#Entities General

1 messages · Page 5 of 1

unborn pier
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Oh thank you very much!

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How do I use Minecraft: spawn_entity spawn zombie death drop experience during conversion? Would you like to give me an example?

unborn pier
winter olive
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I'll do it for you this time so you can understand it better.

unborn pier
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entity in BP?

winter olive
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just that.

unborn pier
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okey

unborn pier
winter olive
unborn pier
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is that?

winter olive
winter olive
# unborn pier

I'm not sure if that field accepts Molang but give it a try.

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If it doesn't, just go with 13.

winter olive
unborn pier
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Error reported

winter olive
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OH SORRY!

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wait a second.

winter olive
unborn pier
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okey

unborn pier
# winter olive

There are no errors, but there is no generation experience

winter olive
unborn pier
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Oh good, thank you so much for your help!

winter olive
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I think the entity transforms before even there is a chance for spawn entity to run. If it works, you can try reducing the delay to 0.1 instead.

unborn pier
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Thank you so much for your generosity

winter olive
unborn pier
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But the effect is strange

winter olive
unborn pier
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Wait a minute

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I'll record a video for you

winter olive
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Oki

unborn pier
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Although experienced, corpses do not spawn in the place of death

winter olive
winter olive
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I told you to do it and yes it's what causing this issue.

unborn pier
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I'm doing this step

winter olive
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If that also doesn't fixes the issue, you might want to put this component in the corpse instead of the zombie.

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That's better.

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By the way, I love the animations : )

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especially the creeper.

unborn pier
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Much better, but the corpse will still drift some distance

unborn pier
winter olive
unborn pier
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Thank you for the affirmation

unborn pier
unborn pier
winter olive
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Any content log errors ?

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I'm sorry for making mistakes. I'm not on my pc right now.

unborn pier
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ohhh

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sorry

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I copied the wrong one

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I'm re-energizing now

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I'm so sorry!

winter olive
unborn pier
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I don't know why the experience orb pushes the corpse away

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I wanted the corpse to be pushed by the player, so I added this stat to him, but I dont thought the experience orb would push it

winter olive
unborn pier
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I didn't edit the player.json file

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I can if you need me

winter olive
# unborn pier uhh

It's easy if you want to do it. A lot of people don't want to do it to make their add-on more compatible with other add-ons.

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Please let me know if you want to do it.

unborn pier
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I want the corpse to be pushed by the player

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I think that's more true

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Do you think there's too much experience points? I don't feel like I have that much experience under normal conditions

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uhn?

winter olive
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Please add these components in player.json.

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"minecraft:is_stackable": {},
"minecraft:push_through": {
        "value": 1
}
unborn pier
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okey

winter olive
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That's what you want right ?

winter olive
unborn pier
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so like that?

winter olive
unborn pier
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okey

winter olive
unborn pier
winter olive
unborn pier
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Should it be true or false here?

winter olive
unborn pier
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If you have a hitbox, then there will be shadows on the ground, which I don't think will work well

winter olive
winter olive
unborn pier
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But why do I have a feeling of hitting the wall, I feel like I'm being bounced

winter olive
winter olive
unborn pier
winter olive
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I think it should work to remove the shadow.

unborn pier
unborn pier
winter olive
unborn pier
winter olive
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You need to have a height if width is too low.

unborn pier
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okey

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Thank you so much for gifting me your knowledge! I am very happy that I have learned a lot

winter olive
unborn pier
winter olive
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Niceee!

unborn pier
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But I still feel like I'm being bounced off when I push it

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Is there a way for me to push it more smoothly

winter olive
# unborn pier But I still feel like I'm being bounced off when I push it

I know because this component is just Newton's Third Law: Every action has an equal and opposite reaction. When you're hitting it with a velocity, your hit box just goes inside the hit box of corpse, so it's just pushes you back and pushes the corpse on the other direction. I don't there is a better way except using minecraft:behavior.knockback_roar and maybe Script API to push a specific entity.

unborn pier
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I chose to give up on allowing the corpse to be pushed

winter olive
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The Knockback Roar component will need to be added in player.json and make it activate everytime the player is touching the corpse. That component has the ability to send the corpse out of the matrix.

unborn pier
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I think it's better to forget it, I'm not going to modify the player files anymore as this would make the components incompatible

winter olive
unborn pier
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If you don't dislike me, I can ask you until you dislike me

winter olive
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That way, the xp orbs cannot push it.

unborn pier
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I've found that when an experience orb spawns, it tends to attach to entities, which causes the orb to move around the corpse

winter olive
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Ahhhhhhh! The experience orbs keep following it till infinity.

winter olive
unborn pier
winter olive
unborn pier
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If the orb is not absorbed by the player, the corpse will be pushed by the orb all the time

winter olive
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Hmm, yeah! That's an issue. I don't think there's a fix if you want don't want to modify player.json.

winter olive
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Anyways, you make it leashable in case the player want to move it everywhere.

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That would be funny.

unborn pier
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Then we give up so that the corpse can be pushed

winter olive
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I would say just make an animation that buries the corpse in ground after a few second and despawns it.

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This corpse system will kill the world in case they have farms and stuff.

unborn pier
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I chose this option and it looks pretty good

winter olive
unborn pier
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yeah

winter olive
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Glad, something works for you! I thought that all the efforts went in vain 🥲

unborn pier
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I'll record you a video

unborn pier
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Everything you said to me was very helpful to me

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There will be a slight shift in the position of the body, but I don't think it bad

winter olive
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Try a delay of 0.05 ?

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That's the least you can try.

unborn pier
winter olive
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If it works, it works else stick to 0.1.

unborn pier
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I've tried, 0.05 will be inexperienced

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I think 0.1 is pretty good

winter olive
winter olive
unborn pier
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Great, thank you so much for your generosity, you're a entity monster, and you know so much that impresses me and benefits me a lot

unborn pier
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@winter oliveDo you still have time? I'm having a new problem

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I modified the vanilla zombie model, which caused the vanilla armor and model to mismatch

unborn pier
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Can I customize a suit of armor for zombies?

winter olive
winter olive
unborn pier
unborn pier
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How should I change the vanilla zombie model?

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I mean, now if I've done the zombie armor model, how do I get it to replace the vanilla armor model?

winter olive
unborn pier
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So I'm very confused, I don't know what I should do.

winter olive
# unborn pier yep

You need to create a custom armor model for your zombies. Once you're done, ping me. I'll help you with attaching it to your zombie only.

unborn pier
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Thank you very much. You're very kind.

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I'm going to make a model of his armor now.

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Can I create a new texture for the new armor?

winter olive
# unborn pier So I'm very confused, I don't know what I should do.

For now, you just edit the armor models in mobs.json to create a custom armor model for your zombies. If you want to test it in-game, just replace the vanilla models with your models in mobs.json but that'll result in all the mobs having that model but no problem it's just for testing purposes.

winter olive
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Is everything clear ?

unborn pier
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good teacher

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@winter olive Oh yeah, skeletons and other mobs also wear armor, but they all have different models with zombies, should I customize the armor models for them separately?

winter olive
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If you want you can indeed create custom armor models for your mobs.

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but vanilla mobs use the same model afaik!

unborn pier
# winter olive but vanilla mobs use the same model afaik!

Yeah, I know what you mean. all vanilla mobs all use the same armor model. I mean, if I now have a separate armor model for zombies, but this model will not work with other vanilla mobs, so should I modeling every mob in armor a custom armor model?

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Sorry, there may be a problem with the translation just now.

winter olive
unborn pier
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okey

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I'm going to make the armor model now.

winter olive
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The other mobs can still use the vanilla models.

unborn pier
winter olive
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Hey @unborn pier, just keep in mind. You'll need to create custom textures for all the six armor available in-game because the vanilla textures will no longer work with your model.

unborn pier
winter olive
unborn pier
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Know that mobs that I haven't modelled can use vanilla armor, but I modelled a lot of mobs now, should I make separate armor for each mob that I modelled

winter olive
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You should had thought about this earlier.

unborn pier
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But it doesn't matter, I don't think it's difficult to make armor, I'm good at modeling

unborn pier
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Give me a few minutes and I'll be done

winter olive
unborn pier
winter olive
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I just know the technical part.

unborn pier
unborn pier
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I think it's done, although it's a little more complicated than I thought@winter olive

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Exactly in line with it

winter olive
unborn pier
viscid jasper
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is their a behavior that allows mobs to step up blocks like a horse?

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i cant find it in the horse behavior

unborn pier
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Is there a way to detect mob damage in animation controllers? I used variable.health > query.health, but when mob wears armor, this method doesn't work

warm tendon
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Maybe try q.hurt_time>0?

unborn pier
warm tendon
winter olive
lime reef
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is there any way to calculate the amount of damage the player received without using experimental features

kind charm
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@nova plume No cross posting

unborn pier
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Is there a molang function to detect a certain range of the same entity?

nova plume
unborn pier
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I made a zombie corpse entity, when the zombie dies, the zombie corpse entity will spawn, considering that some players will build monster farms, and the farm will die a lot of zombies at the same time, at this time, if these dead zombies all spawn corpses, then it will cause the game to freeze, how can I avoid this from happening?

opaque coyote
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I'm trying to find what's wrong with it

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Made this Bridge btw

quaint tangle
opaque coyote
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nope

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it doesn't

quaint tangle
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Does it error in minecraft's own error log?

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cause at first glance it seems fine

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wait

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oh

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hol on

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the rolls are weird

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{
"pools": [
{
"rolls": 1,
"entries": [
{
"type": "item",
"name": "rg:psychotic_shard",
"weight": 1,
"functions": [
{
"function": "set_count",
"count": {
"min": 3,
"max": 4
}
}
]
}
]
},

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the rolls and entries should be like that where they contain the items

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it tries to roll empty because there aren't drops defined after the rolls

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because they're set separate

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i may be bad at explaining this

quaint tangle
winter olive
winter olive
unborn pier
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The main problem of the monster farm is that the farm will generate a large number of zombies, because the world has a limit on the number of brush monsters, in order to allow more zombies to be generated, players will instantly kill zombies to increase the number of brush monsters, which will lead to the death of many zombies, which will cause a lot of corpses to be generated, when too many corpses are generated, it will lead to too many entities to make the game stutter.

lunar fable
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            "become_old": {
                "minecraft:timer": {
                    "looping": true,
                    "time": 4.0,
                    "time_down_event": {
                        "event": "become_old"
                    }
                }
            },```

Why this isn't working?
gleaming kettle
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Is it possible to change the model but only when it's a baby?

gloomy hemlock
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using molang in the render controller

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q.is_baby

winter olive
winter olive
winter olive
frigid compass
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My entity is a statue, its leg and arm are frozen, but i created the animation, what would it take?

winter olive
frigid compass
winter olive
frigid compass
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entitity file

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animations

winter olive
winter olive
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everything's right there.

frigid compass
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animation doesn't work

wary radish
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The problem seems to be in the animation controller

frigid compass
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ok, that was it

wary radish
frigid compass
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I have never worked with entities, and i will need them for a project

wet oxide
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"minecraft:environment_sensor": {
                "triggers": {
                    "filters": {
                        "all_of": [
                            {
                                "test": "has_container_open",
                                "subject": "self",
                                "operator": "equals",
                                "value": true
                            }
                        ]
                    },
                    "target": "self",
                    "event": "my:open"
                }
            }
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I am trying to detect when the player opens my entity's inventory but for some reason it is not working.

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"events": {
            "my:open": {
                "run_command": {
                    "command": "/say he sido abierto",
                    "target": "self"
                },
                "set_property": {
                    "myname:is_open": true
                }
            }
        }
wanton venture
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Can a single armor piece render two at the same time? How?

warm tendon
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I suppose you could either modify the attachable of the armor to show both pieces(which I guess may have clipping issues), or forgo attachables for that specific armor and add a render controller to player.entity.json with the model and texture for both pieces of armor that renders based on whether either one is worn

wanton venture
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Why would it have clipping issues if I use the attachable method?

warm tendon
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It might try to render both of them over each other if you're wearing both pieces of armor

wanton venture
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Oh, shouldn’t be an issue then, excellent

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Im concerned about the animation part though, as I want to have both chestplate and helmet together

winter olive
winter olive
wanton venture
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I'd appreciate that. Where do I start?

winter olive
wanton venture
winter olive
wanton venture
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First one at chestplate, second one at leggings

winter olive
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Am I right?

wanton venture
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Yes, correct

winter olive
# wanton venture Yes, correct

Okay, so start with creating an attachable that just renders the chestplate and I'll guide or most likely do the rest of it for you 😄

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Then, you can simply copy the same thing for leggings and boots.

wanton venture
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Can I make the attachable use two geometries?

wanton venture
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Excellent

winter olive
# wanton venture Excellent

So, we'll basically have two geometries, two animations and two render controllers defined. One render controller for each geometry. variable.helmet_layer_visible = 0.0; variable.chest_layer_visible = 0.0; in parent setup.

wanton venture
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{
    "format_version": "1.8.0",
    "minecraft:attachable": {
      "description": {
        "identifier": "kai:hc",
        "materials": {
          "default": "armor",
          "enchanted": "armor_enchanted"
        },
        "textures": {
          "default": "textures/models/armor/diamond_1",
          "enchanted": "textures/misc/enchanted_item_glint"
        },
        "geometry": {
          "default": "geometry.humanoid.armor.helmet"
        },
        "scripts": {
          "parent_setup": "variable.helmet_layer_visible = 0.0; variable.chest_layer_visible = 0.0;"
        },
        "render_controllers": [ "controller.render.armor" ]
      }
    }
  }
winter olive
wanton venture
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what would I have instead of default?

winter olive
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The animations are:-
animation.armor.helmet.offset and animation.armor.chestplate.offset.

wanton venture
#

So far got:

{
    "format_version": "1.8.0",
    "minecraft:attachable": {
      "description": {
        "identifier": "kai:hc",
        "materials": {
          "default": "armor",
          "enchanted": "armor_enchanted"
        },
        "textures": {
          "default": "textures/models/armor/diamond_1",
          "enchanted": "textures/misc/enchanted_item_glint"
        },
        "geometry": {
          "helmet": "geometry.humanoid.armor.helmet",
          "chestplate": "geometry.humanoid.armor.chestplate"
        },
        "scripts": {
          "parent_setup": "variable.helmet_layer_visible = 0.0; variable.chest_layer_visible = 0.0;"
        },
        "render_controllers": [ "controller.render.armor" ]
      }
    }
  }
winter olive
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Please add the animations too.

wanton venture
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{
    "format_version": "1.8.0",
    "minecraft:attachable": {
      "description": {
        "identifier": "kai:hc",
        "materials": {
          "default": "armor",
          "enchanted": "armor_enchanted"
        },
        "textures": {
          "default": "textures/models/armor/diamond_1",
          "enchanted": "textures/misc/enchanted_item_glint"
        },
        "geometry": {
          "helmet": "geometry.humanoid.armor.helmet",
          "chestplate": "geometry.humanoid.armor.chestplate"
        },
        "animations": {
            "helmet_anim": "animation.armor.helmet.offset",
            "chestplate_anim": "animation.armor.chestplate.offset"
        },
        "scripts": {
          "parent_setup": "variable.helmet_layer_visible = 0.0; variable.chest_layer_visible = 0.0;"
        },
        "render_controllers": [ "controller.render.armor" ]
      }
    }
  }
#

im having flashbacks of attachables lol

winter olive
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We're very close!

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just the render controllers left after it.

wanton venture
winter olive
wanton venture
#

oh right

#

no molang needed

winter olive
wanton venture
#

Okay, got it

#
{
    "format_version": "1.8.0",
    "minecraft:attachable": {
        "description": {
            "identifier": "kai:hc",
            "materials": {
                "default": "armor",
                "enchanted": "armor_enchanted"
            },
            "textures": {
                "default": "textures/models/armor/diamond_1",
                "enchanted": "textures/misc/enchanted_item_glint"
            },
            "geometry": {
                "helmet": "geometry.humanoid.armor.helmet",
                "chestplate": "geometry.humanoid.armor.chestplate"
            },
            "animations": {
                "helmet_anim": "animation.armor.helmet.offset",
                "chestplate_anim": "animation.armor.chestplate.offset"
            },
            "scripts": {
                "parent_setup": "variable.helmet_layer_visible = 0.0; variable.chest_layer_visible = 0.0;",
                "animate": [
                    "helmet_anim",
                    "chestplate_anim"
                ]
            },
            "render_controllers": [
                "controller.render.armor"
            ]
        }
    }
}
winter olive
wanton venture
#

Sure thing:

{
  "format_version": "1.8.0",
  "render_controllers": {
    "controller.render.armor": {
      "geometry": "Geometry.default",
      "materials": [ { "*": "variable.is_enchanted ? Material.enchanted : Material.default" } ],
      "textures": [ "Texture.default", "Texture.enchanted" ]
    }
  }
}
winter olive
#
{
  "format_version": "1.8.0",
  "render_controllers": {
    "controller.render.armor.helmet": {
      "geometry": "Geometry.helmet",
      "materials": [ { "*": "variable.is_enchanted ? Material.enchanted : Material.default" } ],
      "textures": [ "Texture.default", "Texture.enchanted" ]
    }
  }
}
#
{
  "format_version": "1.8.0",
  "render_controllers": {
    "controller.render.armor.chestplate": {
      "geometry": "Geometry.chestplate",
      "materials": [ { "*": "variable.is_enchanted ? Material.enchanted : Material.default" } ],
      "textures": [ "Texture.default", "Texture.enchanted" ]
    }
  }
}
winter olive
#

I mean put them inside your pack.

#

Now, add both render controllers in your attachable and play them using this condition:

!c.is_first_person && c.owning_entity -> q.is_item_name_any('slot.armor.chestplate', 0, 'kai:hc')
wanton venture
#

Do I still need the default one?

winter olive
#

Please remove it.

wanton venture
#

how do I put the condition exactly?

winter olive
#
"render_controllers": [{"name_of_rc":"condition"}, {"name_of_rc":"condition"}, {"name_of_rc":"condition"}]
#

@wanton venture ☝️

wanton venture
#
"render_controllers": [
                {
                "controller.render.armor.helmet": "!c.is_first_person && c.owning_entity -> q.is_item_name_any('slot.armor.chestplate', 0, 'kai:hc')"
                },
                {
                "controller.render.armor.chestplate": "!c.is_first_person && c.owning_entity -> q.is_item_name_any('slot.armor.chestplate', 0, 'kai:hc')"
                }
            ]

?

winter olive
#

Now, test it in game. There's still going to be an issue with the item being invisible and we'll have to render it using attachables too but let's confirm if this works first : )

wanton venture
#

You don’t need an attachable, your custom items will render by default like that

winter olive
#

Yes, how they get rendered by default is hard-coded but what are you exactly trying to achieve?

#

You can always create custom attachables for vanilla items too and yes literally every vanilla item.

wanton venture
# winter olive Now, test it in game. There's still going to be an issue with the item being inv...

Getting these:

[Entity][error]-attachables/panoply.json | minecraft:attachable | description | render_controllers | [0] | unknown child schema option type.  Allowed types:  'string'

[Entity][error]-attachables/panoply.json | minecraft:attachable | description | render_controllers | [1] | unknown child schema option type.  Allowed types:  'string'

[Entity][error]-attachables/panoply.json | minecraft:attachable | description | scripts | animate | child 'animate' not valid here.
winter olive
#

There used to be a template for it.

#

Please give me a moment.

wanton venture
#

Not receiving the errors anymore, but the geometries are not rendering

winter olive
#

Please check it out yourself. I sent the files!

winter olive
wanton venture
winter olive
wanton venture
#
{
    "format_version": "1.10.0",
    "minecraft:attachable": {
        "description": {
            "identifier": "kai:panoply",
            "materials": {
                "default": "armor",
                "enchanted": "armor_enchanted"
            },
            "textures": {
                "default": "textures/models/armor/diamond_1",
                "enchanted": "textures/misc/enchanted_item_glint"
            },
            "geometry": {
                "helmet": "geometry.humanoid.armor.helmet",
                "chestplate": "geometry.humanoid.armor.chestplate"
            },
            "animations": {
                "helmet_anim": "animation.armor.helmet.offset",
                "chestplate_anim": "animation.armor.chestplate.offset"
            },
            "scripts": {
                "parent_setup": "variable.helmet_layer_visible = 0.0; variable.chest_layer_visible = 0.0;",
                "animate": [
                    "helmet_anim",
                    "chestplate_anim"
                ]
            },
            "render_controllers": [
                {
                "controller.render.armor.helmet": "!c.is_first_person && c.owning_entity -> q.is_item_name_any('slot.armor.chestplate', 0, 'kai:diamond_chestplate')"
                },
                {
                "controller.render.armor.chestplate": "!c.is_first_person && c.owning_entity -> q.is_item_name_any('slot.armor.chestplate', 0, 'kai:diamond_chestplate')"
                }
            ]
        }
    }
}
winter olive
#

in the render controller conditions.

wanton venture
#

Oh, I didn’t noticed neither

winter olive
#

To be honest, it should have thrown an error.

wanton venture
#

Not working still 🥹

wanton venture
gloomy hemlock
#

how can i lock body rotation

winter olive
#

It should be player for the player though!

#

but I don't think that's enough to cause this issue 🥲

#

Why do you have kai:panoply in the identifier but kai:diamond_chestplate in the render controller?

winter olive
wanton venture
wanton venture
winter olive
#

They both should be the same.

#

You must put the identifier of the item you're wearing in both places.

wanton venture
#

The identifier of my item is kai:diamond_chestplate

winter olive
#

It's kai:panoply there.

wanton venture
#

ooo yes

winter olive
#

YAYYY!

#

It's working!!

wanton venture
#

It is! Thank you very much!

winter olive
wanton venture
#

Doesn't seems like it

winter olive
#

invisible item in hand.

#

When you're holding it in hand, it's not invisible?

wanton venture
winter olive
# wanton venture nope

That's odd! Technically, the attachable is active all the time but it's rendering only when the item is on the chest so it should be invisible the other times but anyways good for you 😅

wanton venture
#

That's because im using minecraft:icon inside my item server file

winter olive
#

There are no issues right now so let's leave it.

#

Please have a great day 😄

wanton venture
#

You too. Thank you again for your help!

#

Ill do the leggings now

winter olive
wanton venture
#

Using:

{
    "format_version": "1.8.0",
    "render_controllers": {
      "controller.render.armor.leggings": {
        "geometry": "Geometry.leggings",
        "materials": [ { "*": "variable.is_enchanted ? Material.enchanted : Material.default" } ],
        "textures": [ "Texture.default", "Texture.enchanted" ]
      }
    }
  }

&

{
    "format_version": "1.8.0",
    "render_controllers": {
      "controller.render.armor.boots": {
        "geometry": "Geometry.boots",
        "materials": [ { "*": "variable.is_enchanted ? Material.enchanted : Material.default" } ],
        "textures": [ "Texture.default", "Texture.enchanted" ]
      }
    }
  }
#

And:

{
    "format_version": "1.10.0",
    "minecraft:attachable": {
        "description": {
            "identifier": "kai:lb",
            "materials": {
                "default": "armor",
                "enchanted": "armor_enchanted"
            },
            "textures": {
                "default": "textures/models/armor/diamond_2",
                "enchanted": "textures/misc/enchanted_item_glint"
            },
            "geometry": {
                "leggings": "geometry.player.armor.leggings",
                "boots": "geometry.player.armor.boots"
            },
            "animations": {
                "leggings_anim": "animation.armor.leggings.offset",
                "boots_anim": "animation.armor.boots.offset"
            },
            "scripts": {
                "parent_setup": "variable.boot_layer_visible = 0.0; variable.leg_layer_visible = 0.0;",
                "animate": [
                    "leggings_anim",
                    "boots_anim"
                ]
            },
            "render_controllers": [
                {
                    "controller.render.armor.boots": "!c.is_first_person && c.owning_entity -> q.is_item_name_any('slot.armor.legs', 0, 'kai:lb')"
                },
                {
                    "controller.render.armor.leggings": "!c.is_first_person && c.owning_entity -> q.is_item_name_any('slot.armor.legs', 0, 'kai:lb')"
                }
            ]
        }
    }
}
#

Getting this as result

#

Vanilla

#

@winter olive thoughts?

winter olive
#

Okay, please allow me a moment to review!

wanton venture
#

Sure thing!

winter olive
winter olive
wanton venture
winter olive
#

Hmm ?

#

I'm confused.

wanton venture
#

me too

winter olive
wanton venture
#

I am using the vanilla geometries 🤷‍♂️

winter olive
#

Okay, tell me what's the issue ?

#

I'm confused about what's the issue.

wanton venture
#

Well, the issue is that leggings are bigger than vanilla leggings for some reason and boots does not render

winter olive
wanton venture
#

No idea, but I used diamond_1 for that image

winter olive
#

The player one. There should be two of it.

wanton venture
#
{
  "format_version": "1.10.0",
  "minecraft:attachable": {
    "description": {
      "identifier": "minecraft:diamond_boots.player",
      "item": { "minecraft:diamond_boots": "query.owner_identifier == 'minecraft:player'" },
      "materials": {
        "default": "armor",
        "enchanted": "armor_enchanted"
      },
      "textures": {
        "default": "textures/models/armor/diamond_1",
        "enchanted": "textures/misc/enchanted_item_glint"
      },
      "geometry": {
        "default": "geometry.player.armor.boots"
      },
      "scripts": {
        "parent_setup": "variable.boot_layer_visible = 0.0;",
        "animate": [
          "offset"
        ]
      },
      "animations": {
        "offset": "animation.armor.boots.offset"
      },
      "render_controllers": [ "controller.render.armor" ]
    }
  }
}
winter olive
wanton venture
#

and vanilla leggings:

{
  "format_version": "1.10.0",
  "minecraft:attachable": {
    "description": {
      "identifier": "minecraft:diamond_leggings.player",
      "item": { "minecraft:diamond_leggings": "query.owner_identifier == 'minecraft:player'" },
      "materials": {
        "default": "armor",
        "enchanted": "armor_enchanted"
      },
      "textures": {
        "default": "textures/models/armor/diamond_2",
        "enchanted": "textures/misc/enchanted_item_glint"
      },
      "geometry": {
        "default": "geometry.player.armor.leggings"
      },
      "scripts": {
        "parent_setup": "variable.leg_layer_visible = 0.0;"
      },
      "render_controllers": [ "controller.render.armor" ]
    }
  }
}
wanton venture
winter olive
#

but I think it'll end up rendering the chestplate too but you can easily fix by keep it invisible when you create your own "custom" texture.

wanton venture
winter olive
#

?

wanton venture
#

Yes

winter olive
# wanton venture Yes

Now put Texture.diamond_2 instead of default in leggings render controller and Texture.diamond_1 in boots instead of default in boots render controller.

#

Replace diamond_2 and diamond_1 with whatever you have put in your attachable for those textures in the above statement ☝️

#

Please send your attachable and render controllers once you're done.

wanton venture
#

Alright, give me one second

#

Im receiving a bunch of content log errors now

winter olive
#

send your code.

wanton venture
#

called on incompatible type texture.diamond_1 & Render Controller: controller.render.armor.boots is missing its default texture

wanton venture
#
{
    "format_version": "1.8.0",
    "render_controllers": {
      "controller.render.armor.boots": {
        "geometry": "Geometry.boots",
        "materials": [ { "*": "variable.is_enchanted ? Material.enchanted : Material.default" } ],
        "textures": [ "Texture.diamond_1", "Texture.enchanted" ]
      }
    }
  }
winter olive
wanton venture
#
{
    "format_version": "1.8.0",
    "render_controllers": {
      "controller.render.armor.leggings": {
        "geometry": "Geometry.leggings",
        "materials": [ { "*": "variable.is_enchanted ? Material.enchanted : Material.default" } ],
        "textures": [ "Texture.diamond_2", "Texture.enchanted" ]
      }
    }
  }
#
{
    "format_version": "1.10.0",
    "minecraft:attachable": {
        "description": {
            "identifier": "kai:lb",
            "materials": {
                "default": "armor",
                "enchanted": "armor_enchanted"
            },
            "textures": {
                "boots": "textures/models/armor/diamond_1",
                "leggings": "textures/models/armor/diamond_2",
                "enchanted": "textures/misc/enchanted_item_glint"
            },
            "geometry": {
                "leggings": "geometry.player.armor.leggings",
                "boots": "geometry.player.armor.boots"
            },
            "animations": {
                "leggings_anim": "animation.armor.leggings.offset",
                "boots_anim": "animation.armor.boots.offset"
            },
            "scripts": {
                "parent_setup": "variable.boot_layer_visible = 0.0; variable.leg_layer_visible = 0.0;",
                "animate": [
                    "leggings_anim",
                    "boots_anim"
                ]
            },
            "render_controllers": [
                {
                    "controller.render.armor.boots": "!c.is_first_person && c.owning_entity -> q.is_item_name_any('slot.armor.legs', 0, 'kai:lb')"
                },
                {
                    "controller.render.armor.leggings": "!c.is_first_person && c.owning_entity -> q.is_item_name_any('slot.armor.legs', 0, 'kai:lb')"
                }
            ]
        }
    }
}
winter olive
wanton venture
#

Oh wait

winter olive
wanton venture
#

edited

#

I am experiencing the same issue; the content logs

#

No armor is being rendered currently

winter olive
wanton venture
#

I edited the message to include both textures

#

Oh im dumb

#

I see what I did wrong

winter olive
wanton venture
#

Yeah that was it! Works just as it should!

winter olive
#

It fixed the big leggings issue too right?

wanton venture
#

Yup

winter olive
#

It looks like it did.

#

Yes, great!

wanton venture
#

Thank you very much Amman! Appreciate it 🫶

gloomy glacier
#

Is it possible to make an entity be seen to have multiple different textures by different players?

winter olive
gloomy glacier
#

well thatt sucks

wet oxide
tulip karma
#

hi

honest mango
#

It was suggested that I check here if it's possible to modify minato4743's light detection script so that instead of using a summoned entity, it would instead use vanilla mobs? Specifically I want to use those within the monster family.

winter olive
# wet oxide I changed it but it still does not execute the event.

I think it's because there is no context of the player in environment sensor. Please try this:-

"ex:no_container": {
                "minecraft:entity_sensor": {
                    "sensor_range": 7,
                    "event_filters": {
                        "all_of": [
                            {
                                "test": "is_family",
                                "subject": "other",
                                "value": "player"
                            },
                            {
                                "test": "has_container_open",
                                "subject": "other",
                                "value": false
                            }
                        ]
                    },
                    "event": "ex:no_container"
                }
            },
            "ex:container": {
                "minecraft:entity_sensor": {
                    "sensor_range": 7,
                    "event_filters": {
                        "all_of": [
                            {
                                "test": "is_family",
                                "subject": "other",
                                "value": "player"
                            },
                            {
                                "test": "has_container_open",
                                "subject": "other",
                                "value": true
                            }
                        ]
                    },
                    "event": "ex:container"
                }
            }
weary trench
#

Which part of the boat JSON actually allows a player to stand on it? Trying to replicate it elsewhere

#

Ah I'm just blind; I assume it's "minecraft:is_stackable": { },
Would there be a way to make it work on the sides, as well?

winter olive
weary trench
#

thanks

earnest flare
#

One message removed from a suspended account.

winter olive
earnest flare
#

One message removed from a suspended account.

#

One message removed from a suspended account.

winter olive
earnest flare
winter olive
earnest flare
winter olive
junior linden
fading root
#

i want my entity to trigger an event in itself whenever it gets near a high level light source like a torch. How can i do it ? i was thinking of using environmental sensor with filter to light_level or is_brightness but it doesn't really work yet

fading root
#

oh it does mb I had a snytax error or something

oblique lichen
#

Can filters detect block properties if the subject is set as block?

wet oxide
winter olive
winter olive
wet oxide
winter olive
#

Oh, I get your issue.

#

The code should be in the entity itself not the player.

wet oxide
#

I want to make a custom chest, I am trying to detect when the chest is opened to play the open/close animation.

wet oxide
#

TY

#

❤️

jade quiver
#

how can I have it that the max a entity can have is 1000 and the currentvalue they have/start with is 20?

wary radish
jade quiver
#

my current setup it always has 1000 max not the value

#
"minecraft:health": {
        "value": "20 + q.property('lycanite:health')",
        "max": 1000
      },
wary radish
jade quiver
wary radish
# jade quiver Nope

It seems to be correct, you want the entity to spawn with 20 hp and then be able to reach 1000, what happens when you use this in the game?

jade quiver
wary radish
jade quiver
jade quiver
#

why is this not working?:

"minecraft:health": {
        "value":20,
        "max": "20 + q.property('lycanite:health')"
      },
winter olive
#

You might want to add different component groups containing minecraft:health component depending on the value of the lycanite:health property.

jade quiver
jade quiver
winter olive
#

It doesn't necessarily needs to throw a content log error though! What if you just put only a query in both value and max ?

#

What's the result if you do so ?

jade quiver
winter olive
#

What do you get when you do this ?

#

If it works, then it accepts Molang or else it doesn't works and defaults the health to 20.

jade quiver
#

do any of these accept query values? ```json
"minecraft:attack_damage": {
"value": "3+query.property('lycanite:attackDmg')"
},
"minecraft:damage_sensor": {
"triggers": [
{
"cause": "all",
"damage_modifier": "-(q.property('lycanite:defense'))"
}
]
}
"minecraft:movement": {
"value": "0.28 +q.property('lycanite:speed')"
},
"minecraft:underwater_movement": {
"value": "0.14 +q.property('lycanite:speed')"
},
"minecraft:behavior.melee_attack": {
"priority": 2,
"speed_multiplier": "1 + q.property('lycanite:attackSpeed')",
"track_target": true
},
"minecraft:follow_range": {
"value": 24,
"max": "24 + q.property('lycanite:sight')"
}

jade quiver
#

🤦‍♂️ mojang messed up here... like what?

oblique lichen
#

Why has no else thought of this? I wish Molang works like this, but unfortunately it doesn't.

oblique lichen
jade quiver
#

when attribute command, or attribute api?

#

or just add molang funtionality in the components

winter olive
errant compass
#

okay it's been a while since i messed around with mobs
i have an entity that is supposed to be a projectile

  • i need it to face the right way (like a trident/arrow for example)
  • i have a locator, and i want to emit a particle ~ every second
    i am unsure how to set up the animation controller
    do i create a "default" animation, and put effects like sounds and particles there or do i create a "default" animation controller and put them there
#

i currently have it set up like this

#

also, do i loop the animation or not

winter olive
jade quiver
errant compass
#

okay now i am hitting a "geometry not found" despite correct identifier etc

wary radish
errant compass
#

oh, forgot to make the entity folder

#

easy to miss with the way vscode shortens paths, thx

#

.-. still can't summon, it doesn't show in the commands.. eh, time for a break i guess

winter olive
winter olive
errant compass
#

i've simply used blockbench to make the entity now, the git diff doesn't really show differences so who knows what went wrong

errant compass
errant compass
errant compass
#

deleting the animation controller completely at least gives me the particle, but it only plays once

#

ah
it should be
"rotation": ["-query.target_x_rotation", "-query.target_y_rotation", 0]

#

particle emitter also has to be set to looping (since the animation has a length of 0.0)

winter olive
errant compass
#

looks like it is working so far

#

i will implement the remaining snowballs for now

oblique lichen
#

Does anyone know what the use of the parent subject is? Anything that may help with the breed event perhaps? Cuz if there's no use, I don't understand why it exists...

viscid jasper
gloomy hemlock
#

check the trident animation

viscid jasper
errant compass
errant compass
#

into your animation

viscid jasper
#

how would i implement it into my animation has rotation already

#
    "format_version": "1.8.0",
    "animations": {
        "animation.throwable_pickaxe_model.spin": {
            "loop": true,
            "animation_length": 0.33333,
            "bones": {
                "bone": {
                    "rotation": {
                        "0.0": {
                            "post": [0, 0, 0],
                            "lerp_mode": "catmullrom"
                        },
                        "0.1667": {
                            "post": [-180, 0, 0],
                            "lerp_mode": "catmullrom"
                        },
                        "0.3333": {
                            "post": [-360, 0, 0],
                            "lerp_mode": "catmullrom"
                        }
                    }
                }
            }
        }
    ```
errant compass
#

hmm, how did you make the item launchable btw?

viscid jasper
#

minecraft:throwable and minecraft:projectile in the item

errant compass
viscid jasper
#

or is that fine

errant compass
#

this is how i have it

    "format_version": "1.8.0",
    "animations": {
        "animation.chillthrill_snowball_normal.default": {
            "loop": true,
            "bones": {
                "root": {
                    "rotation": ["-query.target_x_rotation", "-query.target_y_rotation", 0]
                }
            },
            "particle_effects": {
                "0.0": {
                    "effect": "snowball_trail",
                    "locator": "locator"
                }
            }
        }
    }
}```
errant compass
#

could be that the VSC addon is bugged, i am using an older version because the latest has glitches

errant compass
errant compass
viscid jasper
#

idk

errant compass
viscid jasper
viscid jasper
#

but i guess i cant have a spinning animation unless there is a different way

errant compass
#

hmm maybe catmullrom is wrong - linear would make more sense with the rotation animation you are doing anyways

#

hmm

errant compass
errant compass
#

nice, figured that out. only issue is that the projectiles still face the wrong way 🤷‍♂️

scarlet beacon
#

Armor stand is equipped with torch

oblique lichen
#

Again, does anyone know what the use of the subject "parent" is? Anything that may help with the breed event perhaps? Cuz if there's no use, I don't understand why it exists...

winter olive
oblique lichen
winter olive
#

Probably, the one involved in the interaction.

#

I don't think it can just randomly target the parent though.

unborn pier
#

@winter oliveHave you figured out how to solve my armor problem, please

winter olive
#

So, we can start!

oblique lichen
#

Does area attack damage from an entity increase when under the Strength effect?

winter olive
#

No

oblique lichen
#

Well that sucks.

#

Thanks tho.

#

Also, has anyone been able to use the behavior.snacking component. I tried it and it didn't work.

unborn pier
#

GMT +8 here

winter olive
finite snow
#

how to make an entity still come near you to hit you even though their reach is high?

winter olive
#

What's the point of having a high reach when you want the entity to come close to you in order to attack you ?

spring cliff
#

Is it possible to make entities breed without the player's help?

winter olive
unborn pier
winter olive
#

(Night time)

unborn pier
#

oh sorry

#

lol

#

Can we start now?@winter olive

winter olive
#

but I kinda forgot what exactly you needed.

#

Can you explain it please 🥺

unborn pier
#

I only made new models and animations for the Vanilla Zombies, but none of their armor fits them.

finite snow
winter olive
# unborn pier

Can you try replacing the model identifier in this code and the texture path with your texture?

{
  "format_version": "1.10.0",
  "minecraft:attachable": {
    "description": {
      "identifier": "minecraft:diamond_boots.zombie",
      "item": { "minecraft:diamond_boots": "query.owner_identifier == 'minecraft:zombie'" },
      "materials": {
        "default": "armor",
        "enchanted": "armor_enchanted"
      },
      "textures": {
        "default": "textures/models/armor/diamond_1",
        "enchanted": "textures/misc/enchanted_actor_glint"
      },
      "geometry": {
        "default": "geometry.player.armor.boots"
      },
      "scripts": {
        "parent_setup": "variable.boot_layer_visible = 0.0;",
        "animate": [
          "offset"
        ]
      },
      "animations": {
        "offset": "animation.armor.boots.offset"
      },
      "render_controllers": [ "controller.render.armor" ]
    }
  }
}
#

This is a attachable you must put inside RP/attachables after you're done.

unborn pier
winter olive
#

just the zombie.

viscid jasper
#
            "minecraft:physics": {
                "has_collision": true,
                "has_gravity": true
            },
            "minecraft:behavior.nearest_attackable_target": {
                "priority": 1,
                "entity_types": [
                    {
                        "filters": {
                            "test": "is_family",
                            "subject": "other",
                            "value": "player"
                        },
                        "max_dist": 28
                    }
                ],
                "must_see": true
            },
            "minecraft:shooter": {
                "def": "minecraft:arrow"
            },
            "minecraft:behavior.ranged_attack": {
                "burst_shots": 10,
                "burst_interval": 0.2,
                "attack_radius": 28,
                "priority": 1
            }
        },```
 does anyone know why my entity isn't shooting arrows?
unborn pier
winter olive
#

It doesn't moves right?

viscid jasper
#

does that affect it?

winter olive
# viscid jasper does that affect it?

No, but you still need the minecraft:movement with value set to 0, minecraft:movement.basic & minecraft:navigation.walk components for your entity to track the target.

unborn pier
winter olive
#

in that path.

#

RP/attachables.

unborn pier
#

okey

unborn pier
winter olive
unborn pier
#

Do I need to do the same for its shoes, pants, etc.?

winter olive
#

Diamond Boots, to be exact.

unborn pier
#

What is this line of code?

winter olive
winter olive
unborn pier
#

I'm done

winter olive
unborn pier
#

{
"format_version": "1.10.0",
"minecraft:attachable": {
"description": {
"identifier": "minecraft:diamond_boots.zombie",
"item": { "minecraft:diamond_boots": "query.owner_identifier == 'minecraft:zombie'" },
"materials": {
"default": "armor",
"enchanted": "armor_enchanted"
},
"textures": {
"default": "textures/models/armor/zombie_boots",
"enchanted": "textures/misc/enchanted_actor_glint"
},
"geometry": {
"default": "geometry.zombie_boots"
},
"scripts": {
"parent_setup": "variable.boot_layer_visible = 0.0;",
"animate": [
"offset"
]
},
"animations": {
"offset": "animation.armor.boots.offset"
},
"render_controllers": [ "controller.render.armor" ]
}
}
}

#

like that

winter olive
#

looks good 👍

unborn pier
winter olive
unborn pier
#

It's weird

#

I've put the armor file away

winter olive
#

All the geometries should always go inside models/entity/.

unborn pier
#

I'm not very sure

winter olive
#

For blocks, it's models/blocks/.

winter olive
unborn pier
#

oh

#

The error is gone

#

Didn't work properly

#

It looks as if it's not worn on a zombie

#

Normal in blockbench

winter olive
unborn pier
winter olive
unborn pier
#

yeah

winter olive
#

Can you try removing the offset animation from attachable?

#

just get rid of animations and scripts object.

#
{
    "format_version": "1.10.0",
    "minecraft:attachable": {
      "description": {
        "identifier": "minecraft:diamond_boots.zombie",
        "item": { "minecraft:diamond_boots": "query.owner_identifier == 'minecraft:zombie'" },
        "materials": {
          "default": "armor",
          "enchanted": "armor_enchanted"
        },
        "textures": {
          "default": "textures/models/armor/zombie_boots",
          "enchanted": "textures/misc/enchanted_actor_glint"
        },
        "geometry": {
          "default": "geometry.zombie_boots"
        },
        "scripts": {
          "parent_setup": "variable.boot_layer_visible = 0.0;"
        },
        "render_controllers": [ "controller.render.armor" ]
      }
    }
  }
#

@unborn pier ☝️

unborn pier
#

I'll give it a try

#

It's time for you to take a break?

winter olive
unborn pier
#

I copied the code you gave me, but nothing has changed in the game

unborn pier
winter olive
unborn pier
#

EMM is not

#

I'll record you a video

winter olive
unborn pier
#

It's like this

winter olive
#

Hmm okay, so let's take a different approach that's much easier.

#

Remember you created a model where all the pieces were on the zombie?

#

together.

unborn pier
#

yeah

winter olive
#

You created it on the top of your zombie model right?

unborn pier
#

Yes, I created it based on my zombie model

winter olive
unborn pier
#

yeah

#

emmmm,so?

winter olive
# unborn pier yeah

Nice, we'll use that model. Okay, wait let me start my pc, I'll do it for you!

winter olive
#

Can you please just let me know the geometry identifier and the path to texture of that model ?

unborn pier
#

okey

#

Do you mean armor models or zombie models

winter olive
#

Do you have the boots a single bone or something?

unborn pier
#

I just went to Blockbench to animate the armor and now it's moving with the zombies

winter olive
#

This is what you must have:-


        "name": "helmet",
        "pivot": [ 0.0, 24.0, 0.0 ],
        "neverRender": true
      },
      {
        "name": "rightArmArmor",
        "pivot": [ -5.0, 22.0, 0.0 ],
        "parent": "rightArm"
      },
      {
        "name": "leftArmArmor",
        "pivot": [ 5.0, 22.0, 0.0 ],
        "parent": "leftArm",
        "mirror": true
      },
      {
        "name": "rightLegging",
        "pivot": [ -1.9, 12.0, 0.0 ],
        "parent": "rightLeg"
      },
      {
        "name": "leftLegging",
        "pivot": [ 1.9, 12.0, 0.0 ],
        "parent": "leftLeg",
        "mirror": true
      },
      {
        "name": "rightBoot",
        "pivot": [ -1.9, 12.0, 0.0 ],
        "parent": "rightLeg"
      },
      {
        "name": "leftBoot",
        "pivot": [ 1.9, 12.0, 0.0 ],
        "parent": "leftLeg",
        "mirror": true
      },
      {
        "name": "rightSock",
        "pivot": [ -1.9, 12.0, 0.0 ],
        "parent": "rightLeg"
      },
      {
        "name": "leftSock",
        "pivot": [ 1.9, 12.0, 0.0 ],
        "parent": "leftLeg",
        "mirror": true
      },
      {
        "name": "bodyArmor",
        "pivot": [ 0.0, 24.0, 0.0 ],
        "parent": "body"
      },
      {
        "name": "belt",
        "pivot": [ 0.0, 24.0, 0.0 ],
        "parent": "body"
      }
winter olive
unborn pier
#

I can't copy the code, I can't send it so I can only send the file

unborn pier
winter olive
unborn pier
winter olive
# unborn pier How do I fix it

look all you did is right! The issue is that the boot is not moving with the mob. To fix it you need to attach it with the zombie.
https://youtu.be/nWZYp61B1l4?feature=shared
https://wiki.bedrock.dev/items/attachables.html#method-2-bound-to-a-bone

Presented by CyberAxe of www.OutLandishlyCrafted.com

Tip and Support Welcome, it takes hordes of hours to provide free support.
HTTP://www.OutLandishlyCrafted.com

#minecraft, #bedrock, #mcpe, #indiegamedev, #blockbench, #animations, #portals, #prototype #live

▶ Play video
#

The video and the guide should help you. So, basically you need to bind stuff. For example right boot with the bone from the zombie's geometry with which the boot should move.

unborn pier
#

Okay, thank you, you go to bed first, I'll ask you if I have questions, and I'll come back tomorrow on time to ask you

#

have a good nigth

winter olive
#

Okay!

unborn pier
winter olive
#

Okay, ping me when you're online!

unborn pier
#

@winter olive Did you sleep?

#

I'm sorry we don't seem to have the same time zone.

#

I had gone to bed when you sent me the message.

prime pewter
#

my post button completely dead

prime pewter
#

help

#

it been 3 hours now that my post button is dead

unborn pier
#

@winter oliveping me when you're online,waiting for you

winter olive
viscid jasper
#

does anyone know how to make my entity able to be stood on like a boat?

winter olive
crude gust
#

Why my entity could randomly fall down while flying?

oblique lichen
empty jetty
#

Does anyone know how to port a custom model from Java like this? It replaces cats.

fringe coyote
#

I thought it required Optifine to do that in Java.

empty jetty
fringe coyote
#

Make a custom entity and copy the cat's behavior, then delete all vanilla cat existence from the world.

#

or Idk, never do client-entity resourcepack stuff

empty jetty
#

Heres the only files on it

fading elm
#

{
"format_version": "1.8.0",
"minecraft:client_entity": {
"description": {
"identifier": "bridge:troll",
"min_engine_version": "1.8.0",
"materials": {
"default": "skeleton"
},
"textures": {
"default": "textures/entity/mob"
},
"geometry": {
"default": "geometry.mob"
},
"spawn_egg": {
"texture": "bridge_mob_egg",
"texture_index": 0
},
"scripts": {
"pre_animation": [
"variable.tcos0 = (Math.cos(query.modified_distance_moved * 38.17) * query.modified_move_speed / variable.gliding_speed_value) * 57.3;"
]
},
"animations": {
"attack1": "animation.troll_attack",
"attack2": "animation.troll_attack_2",
"idle": "animation.troll.idle",
"move": "animation.troll.move"
},
"animation_controllers": [
{
"attack1": "controller.animation.troll_attack"
},
{
"attack2": "controller.animation.troll_attack"
},
{
"idle": "controller.animation.troll"
},
{
"move": "controller.animation.troll"
}
],
"render_controllers": [
"controller.render.glow"
],
"enable_attachables": false
}
}
}

fading elm
fading elm
#

Does anyone know how to solve it?

wary radish
winter olive
winter olive
earnest flare
#

One message removed from a suspended account.

#

One message removed from a suspended account.

empty jetty
#

Actually i kinda wanna make the thing where you have to name the mob with a nametag

winter olive
empty jetty
empty jetty
winter olive
empty jetty
winter olive
empty jetty
winter olive
#

You import the model in Blockbench. Click on File -> Convert and you're good to go.

visual orbit
#

Could someone tell me what material I have to use to make the mob transparent? like slime
(whoever responds please tag me, thanks)

empty jetty
#

How can i make so i only get her when renaming a cat?

#

And the animations?

crude dawn
#

I noticed 2 villager files, a base one and a V2 one. which one should I edit to modify/add another villager variant?

kindred ferry
#

is there a way to change the spawn rules of vanilla mobs (specifically drowned) or are they hard coded?

warm tendon
crude dawn
#

Thanks

#

wonder why they keep the old ones

kind charm
fading elm
unborn pier
#

Can someone help me😭

warm tendon
#

The bone names need to be the same for attachables to animate with the zombie. If it does animate but the armors just not in the right position, you'll probably need to make a custom armor model for your zombie that is used when the armor is worn on it. This will need a separate attachable file AFAIK. The vanilla files have separate armor attachables for players, so you can just use the same method for zombies and modify it to use a custom armor geometry

winter olive
winter olive
#

like the name you give to the cat so it changes to your texture.

#

and there are no animations in the files you sent.

#

You might want to ask the author for the animations.

empty jetty
empty jetty
#

Let me see if i can find em

fading elm
#

the entity attacks the player but does not follow him and just stands still. Does anyone have a solution?

finite snow
#

im having problems with my entity alphatest

#

at first everything worked then in the render controller i tried doing json "materials": [ { "*": "Material.default", "altar_emissive": "Material.emissive" } ],
and when i went back to json "materials": [ { "*": "Material.default", } ],
the alphatest just didnt work anymore

#
            "materials": {
                "default": "entity_alphatest"
            },```
#

this is my material so i dont understand why it doesnt work anymore

winter olive
#

Actually, there is a comma after "Material.default" which you need to remove. I'm pretty sure it's there in content log too.

finite snow
#

i put a comma there by mistake

#

there is no log about the render controller

#

i wouldve seen it lol

#

it litterally worked

#

i added the emissive material

#

then i did ctrl z to make it original

#

and it didnt work anymore

winter olive
finite snow
#

ofcourse

neat sky
jade quiver
#

is it possible to make a mob sit(lwithout interacting with it)

fading elm
unborn pier
wanton venture
#

How can I make my player able to climb anything?

warm tendon
unborn pier
#

I don't know where to start

#

Do you know the method

warm tendon
#

That's all I know about it sadly. Again, check out the vanilla resource pack to see

unborn pier
#

🥲

wanton venture
crude dawn
#

Have there been anyone who had minecraft:interact play the allay sound once you try to give the entity an item this way?

crude dawn
#

seems to happen with give_item

winter valve
#

How do I make my entity solid for a player? Give me an example?

warm tendon
warm tendon
#

Wither the model's uv is off, or the texture is missing some pixels there

wanton venture
#

I used the files in the vanilla files and made them use a custom identifier... That happens.

winter valve
warm tendon
#

Ah. I don't know anymore about making solid entities than the wiki says sadly, as I haven't done it myself

misty marten
#

"minecraft:move_to_block" doesnt work when a door its specified?

spring orbit
oblique lichen
wanton venture
#

I don’t

wanton venture
oblique lichen
#

Cuz from watching your vid, that may be the problem.

wanton venture
#

I see, will do then. Thanks!

winter olive
wanton venture
misty marten
winter olive
#

It does not matter what goal radius you set.

#

I suggest having dummy entity at the position of the door which is the target of your entity. I always use this and it works perfectly!

misty marten
winter olive
#

I mean are their any unique blocks around it on which the entity can move instead ?

oblique lichen
gloomy crag
#

q.is_item_equipped Can I specify the slot? In this case I need Mainhand

wanton venture
#

Im pretty sure it can but I doubt mainhand will be usable, as is not a slot to equip items.

#

You are probably looking for q.is_item_name_any('slot.weapon.mainhand','namespace:item_name')

gloomy crag
#

Thanks

winter olive
#

For ex:-

q.is_item_name_any('slot.weapon.mainhand', 0, 'namespace:item_name')
wanton venture
#

Yeah

fading elm
#

damage sensor still broken?

unborn pier
#

@winter oliveHi,Do you have time now?

winter olive
limber totem
#

Would it be attack time or duration
Cuz I increased both

winter olive
#

Increase the knock back strength more than what you're getting from this component already ?

limber totem
winter olive
limber totem
#

Oh....then I must be doing something wrong
I'll try it again amd get back to you

wary flax
#

It's a critical part of my map, so I've been reporting and waiting for that bug to be fixed forever

wary flax
fading elm
#

I found that changing the health to 999 kill the entity but doesn’t

#

It’s really weird

#

U can 1 hit punch it but the entity is still there

#

Weird asf

wary flax
#

When looking through similar bug reports, I've found a whole web of discussions around the damage sensor component.

I think it was released pre-baked.

fading elm
#

F

wary flax
# limber totem Yh

that's gonna need knockback constantly applied, knockback doesn't have a duration

minor nova
#

Anyone know how can I fix this?

#

Cows are bugged

#

It doesnt give any content log errors only for other entities like the pig, goat, and mooshroom for a locator lead

unborn pier
finite snow
#

can i encrypt a geometry and still have a normal world to read it?

limber totem
limber totem
glass jetty
#

Is there a better alternative to minecraft:entity_sensor

#

For what I'm trying to do requires the mob to detect the player, even if there's other mobs within range

winter olive
glass jetty
#

I'll try it

#

Ik I could probably use commands or something but I'm really nervous about affecting tps lol

winter olive
glass jetty
#

And I'm trying to make a group of mobs react to the player

glacial summit
#

Has anyone ran into an issue where their permutations don't work? They were working for a few minutes and then just stopped modifying the component they were changing

#

I've confirmed the property is still changing

glacial summit
#

I feel like this has happened before. Entity permutations just ceasing to function with properties that are changing

#

Property

"runecraft:exhausted": {
          "type": "bool",
          "default": false
        },```
Permutation
```json
{
        "condition": "query.property('runecraft:exhausted') == true",
        "components": {
          "minecraft:movement": {
            "value": 0.04
          }
        }
      },
      {
        "condition": "query.property('runecraft:exhausted') == false",
        "components": {
          "minecraft:movement": {
            "value": 0.1
          }
        }
      },```
Proof of change being output in chat
fading scarab
#
                "target": "player",
                "event": "item",
                "filters": [
                    {
                        "none_of": [
                            {
                                "subject": "player",
                                "test": "has_equipment",
                                "value": "air",
                                "domain": "hand",
                                "operator": "=="
                            }
                        ]
                    }
                ]
            }
        },
        "events": {
            "item": {
                "run_command": {
                    "command": [
                        "/give @s astral:alluminium_block"
                    ]
                }
            }
        }
    }
}``` idk why when i hurt the entity, that don't work :/ 
can you help me pls
fading scarab
#

@winter olive

winter olive
fading scarab
#

i will for when a player Hurt or interact with the entity, she make a command

winter olive
#

@fading scarab ☝️

fading scarab
winter olive
#

Please use this filter.

#

If you don't understand, please send the code and I'll do it for you so you can understand easily.

fading scarab
fading scarab
winter olive
#

😅

fading scarab
#
                "target": "player",
                "event": "item",
                "filters": [
                    {
                        "none_of": [
                            {
                                "subject": "player",
                                "test": "has_equipment",
                                "value": "air",
                                "domain": "hand",
                                "operator": "=="
                            }
                        ]
                    }
                ]
            }
        },
        "events": {
            "item": {
                "run_command": {
                    "command": [
                        "/give @s astral:alluminium_block"
                    ]
                }
            }
        }
    }
}``` i want this code work with on_interact (and no on_hurt). It’s for when i interact with the entity with my hand with nothing in the slot, she despawn and give to me an item
#

@winter olive

winter olive
winter olive
#

I would need the whole file please.

#

The whole entity file if possible.

fading scarab
#

Unforunately no this night but tomorrow yes

fading scarab
winter olive
fading scarab
winter olive
fading scarab
#

so you can’t no if i understand good

winter olive
#

If you cannot provide the file, I'm just going to tell you what you're supposed to do to achieve what you want not do it for you. So here it goes:- You'll need to use minecraft:interact component with any_slot_empty filter with value set to hand and give_item parameter to give the item. You'll also need to have an event that adds a component group containing minecraft:instant_despawn component which should be triggered from the interact component.

winter olive
#

I'm sorry!

fading scarab
#

np

#

tomorrow can you help me ?

winter olive
fading scarab
#

OK ty good night !

winter olive
#

Good Night!

fading scarab
#

replace the "minecraft:on_hurt" by your code with on_interact

#

@winter olive

winter olive
snow jungle
#

Hello

#

player_entity.json Is it possible to add entities?

warm tendon
#

Wdym by add entities to player.entity.json?

#

You can customize it all you want, and you can add other entity files for custom entities

snow jungle
#

I want to make it so that the entity I added is on me. For example, I made entity wings and I want to add it to myself.

#

I want the entity (wing) I created to stay on me.

#

/summon wings:1 Keep it on me when I create an entity

warm tendon
#

Ah. You have 2 options. Either make it so the wings can ride the player and use /ride, or you can also remove the entity entirely and add an extra render controller to the player in the rp that adds the wing geometry. You would need to make the geometry have the same bones as the player for it to work correctly

snow jungle
#

So how can I do it as an entity?

#

Is it possible to create an entity (wings) and connect it to the player using a script?

empty jetty
#

Does anyone know how to fix this? The tail of the baby ocelot model on this texture pack is bugged and i don't wanna wait for a update expecially since the creator might not even notice it + its pretty unconfortable to look at 🥲

#

I can dm the mcpedl page for the pack if needed!

empty jetty
#

Nvm i got in contact with the creator and they will fix it :>

winter olive
fading scarab
fading scarab
snow jungle
#

When I create entity (wings), can I run it with a plugin?

fading scarab
# winter olive

ty but i have a problem, now when i have an item in the hand and i interact with the entity, she make the event

#

how can i resolve this ?

fading scarab
warm tendon
ocean kayak
#

Using player.json is the forbidden action 💀

warm tendon
#

I use it all the time. It's only bad if you really care about compatability

glass jetty
#

Is it possible for an entity to detect a nearby player with a specific tag? (with an environment sensor)

#

I've tried using distance_to_nearest_player and has_tag but they either don't function together, or I set it up incorrectly lol

winter olive
winter olive
ocean kayak
warm tendon
#

I think it depends on the scale of your addon as well. Like, if it's just 5 tools or a coyple new entities, I'd understand not using player.json. But if you're making a fleshed out addon that completely changes the gameplay, then I don't think compatability matters as much as other addons may unbalance yours anyway

glass jetty
#

hm

winter olive
oblique lichen
# glass jetty I suppose

I understand your pain. For some reason, block sensor wasn't working for my entity. Like at all for some strange reason. I just used commands in the end.

iron swift
#

i want to recreate the jeb_ sheep but with addon

#

does anybody knows to use render controller to target 1 bone then changing its color?

restive jasper
#

Hello

winter olive