying entities
Your solution is there under "Flying by looking" ☝️
There is the solution. It shows how to make the dragon go up or down depending on the y rotation of the rider. Alternatively, you can use q.target_y_rotation too 😄
But I want horizontal, and not anything that flies
has_family filter with the value player
would u be able to write me a small block to jst drop into my json
i jst dont wanna mess it up and ask like 20 times for help
and idk json like at all 😭
like do i put it in components?
Please send your code here.
json is not a language it is a data structure which makes addons easy to understand. I recommend looking at any vanilla hostile mob's behaviours.
https://wiki.bedrock.dev/guide/introduction.html
https://wiki.bedrock.dev/guide/download-packs.html
https://wiki.bedrock.dev/entities/entity-intro-bp.html
https://wiki.bedrock.dev/entities/vanilla-usage-components.html#behavior-nearest-attackable-target
its deadass jst a piglin json im jst tryna make them target players only and not my floating text 😭
what families does your floating text have?
politly i dont plan on learning the components and everything cause i dont make entities often
you don't need to, there is documentation to refer to and example packs
go to your floating text > components > minecraft:type_family and send the items in it here
i aint got a clue its a pack thast already activated and everything i jst dont wanna have to take it off, go thru it, change the family blah blay blah
thought there was a quicker route
to jst make them target players
i mean unless they are a player
then i do gotta do that
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.
yes
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
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
not sure, that relates more to #1067869232395735130
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
Hello everyone
Who knows: how works component "attack_cooldown"?
It's looping?
I'm looking for an entity that doesn't move, can you provide json for it?
?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
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
}```
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
item with on_use component and event shoot:
"minecraft:on_use":{
"on_use":{
"event":"awp:on_use"
}
}```
```json
"awp:on_use":{
"shoot":{
"projectile":"awp:spell_fireball",
"launch_power": 0.9
}
}```
"with summon command"
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
aah its with minecraft:spawn_entity component
This is non expirimental btw
You cannot use run_command without exp features, use animation controllers instead
Also this looks like a marketplace project.. don't you have an NDA?
also I feel like at this point we have enough one block maps, please stop
Phahaha
Ah thanks for the info!!
Welp onto using skin_id then
no
"minecraft:block_sensor": {} runs an event on block break
huh?
skill issue
I am detecting block breaks on specific blocks
using that component.
That runs an event
and I need to run a command from that
I got everything working now except the component itself
This one
And how is it a skill issue?
I've never used that component tbh
I would just summon an entity and use the entity to check if the block at it's current position is air
-- I assume you can do that since its a oneblock map lol
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?
You are missing components in the behaviours/have incorrect behaviours
check for the physics component first of all
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)
oof, I didn't realise there was a minimum time on that, makes sense though
You missed this step
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!
haha fair enough
Great success, I put in a pull request with the guide maintainers. Thanks @little cloud
Why can't it find the player's geometry? everything is in place and in good order in my opinion
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
how can I make an event work on an entity other than the player?
did you mean that it detects the same item in a player more than once since they have it divided through different slots but you want it to detect it only once?
this came out wrong, but i figured it out so no problem
Are you using /event command ?
i figured it out, it's fine
why if I changed texture husk and uploaded it to the pack, I can't summon mob?
but I'm stupid, I set it to peaceful
hi there, how can I define a different texture for a mob based on the tag it have?
Yeah, use an environmental sensor to add a dummy component or property that you check for in the render controller
how do i tame an entity by hitting it?
Doing this using entity behaviours would look janky at best, ask in #1067535382285135923
Is there any way to modify an entity's invincibility frames?
It should be actor_health instead of health.
Hi guys somebody knows how can Spawning Tamed Entities, the wiki not working for me, the wolf born tamed but not for me, because it doesn't follow me
https://wiki.bedrock.dev/entities/spawning-tamed-entities.html
You need to add the follow owner behavior to make it follow you.
I alredy added, but the mob not is tamed for me
if a projectile deals no damage but triggers a command on hit does it bypass the damage cooldown?
||why do I even bother trying to mod a game coded by a welsh crackhead and 4 raccoons 🗿||
(sound warning I guess)
what is bro blabbering abt
bold of you to assume I myself know what the fuck I'm saying
hello, does anyone know why "hide" event doesn't work anymore?
i never heard that xd
entity_spawned event is broken when you summon an entity with commands?
hmmm, nop
Content log?
Code?
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
I used event in summon command
summon ENTITY POS EVENT
How did you write the event down?
I think there was something with that way of running an event.
Maybe only ones with a n indentifier work
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
i believe it's
geometry.player.armor.boots
geometry.player.armor.chestplate
geometry.player.armor.helmet
geometry.player.armor.chestplate
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
How do you make definition_event execute multiple events? "definition_event": { "affect_projectile": true, "event_trigger": { "event": "hk:dynamites", "target": "self" } } }
in events, there is a sequence object that can be used to run "multiple events"
thankss
How can I make an entity drop an item like the player does.
Preferably using animation controllers.
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
]
}
}
]
}
alternatively, there is a moon_phase query: https://bedrock.dev/docs/stable/Molang#query.moon_phase
and a way to detect moon phases with script api: https://learn.microsoft.com/en-us/minecraft/creator/scriptapi/minecraft/server/moonphase
Without scripts maybe?
the docs I sent are non-experimental
thanks
Omg!
I don't know how to use those two on use of an item ;-;.
It's like when I use an item it shoots an random item.
Like a dropper.
But then for my hand
So I thought run something from the player
but idk javascript that well ;-;
You might be able to spawn an item with /loot and use knockback behavior roar
Thats a good idea thanks!
Hi why cant I add bp animations to player.json?
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"
]
}
}
}
any other content log errors?
You could also try using higher format versions, I'm not sure if it'll help
no
this is incorrect, here is an example of how an animation is supposed to be written, animations are supposed to be a child of the "animations" object
Ahh
Well it works but still gives a content log error
Send log
yeah, you never added "loop": true and it's not ran through a controller
Ah let me try that
Is there any way to make the entities not move with the water?
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
Render offsets. Or attachable with a scale component.
render offsets are deprecated as of 1.20.30
Then an old format version would still do the trick right?
Probably
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Use arrays, having tons of render controllers isn't good
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check rabbit render controller
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no
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"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
Sup anyone know how I can get my entity to hold an item like a fox does?
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
It seems fox geometry uses a held_item locator, but I can't get that to work
maybe it's linked to runtime identifier? not sure honestly
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Head cosmetic cannot be both less than or equal to 1 and greater than or equal to 4
Also please use arrays
How can I change my entity's death animation?
Unfortunately not :/
It's alright though, apparently it's hard coded so idm
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
Do I use
distance_to_nearest_player
environment sensor
?
@little cloud
Use an environmental sensor with a fatal damage condition to run the animation then despawn the entity
Hey guys, is there a way to open a NPC dialogue anywhere in the world?
Add npc components to player
Clever. What are the side effects of that?
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?
Do you have this sensor there??
can anyone give me a vanilla model of the bib? There is no player.armor.base, also no cubes in mobs.json...
0 cubes...
"minecraft:npc": {
"npc_data": {
"portrait_offsets": {
"translate": [-7, 50, 0],
"scale": [1.75, 1.75, 1.75]
},
"picker_offsets": {
"translate": [0, 20, 0],
"scale": [1.7, 1.7, 1.7]
}
}
}```
Great
?death animations
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
You should.
The only side effect is that in multiplayer, other players will be able to open the dialogue by interacting with you. To avoid it, add "minecraft:interact": {} to your player.
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
I want to make my custom entity run an event if a player is 500 blocks or more away from an entity
Youll need to add the tick_world component to the entity
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)
How can I fix the rotation of the hitboxes in the minecraft:custom_hit_test component? hitboxes do not rotate relatively with the entity
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?
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.
Hi all
can you tell me what kind of request is needed to determine what creature the player is sitting on?
creature id
scripts
Please just use is_riding and is_family filter together.
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
does a campfire just apply fire damage?
yes
only work if I use "cause": "fire" but thats a problem itself, it will be immune to fire
are there any queries that can be used in animations and can be changed directly through scripts?
nvm, entity.setProperty exists
i can remove the hitbox of my entity without behavior pack ?
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.
you need to wait for 1.20.40 to edit them
Oh, thank you
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"
Min format version for properties is 1.19.50
Doesnt work either
10 + query.property('server:tilt')*100
1 sec, ill show you how to properly call properties from the player
From an entity?
Im using property for animation
"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');"
]
}```
So property cant be called directly?
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
But through a variable?
Nope, its for an entity
Not player
then your issue is that client_sync is not enabled
just add "client_sync": true to the property definition
"description": {
"identifier": "server:plane",
"is_spawnable": true,
"is_summonable": true,
"is_experimental": false,
"properties": {
"server:tilt": {
"type": "float",
"range": [-1.0, 1.0],
"default": "0.0",
"client_sync": true
}
}
},
Like this?
yeah
It works now....
nice
client_sync should have been set to true as default ngl
it is set to false by default to be efficient
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
I’ve actually had an idea for this, let me test it right now
Awesome!
Yeah I have this exact problem with my own "chest ui" entity. Actually I think we're trying to accomplish the same thing more or less. You want custom crafting UI that behaves like a furnace. I just want custom crafting UI in general, but knowing how to do timed crafting like a furnace would be cool, too lol
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
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
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
Well both are awesome, so that was a good idea
Well, unfortunately the idea I had doesn't work. I was thinking I could use scripting to keep the name tag an empty string and have it briefly switch to the appropriate name when the player opens its inventory using the experimental BeforePlayerInteractWithEntity event, but it doesn't pick up the name, only leaves the container title as "Unknown."
You also would have had to switch your addon to preview anyway, which idk if you'd be willing to do
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 :/
{
"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
You can use matetials for that
Ayo? How would I set that up?
There is inside the vp materials folder a file named something like 3dui
Then you search for nametag.
And you can edit it however you like.
How would I apply that to just my entity? If that's doable?
materials/ui3D.material
Hmm I'm not sure about that because that material is for the general nametag.
Maybe you can try putting under entity materials
"nametag"
But idk if that would actually work
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
Ah sad
Thank you though!
Yw
I also found a component that might help.
Ah @valid shard
"minecraft:nameable": {
"allow_name_tag_renaming": true,
"always_show": false,
"default_trigger": {
"event": "minecraft:celebrate",
"target": "self"
},
"name_actions": [
{
"name_filter": "bacon",
"on_named": {
"event": "minecraft:spawn_child",
"target": "self"
}
}
]
}
Content log?
I didn't see it
Check to be sure.
Ok
Ty! Though I need the name there but not shown on hover
it'll always show when the entity is looked at unfortunately
Nothing in content log
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
The run_command cant be used in non exp
How
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
For an entity to hold an Item at the rightItem bone, does the entity need the equipement component?
No?
An item is default at that bone
Or do you mean a tool?
"minecraft:hand_equipped"
Is for tools like swords and stuff
No, all you need to do is add the rightItem group to an entities model and they can hold tools.
the equipment component allows you to give the entity armour/tools
Help
I converted the obj model via plugin to bridge v2
But the model is invisible
How can I make it possible for an entity to mount other entities?
{
"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
[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?
why isnt my mob picking up and equiping the armor?
How do I ignore invisibility potions?,
I created a UI that leverages the entity client and it was invisible
@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
So something like §D§r§o§n§e?
Yep, exactly haha @tawny oak
Do you have to manually change the text to “Drone” or does that already get autoformatted?
Manual change - I've got a custom label instead of the default one which just has the static text Drone
Ah good to know, ty
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)_/¯
would anyone know where I could a detailed guide for replacing a vanilla mobs model with a custom one?
hi there, is it possible on player entity execute an event whenever the player equip an item?
How can I prevent an entity from unrendering when far from the player? Not unloading but unrendering
but it will be running constantly, I was looking an alternative that execute the event just once
use tags
another filter if the player has a tag
or if not
after that u put the tag and finally there's no loop
what do you suggest to use as filter? has_equipment?
{"test": "actor_score", "domain": "time", "operator": "<=", "subject": "self", "value": 40}
it's wrong?
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?
The topmost addon will take priority
Thanks so much 😊
I want to add custom texture to the armor stand with name tag, how i have to do this? I'm beginner, plz help
hi there, do someone know what is the particles that plays when entity dies (the smoke one)?
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
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)
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?
How the entity's following us when we catch something for example a pig when you catch a carrot he following you??
"minecraft:behavior.tempt": {}
https://bedrock.dev/docs/stable/Entities#minecraft%3Abehavior.tempt
Can someone help? https://discord.com/channels/523663022053392405/1161210239731912746
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
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?
?player geometry change
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..?)
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
How to make an item spawn a projectile
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",```
this no longer works, you need to replace the ender dragon instead
ah damn ok ty, im gonna use particles and some LoD / impostering tricks to get what i need to render things from super far then xD
Does anyone know how to tie a mobs spawnrate to a scoreboard?
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
How do I make a projectile summon lightning when it hit the ground or trigger a function
try the on_hit parm of the projective component. https://learn.microsoft.com/en-us/minecraft/creator/reference/content/entityreference/examples/entitycomponents/minecraftcomponent_projectile#on_hit-parameters
hi there, do someone know the exactly attack (sword ie) animation lenght?
seems to be about 0.3s
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
I think that is a common bug when modifying the player client entity file
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
Should be
not working, when I call the event to replace the values of the other minecraft:health, the entity is killed instantly
Is possible to make one entity with multiple models??
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
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
damage sensor
then use a run_command event
if you still want to spawn another mob on death, use scripts
on_death in script?
idk, check the api
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?
yes, but that topic is mostly in #1067869590400544869
ask em about render_controllers
hmm, so this forum includes some animation part huh
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?
how do I create a projectile that actually works right?
yeah, I got it to work
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
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.
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
makes sense, I play on PS and I was not aware that on mouse the L and R was inverted, on PS the LEFT is actually the interaction button and RIGHT the attack button, so I guess the interaction is the same as use item, you might be able to play animation using API, but it will require API enabled anyway
Hmmm I think there must be a way to play that animation withouth using API... but I'm not sure
how to change an entity property by events?
"awp:start_attacking":{
"set_property":{
"awp:is_attacking": 1
}
},
"awp:stop_attacking":{
"set_property":{
"awp:is_attacking": 0
}
}
What is the component that make ridable entity to jump when there's a 1 block higher ground?
"minecraft:variable_max_auto_step": {
"base_value": 1.0625, // 1 block + 1 pixel
"controlled_value": 1.0625, // needed for mounts when they have a rider
"jump_prevented_value": 0.5625 // 0.5 blocks + 1 pixel
}
YOU"RE THE BEST
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loop should be set to hold_on_last_frame and run via an animation controller
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not sure, I have never used that command
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Do you know how to run a animation for my entity if it spawns in the world?
@little cloud 
Just play the animation in script section in entity.json
no, only if the animation is played more than once
AC should only be used if ur entity has multiple states that should has different animations for each states
Ty
character creator doesn't work with client player editing
Does anyone know how to add natural regeneration to mobs. Simmular to players in the behavior
how do i make an entity health decrease over time without damaging it
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how do u make an entity pick up armor items and equip them
Component group?
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
so do i put minecraft:timer in each component groups?
just give them regeneration effect using minecraft:add_mob_effect component ?
ok, great
thank you both
hi there, have someone with experience on this component? any feedback? I wanted to change the player speed without using effects, so I thought it would be possible but seems that the player movement is hardcoded, even after removing the component the player is still able to move at regular speed
I just found a way!
you just need to have minecraft:movement in a component group
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
how do i make a person move slow without fov changing
you have to use q.is_using_item
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?
minecraft:interact prevent of open the npc menu
anyone know how to use the tropical fish system? (textures)
can an entity that's a projectile also be able to target other mobs and have ranged attacks?
how to make an entity hear sounds?
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');"
]
}
whoose...
Huh?
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the fox has that, u can check the fox code, u know, when a fox is under a tree, he takes a nap, so u only need to use operator !=
help 🥺
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Ah, I see. Well, you can use scripts to check if the entities have any blocks on them
no possible, the most similar it's the warden
How do I make an entity controlled only on the horizontal axis, when it has the input_ground_controlled component
I need to put a custom attack animation on my entity. what query would I use?
idk if this is really the channel for this but what is a reasonable maximum of cubes in a model
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
Yo does anyone know how I would make animations for players that I can run ingame with commands
PocketMine-MP?
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?
"set_property": {
"property:example": "q.property('property:example') == 4? q.property('property:example') : q.property('property:example') + 1"
}
smt like this should to work
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?
not sure if filter int_property can test entity properties..
Oh mmm I don't know really
well, set_property is already testing itself
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
Well, it looks like it can do it, since now it's working as expected!
nice 
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?
hi there, what is the component used by the wandering trader to make the mobs stop attacking him when he is on invisible?
you can use a has_tag filter in a environment_sensor component
Thanks
can I check if there is a path under the player to speed up his running?
I think it is not only this, the player entity have this component already by default, and when I become invisible the entity dont lose it`s target, while the wandering trader when turn invisible the mobs lose the target and stop attacking
apparently they only lose the target if the player has nothing in his hand
Is minecraft:delay_filter in ticks or seconds
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?
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?
My understanding is this happens
Can you use a bp animation controller instead?
How can detect if player is on rain?
filter: in_contact_with_water or
query: query.is_in_water_or_rain
Thanks
how to make the player run faster on certain blocks using player.json?
if a custom block you can set the friction higher than 4 and it will run faster than normal speed
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?
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
i didn't find any filter or query that can check for block above the player, the way that you can do this is with a custom block or using scripts
Okey, thanks
I can but what should I use? Like a scoreboard timer?
what entity X,Y,Z AXIS can be rotated?
Can i have 1 animation and control the length of it?
would anyone know reasons why a mob would be invisible/have no texture (just a shadow)?
Miss spelled identifiers for the entity in behavior and resource packs is normal.
well it seemed to have only half worked, they’re not invisible anymore but now they arent using the correct model/geometry and instead is using the default model of the mob
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
is there an issue with the render controller/do you have the correct controller set?
elaborate?
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?
//RP/entity/entity.json
"enable_attachables": true
Thanks bro
Do you have an example?
I'm not sure where I should put it.
I found it
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?
just look and make sure that all you identifiers match. look at the geo.json file and check the identifier then make sure that it matches in the entity file in your resource pack it should be here in your file.
alright thanks for the info
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?
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.
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?
Decrease the size of the collision box
Is it possible to control the length of animation?
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.
The reason you need those components is that the mobs don't know how to turn to each other wihtout movement an navigation. You can set the movement speed to 0 if you don't want them to move
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
make a dummy hitbox to be hits lol
you mean more than one hitbox?
and detect the damage given with scripting
that could work
thank you
That's what I did (movement speed 0). Gotta be honest I still find the card looking for another card to be a bug in my opinion. But from seeing friends reactions, they enjoyed the dynamics of the cards looking for each other
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
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
So setup baby pig with the appropriate components. Then setup component groups for the attacks and stats, and add and remove groups accordingly, or would the adult pig have its own behavioral .json?
You could do it either way. I'd recommend having a component group for each stage of evolution in the same entity, and have either a dummy component in each stages component group(like minecraft:variant that the rp can query, or update an entity property for it in the event that evolves it
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.
ofc
{
"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
So if you don't have elytra equipped, as armor, on self, run runecraft:unequipped? Is your event labeled runecraft:elytra_unequipped?
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
That help? Fr
no, that didn't help at all
Oh I c
the version I pasted in here was different
Lol
I have one more thing to try out of just pure suspicion
at this point I have zero idea what's going
There's also no extending comma in the first post
What was it g
{
"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
Does anyone know why this happens?
Koala sorry I looked into this for about 3 hours to no avail, did you get it figures out?
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
??
I just see an interact button, nothing wrong with it.
@fringe coyote the entity became unviable
That still doesn't explain anything about what you want to achieve.
@fringe coyote invisible****
probably because custom entities need a resource pack.
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?
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🥺
Wouldn't it have to detect player rotation in order to have the correct tildes?
Nevermind I am pleb
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
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
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
How do I stop a ridable from riding further when the player exits it
wat?
When you exit a ridable entity when its moving it will shoot itself forwards
Has anyone played around with multiple UV anim using RC?
Does anyone know any way to lock the rotation of the player or an entity only on the horizontal axis?
"uv_anim": {
"scale": [
0.995, //X
1 //Y
],
"offset": [
"math.mod(math.sin(query.movement_direction(0)*25), 10000)", //molang
"math.mod(math.sin(query.movement_direction(2)*25), 10000)" //molang
]
}
that?
with scripts
ok but why did you comment it molang?
for him to know lol
ohhh ok lol, I thought youd managed to master the language without ever remembering what it's called
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
}
}
idk im using chatpgt always u should ask chatgpt it always help and fixies
XD nice
then im out of ideas💀
bc I use self and other like when I have the tag spawn no body can hit me and I can't hit someone
oh k
Ok, I don't know how to work with Scripts
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?
restrict to owner property should be false to you have access to the entity inventory
I did it! But there is still nothing appearing for some reason.
why will my shoot_sound and hit_sound for my arrow entity not play when it is fired?
still new to this stuff
guys
"test": "int_property",
"domain": "msd:entity_id",
"subject": "other",
"operator": "!=",
"value": "q.property('msd:player_id')"
can this work?
sound names are correct?
yeah i checked the bedrock wiki like 8 times over
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
yeah them are correct
this is in the projectile component right!?
yup
thre may be some other stuff wrong because im somewhat new
but theoretically it's not throwing erros
well, it works with bow.hit sound but not with the fireworks idk why
i found the sound names, try use blast or large.blast
alr
Figured it out. Just had a component group that stops all activity and adds a despawn that has has a 2 second inactivity timer 
lmk if there's something better
"minecraft:lookat":{
"allow_invulnerable": false,
"look_cooldown": [0, 0],
"look_event": "custom:despawn" ,
"search_radius": 10
}
try use lookat component
use look cooldown to set the time
The thought of using look_cooldown never crossed my mind. Gonna try that rq.
Aw, still instantly vanishes
can you send a record?
Yeah
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
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
Wait, you can add actual timers 
How does one add a timer
?
OH
WHY DID I NOT TRY THIS
Pffft
Look at me overcomplicating things
THanks dude 😂

are you using navigation.hover too?
Yes
and behavior.random_hover?
Yes
movement and fly_speed?
Yes
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
Thank you
how do i fix custom arrow entities not pointing in the direction they're being shot
u can use a animation for this i think
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.
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.
maybe your entity need of minecraft:behavior.equip_item ,minecraft:equip_item and minecraft:shareables
Hmm, my entity only has minecraft:equip_item component. I'll try others now
"minecraft:interact": {
"interactions": {
"on_interact": {
"filters": {
"test": "is_family",
"subject": "equals",
"value": "player"
},
"event": "set_line",
"target": "self"
},
"swing": false
}
}
What happened here?
for subject, use "other" see if that works
Ahh I see I switched subject and operator thanks!
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
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
I keep it in mind, it is necessary for the players to be able to move so I discard the idea, still thanks for it
How do I remove this floating above a npc's head?
"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?
No.
Why is there a query there?!
use arrays
the name accepts json, use {"rawtext":[{"text":""}]}
So a normal string doesn't work?
They do but this way it won't display a name
Ahh alright ty
Where do I put this btw?
I'm the dialogue.
That doesn't make alot of sense.
"format_version": "1.19.50",
"minecraft:npc_dialogue": {
"scenes": [
{
"scene_tag": "",
"npc_name": {
"rawtext": [
{
"text": ""
}
]
},
"text": "",
"buttons": []
}
]
}
}```
But that doesn't make sense?
Cause the npc nametag appears above the entity even before the dialogue command has been ran.
What are you trying to do?
Above my entity with the npc component floats this
I want it gone
Have you tried creating a custom npc without the nameable component?
It doesn't have the nameable component
The name of my entity isn't even npc
The NPC component automatically sets the name to "NPC" when the UI is opened
How can I combat this?
You could remove the NPC component or you could have a separate invisible entity for the nametag
But then the dialogue command wouldnt work
Give the player the NPC component and open it from the player itself
But then the players skin will show up in the ui instead of the skin of the npc
You could repeatedly set the name of it with scripting
how to remove a component after tot seconds?
you can use minecraft:timer
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.
You’ll probably get more help if you make the code without an app
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"
}
}
}
},
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
Is it possible to make an entity move only when you are not looking at it?
scp
what format version do I need to use the new execute commands in entity events?
"run_command": { "command": "execute if block ..." }
1.19.50 or above iirc
Can someone help me with this? How can I create another entity when wearing player entity armor?
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.
What component is in charge of the speed of shooting of skeletons?
The melee attack behavior handles my attack speed. I have entity detection at priority 1, and melee attack priority 2, but the way the code handles itself, it almost seems to prime the cooldown for attacking before it ever finds an entity.
I can place entity 1, and the moment I summon entity 2, entity 1 attacks before entity 2 hits the ground
do the entity just add the attack or ranged attack component when the target has targetet it, maybe you don't understand what i mean, but makes sense for me
Does anyone know how entity properties work?
how to reduce speed of player without changing fov
what is the latest version of entities?
Check out this page. It explains them pretty well: https://learn.microsoft.com/en-us/minecraft/creator/documents/introductiontoentityproperties?view=minecraft-bedrock-stable
Thanks
I'll try this out. I need more practice with component groups and events anyway, thanks for the thought!
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)
move is walking?
im trying to make a chicken clone but im getting an error for its wings?
Error: unhandled request for unknown variable 'variable.wing_flap'
You didn't define it
{
"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?
try adding runtime identifier
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!
{
"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.
the entity needs of melee attack behavior
Someone know why when i use runtime identifier boat, my custom entity doesnt rotate?
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.
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
}
]
}
I'm not sure, but as you used all_of I think this requires that the entity that attacked is from the archer family and also from the player family. Try using separate tests, like this:
"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"
}
}
Nope, is not that. Also not working as separate neither
you could try adding in aacause to see if that helps
also are you sure that the damaging entity has both of those families?
Yes
Im very confused. Even;
{
"test": "has_tag",
"subject": "other",
"value": "player"
}
doesn't works
Try:
- Add a cause
- Spawning a new entity, some components are not replaced in entities on world reload
- Make sure the world hasn't cached the pack
- Make sure that no component group is overwriting the component
I tried all that
send the server-side entity file
"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
can I have cause any?
no
awesome
Alright, yes that works
I still wonder why the first code I provided doesn’t… but oh well
how do i make the blend_transition work when the animation stop
with this the blend_transition only work when entering the animation
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?
minecraft:follow_range
The priority issues will arise with follow mob.
I need a way to kill an entity on player leaving the game.
in single player ?
yes
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.
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
Judging by the bent knee, you've added extra bones.
You're gonna need to make new geometry for armor.
https://discord.com/channels/523663022053392405/1182064289633280001
I have a feeling it's gonna take years to get an answer so I'm posting this here
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?
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
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
emmm, I want to set the conversion time of pig_idel and pig_walk to be different, for example, the conversion time of SPWAN to IDEL is 0.2 seconds, and the conversion time of SPWAN to Walk is 0 seconds
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
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"}
i will try thanks
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)
You need the navigation component for your entity to attack even if it is immobile.
Thanks, I'll try that later!
I made a corpse entity,how do I get a corpse to disappear after a while?
Use minecraft:timer to trigger an event after a while
okey,thanks
I write code like this, but it doesn't run in the game
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
You have to add @s before the event
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?
is there any way I could make a boss bar health value change depending on a scoreboard?
you can use Script API to do that
idk how to use script api...
So do you have no rp file for the entity? Maybe try adding one with a geometry that has no cubes
is it really required?
but thanks for info
i wish no RP is in need
I'm not entirely sure, but it may be
Do you think you can have example of empty geometry?
i have no idea how to create such a thing
is it on Wiki?
Sorry, I was just testing to make sure it would work. Here's an example:
Just define something random(like the apple texture) for the entity's texture
what folder i have to put this in?
models/entity
how can i use that in client entity
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"]
}
}
}
Set the geometry to geometry.empty in the geometry object
that textures?
No, it's a separate thing
Yeah
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
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
You're just doing something wrong somewhere. Please just send your se and ce.
se - ce
?
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
Okay. Let's see!
👀
It is supposed to be models not modules.
The geometry folder.
👀
Please let me know if it fixes it else we'll go more deep.
hmmm still nothing
The entity is totally not nameable ?
What if you run a say command from the entity ?
give me sec
Does the name shows up ? It'll help us decide if the issues is with the se or ce.
I literally have a working example. Please just give me a moment!
ok
i think you can share that download link i guess but not sure if thats possible from one drive
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
}
}
]
}
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
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 ?
nothing
ya, i am sure
now it doesn't have a inventory component lol
its scripting side just for debugging
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.
You're respawning the entity everytime we're testing or no ?
no its raw string
i do to be sure
let me remove other packs
my PC almost crash when i changed the order of packs xd
give me sec
This is such a simple thing man 🥲
I have it working when I summon the entity using /summon with the name defined there.
Okay!
It should be RP/entity not RP/entities. It's entities for BP and entity for RP.
WOOHOO!!
why mojang! why are you like that 😅
🚀
I've got you covered, if you ever need help with the script API, don't hesitate to ask me!
Sure, buddy! Thanks ❤️
Here is the preview of my mini pack
ya something like that
seems overpowered. Maybe, add fuel system if possible ? Just suggesting, buddy!
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
Now, it sounds good!
how can i remove the death prticles from a spesefic mob
thanks
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
You can use minecraft:spawn_entity to summon the experience.
emmm?
Can you be more detailed? I'm new to Addon
There is a component called minecraft:spawn_entity just like minecraft:transformation. You need to put it with the transformation component. You can know more about it in the docs.
Ok, I'll go to the wiki now
not the wiki.
