#Entities General
1 messages · Page 5 of 1
How do I use Minecraft: spawn_entity spawn zombie death drop experience during conversion? Would you like to give me an example?
emmm, yes, I've read it, but I still don't quite understand how to make it generate experience orbs, isn't this for generating entities or items?
Can you please send your whole code ?
I'll do it for you this time so you can understand it better.
okey
entity in BP?
that is
Please change the value of num_to_spawn according to amount of xp orbs you want to be dropped.
How do I know how much XP a zombie drops when it dies?
is that?
Yes, it drops 12 orbs on death Plus equipment count multiplied by either 1-3.
I'm not sure if that field accepts Molang but give it a try.
If it doesn't, just go with 13.
Error reported
Yeah, just put 13 there.
It was also reported incorrectly
Error reported
okey
There are no errors, but there is no generation experience
I added a one second delay in transformation. Try now:-
Oh good, thank you so much for your help!
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.
Thank you so much for your generosity
It works buddy ?
What is it ?
Oki
This is the effect of inexperienced times
This is an empirical effect
Although experienced, corpses do not spawn in the place of death
Could you please try setting the delay I set to 1 to 0.1 ?
okey
I told you to do it and yes it's what causing this issue.
I'm doing this step
If that also doesn't fixes the issue, you might want to put this component in the corpse instead of the zombie.
That's better.
By the way, I love the animations : )
especially the creeper.
Much better, but the corpse will still drift some distance
oh lol
Can you please send the code of the corpse ?
Thank you for the affirmation
okey
I made a lot of animations
nice!
There were no corpses
💀
Any content log errors ?
I'm sorry for making mistakes. I'm not on my pc right now.
Ah okay, no problem! Please let me know if it works 😄
Yes, its worked
、
I don't know why the experience orb pushes the corpse away
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
Are you able to edit player.json ?
uhh
I didn't edit the player.json file
I can if you need me
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.
Please let me know if you want to do it.
yeah
I want the corpse to be pushed by the player
I think that's more true
Do you think there's too much experience points? I don't feel like I have that much experience under normal conditions
uhn?
Please add these components in player.json.
"minecraft:is_stackable": {},
"minecraft:push_through": {
"value": 1
}
okey
What you're doing right now will make the corpse only pushable by player, fluid blocks and pistons.
That's what you want right ?
yeah
You can add these two components to every mob you want your corpse to be pushed by in case you change your mind in future.
so like that?
Yes, perfect!
okey
No, it's not too much! It's just that they are separate and not clumped together.
It can't be pushed
okey!
You're corpse doesn't has a collision box.
Should it be true or false here?
false.
Yes, but even if he doesn't have it, he can be pushed
If you have a hitbox, then there will be shadows on the ground, which I don't think will work well
I know but this component works using collision boxes. It's still pushable just too hard to hit 0.0.
You don't really need a big one. Please have the width set to 0.3 and height set to 1.1.
I'll try
It works well
But why do I have a feeling of hitting the wall, I feel like I'm being bounced
The zombie's skeleton aren't any softer than the wall 💀
Can you try setting the width to 0.01 and keep the height as it is ?
You can say that again😂
I think it should work to remove the shadow.
现在我是0.3x0.3
okey
0.01x1.1
okey
You need to have a height if width is too low.
okey
Thank you so much for gifting me your knowledge! I am very happy that I have learned a lot
You're welcome 🤗
It works ?
yes
Niceee!
But I still feel like I'm being bounced off when I push it
Is there a way for me to push it more smoothly
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.
It's so complicated🥲
I chose to give up on allowing the corpse to be pushed
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.
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
I mean I've got some free time so we can try!
I have a whole bunch of questions for you😂
If you don't dislike me, I can ask you until you dislike me
Yes, your add-on will become incompatible with other add-ons using player.json. I have an idea. What about making it unpushable for few seconds when it spawns ?
That way, the xp orbs cannot push it.
Is there a way to make the experience orb not follow the corpse to move.
I've found that when an experience orb spawns, it tends to attach to entities, which causes the orb to move around the corpse
Ahhhhhhh! The experience orbs keep following it till infinity.
Don't they keep pushing your corpse ?
yeha
That's what I meant. Your corpse stops or it just keeps getting pushed ?
The body was pushed all the time
If the orb is not absorbed by the player, the corpse will be pushed by the orb all the time
Hmm, yeah! That's an issue. I don't think there's a fix if you want don't want to modify player.json.
okey
Anyways, you make it leashable in case the player want to move it everywhere.
That would be funny.
Then we give up so that the corpse can be pushed
You can have the lead locator on neck and have an animation when it's leashed to display that the player is dragging it with a lead on its neck.
I would say just make an animation that buries the corpse in ground after a few second and despawns it.
This corpse system will kill the world in case they have farms and stuff.
I chose this option and it looks pretty good
Delay ?
yeah
Glad, something works for you! I thought that all the efforts went in vain 🥲
I'll record you a video
lol
Everything you said to me was very helpful to me
There will be a slight shift in the position of the body, but I don't think it bad
Yes, it looks good!
Try a delay of 0.05 ?
That's the least you can try.
no
If it works, it works else stick to 0.1.
makes sense.
It is!!
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
@winter oliveDo you still have time? I'm having a new problem
I modified the vanilla zombie model, which caused the vanilla armor and model to mismatch
Can I customize a suit of armor for zombies?
You need to create the new geometry for the armor and edit vanilla armor attachables to use that geometry instead when your mob is wearing it.
Yes
You mean to make a new armor model for zombies, right?
Yup
How should I change the vanilla zombie model?
I mean, now if I've done the zombie armor model, how do I get it to replace the vanilla armor model?
There's no such thing. The armor geometries are in mobs.json.
yep
So I'm very confused, I don't know what I should do.
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.
okey
Thank you very much. You're very kind.
I'm going to make a model of his armor now.
Can I create a new texture for the new armor?
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.
Ofcourse!
Is everything clear ?
yep
good teacher
@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?
As far as I know, all the mobs use the same models. Am I wrong?
If you want you can indeed create custom armor models for your mobs.
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?
Sorry, there may be a problem with the translation just now.
I said "just for testing purposes" if you see my message incase you want to test what you create quickly in-game.
You don't need to create a custom model for every mob but if you want to create you can do so.
The other mobs can still use the vanilla models.
Not only did I modify the zombie model, but I also modified the skeleton model.
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.
You can create a custom one for your skeleton too if the vanilla is not working properly.
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
Okay, I get it.
I just can't imagine how you'll do it if you didn't followed any discipline while creating models. You'll literally have to create a model for every mob and so many textures.
You should had thought about this earlier.
It turns out that I really don't understand anything🤣
But it doesn't matter, I don't think it's difficult to make armor, I'm good at modeling
Textures..
It's also very simple
Give me a few minutes and I'll be done
Okay, if you can! I don't have any problem 😂
Is that okay?
I don't know! I'm not a modeler.
I just know the technical part.
Give me a moment
I think it's done, although it's a little more complicated than I thought@winter olive
Exactly in line with it
You're done ?
yeah
is their a behavior that allows mobs to step up blocks like a horse?
i cant find it in the horse behavior
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
Maybe try q.hurt_time>0?
It didn't work
Alr. Not really sure what else you could do from the rp then. Maybe someone else does.
You can use filters to add a property or dummy component which you can test for in an ac and don't worry I didn't forget about your Armor stuff. I have some work but I'll fix it once I'm done.
oh,nice! thank you very much
is there any way to calculate the amount of damage the player received without using experimental features
@nova plume No cross posting
Is there a molang function to detect a certain range of the same entity?
sorry : (
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?
does bridge not give you errors?
Does it error in minecraft's own error log?
cause at first glance it seems fine
wait
oh
hol on
the rolls are weird
{
"pools": [
{
"rolls": 1,
"entries": [
{
"type": "item",
"name": "rg:psychotic_shard",
"weight": 1,
"functions": [
{
"function": "set_count",
"count": {
"min": 3,
"max": 4
}
}
]
}
]
},
the rolls and entries should be like that where they contain the items
it tries to roll empty because there aren't drops defined after the rolls
because they're set separate
i may be bad at explaining this
this is just an example from me
q.get_nearby_entities but it's experimental. You can simply use commands though with type/family and r selector.
You can try making the corpse to go inside the ground after a x amount of time. I don't see a reason for them to stay infinitely.
I'm giving up on the experimental method. What command should I use to clean up the overgenerated bodies?
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.
"become_old": {
"minecraft:timer": {
"looping": true,
"time": 4.0,
"time_down_event": {
"event": "become_old"
}
}
},```
Why this isn't working?
Is it possible to change the model but only when it's a baby?
In a multiplayer world, by default there will be a lot of corpses generated around the world because a single player can kill enough amount of zombies in a day for a considerable amount of lag to be generated. You must create a way for the zombies to decompose after a certain period of time or this idea is not good in my opinion.
You sure there isn't any other minecraft:timer component active at the same time ?
q.is_baby but you must have minecraft:is_baby component in your baby component group.
My entity is a statue, its leg and arm are frozen, but i created the animation, what would it take?
Take a look at the game error
How are you playing the animation?
Please send your animations and entity file here. Please paste the code here instead of sending the file.
I deleted everything, to start over, but here is the old one
entitity file
animations
I meant the client entity file not the server.
everything's right there.
I started over from zero and now it appears, but without animations (i didn't add it)
do not use drugs
animation doesn't work
The problem seems to be in the animation controller
If my identifier is called sp_kid, the name here should be "kid" or "sp_kid", like a geometry.sp_kid / render.sp_kid , etc..
ok, that was it
send your animation_controller file
I already fixed it, just a stupid error in the identification name
I have never worked with entities, and i will need them for a project
"minecraft:environment_sensor": {
"triggers": {
"filters": {
"all_of": [
{
"test": "has_container_open",
"subject": "self",
"operator": "equals",
"value": true
}
]
},
"target": "self",
"event": "my:open"
}
}
I am trying to detect when the player opens my entity's inventory but for some reason it is not working.
"events": {
"my:open": {
"run_command": {
"command": "/say he sido abierto",
"target": "self"
},
"set_property": {
"myname:is_open": true
}
}
}
Can a single armor piece render two at the same time? How?
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
Why would it have clipping issues if I use the attachable method?
It might try to render both of them over each other if you're wearing both pieces of armor
Oh, shouldn’t be an issue then, excellent
Im concerned about the animation part though, as I want to have both chestplate and helmet together
The subject should be set to the other or player.
Yes, it can! I have made it but I can't really send the whole code here but can surely guide you if you're stuck somewhere 😅
I'd appreciate that. Where do I start?
What are the two pieces of armor you want to render and do you have the item and the textures ready?
Chestplate and helmet & leggings and boots, yes
Alright and the item should be worn on which slot ?
First one at chestplate, second one at leggings
Alright, so let me summarise it.
You have two items:-
- You want one when worn on the chestplate slot to render the helmet and chestplate.
- You want one when worn on the leggings slot to render the leggings and boots.
Am I right?
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 😄
Then, you can simply copy the same thing for leggings and boots.
Can I make the attachable use two geometries?
Yes
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.
{
"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" ]
}
}
}
Add the chestplate geometry too and you must have the offset animations for the helmet and chestplate.
what would I have instead of default?
Anything! We'll define in it our custom render controllers anyways!
The animations are:-
animation.armor.helmet.offset and animation.armor.chestplate.offset.
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" ]
}
}
}
looks good.
Please add the animations too.
{
"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
Please add helmet_anim and chestplate_anim in scripts → animate.
We're very close!
just the render controllers left after it.
"animate": [
{
"helmet_anim": "animation.armor.helmet.offset"
},
{
"chestplate_anim": "animation.armor.chestplate.offset"
}
]
?
No, it should be like "animate": ["helmet_anim", "chestplate_anim"].
Yes
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"
]
}
}
}
Neat! Can you please send the controller.render.armor here ? I don't have access to VP as I'm not on my pc right now 😅
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" ]
}
}
}
{
"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" ]
}
}
}
Please add the above render controllers.
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')
Do I still need the default one?
how do I put the condition exactly?
The name of the render controller in place of helmet_anim & chestplate_anim and the condition I sent in place of the animation.
"render_controllers": [{"name_of_rc":"condition"}, {"name_of_rc":"condition"}, {"name_of_rc":"condition"}]
@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')"
}
]
?
Yes, perfect!
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 : )
On my way 😊
You don’t need an attachable, your custom items will render by default like that
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.
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.
Try setting the format version to 1.10.0.
There used to be a template for it.
Please give me a moment.
Not receiving the errors anymore, but the geometries are not rendering
What it's looking like ?
Just like this
Please send the whole file you have right now.
{
"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')"
}
]
}
}
}
I'm sorry, it's slot.armor.chest not slot.armor.chestplate.
in the render controller conditions.
Oh, I didn’t noticed neither
To be honest, it should have thrown an error.
Not working still 🥹
Indeed
how can i lock body rotation
Try replacing humanoid with player in the geometry.
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?
They both should be same ☝️
Yup, still failing
That’s my item name for now till I properly work on it
but why two different identifiers ?
They both should be the same.
You must put the identifier of the item you're wearing in both places.
The identifier of my item is kai:diamond_chestplate
So, put it in the identifier too.
It's kai:panoply there.
ooo yes
It is! Thank you very much!
You don't have the invisible item issue ?
Doesn't seems like it
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 😅
That's because im using minecraft:icon inside my item server file
Maybe, but in my 1.10 item it's invisible when attachable is active so I had to render it using attachables too.
There are no issues right now so let's leave it.
Please have a great day 😄
Alright, ping me if something goes wrong.
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?
Okay, please allow me a moment to review!
Sure thing!
I think the texture of boots is also in diamond_1.
Please add diamond_1 texture too here.
me too
Why the boots and chestplate are there due to the leggings?
I am using the vanilla geometries 🤷♂️
Well, the issue is that leggings are bigger than vanilla leggings for some reason and boots does not render
Why chestplate and boots are rendering here ?
No idea, but I used diamond_1 for that image
Please send the vanilla diamond leggings attachable file.
The player one. There should be two of it.
{
"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" ]
}
}
}
Okay, so let's the fix the boots first then we'll debug about the big leggings.
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" ]
}
}
}
Sure. So in my render controller there should be both, diamond_1 and diamond_2?
If you have did what I said then put leggings texture in leggings render controller and boots texture in boots render controller.
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.
I don't think im understanding
You added diamond_1 texture in your attachable just like we did with the geometry.
?
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.
What are they ?
send your code.
called on incompatible type texture.diamond_1 & Render Controller: controller.render.armor.boots is missing its default texture
send your code.
{
"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" ]
}
}
}
and leggings rc and attachable please.
{
"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')"
}
]
}
}
}
You didn't added the diamond_1 and diamond_2 textures here ?
Oh wait
and remove the default.
edited
I am experiencing the same issue; the content logs
No armor is being rendered currently
Can you send the attachable?
is this one
I edited the message to include both textures
Oh im dumb
I see what I did wrong
You must call it diamond_1 & diamond_2 like you wrote in render controller. If you want to use boots and leggings, please put the same in render controller.
Yeah that was it! Works just as it should!
It fixed the big leggings issue too right?
Yup
Thank you very much Amman! Appreciate it 🫶
Is it possible to make an entity be seen to have multiple different textures by different players?
Yes, but the query for it will get deprecated in the upcoming update.
well thatt sucks
I changed it but it still does not execute the event.
hi
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.
In case your having trouble finding the script I'm referring to here's the link https://discord.com/channels/523663022053392405/1178694478400327760
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"
}
}
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?
Yes it's that with minecraft:push_through probably!
I'll give it a try
I saw it in the docs but the description is pretty terrible lol
'minecraft:push_through sets the distance through which the entity can push through.'
thanks
Ty I'll give it a try
One message removed from a suspended account.
There's a on_attack parameter in the melee and delayed attack components which you can use to run an event.
One message removed from a suspended account.
One message removed from a suspended account.
One message removed from a suspended account.
No, you might want to disable the damage from your side using a damage sensor.
One message removed from a suspended account.
I mean there are issues with this parameter. Since, you're using damage sensor to block the damage, you can simply use it to run the event too with target set to damager.
One message removed from a suspended account.
Yes, but #1067535382285135923.
I recommend in the Animate Scripts part to use query to load the animation
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
Those do in fact work
oh it does mb I had a snytax error or something
Can filters detect block properties if the subject is set as block?
This detects when the player opens a container (any) I want it to detect when I open the entity's inventory.
Yes, if the block is involved in the interaction. For example, recieving damage from a block.
You can add filters to convert any into you. How you're differentiating yourself from other players ?
How can I do it? Could you please help me?
Yes, if you can please answer my second question.
Oh, I get your issue.
The code should be in the entity itself not the player.
I want to make a custom chest, I am trying to detect when the chest is opened to play the open/close animation.
Here is a custom chest template for you:-
https://discord.com/channels/523663022053392405/1180011191410642944
Nice! Thanks!
how can I have it that the max a entity can have is 1000 and the currentvalue they have/start with is 20?
1000 what? Do you mean health?
yes
my current setup it always has 1000 max not the value
"minecraft:health": {
"value": "20 + q.property('lycanite:health')",
"max": 1000
},
Does this give you any content log errors?
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?
the currentHealth is 1000 on spawn in
I did some tests and I couldn't do that either. But you can apply 980 damage to the entity when it spawns.
ty, it seems to be because of the property which is strange...
why is this not working?:
"minecraft:health": {
"value":20,
"max": "20 + q.property('lycanite:health')"
},
I'm not sure if that parameter even accepts Molang.
You might want to add different component groups containing minecraft:health component depending on the value of the lycanite:health property.
hmm, I am manipulating the property value in scripts and the propertys range is 0 to 1000 💀 , also it does not throw any errors in content log so I don't know why it does not work
it could be possible though but annoying
💀
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 ?
good thought, at first I tried this
"minecraft:health": {
"value":"20 + q.property('lycanite:health')",
"max": 1000
},
``` but it would just be 1000 when the entity was spawned in
I mean just do:-
"minecraft:health": {
"value": "q.property('lycanite:health')",
"max": "q.property('lycanite:health')"
},
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.
ok I hate mojang, it does not work.... 😦
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')"
}
🤦♂️ mojang messed up here... like what?
Why has no else thought of this? I wish Molang works like this, but unfortunately it doesn't.
I think he means there was an opportunity they missed here. But eh. Such is the way it works.
that and they ruined a mechanic of a port I am workin on, I can do it with component groups but the api in script is not availible yet and if component groups have a limit it ruins it entirely...
when attribute command, or attribute api?
or just add molang funtionality in the components
What are you actually trying to port ? Maybe, I can help you with it.
Lycanites Mobs
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
- You either need to use the runtime identifier of arrow or use this animation:-
"rotation": {
"0.0": [
"-query.target_x_rotation",
"-query.body_y_rotation",
0
]
},
"position": {
"0.0": [
0,
0,
0
]
}
- Please just create an animation and loop it.
don't worry I am not doing it solo, what can you do? @winter olive
Check if the geometry is inside models > entity
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
looks about right though
I mean it looks pretty much time consuming without the Molang stuff. You can ask ChatGPT to write it in-case you still want to achieve it though!
Could you please try changing the identifier from snowball to something else ?
i've simply used blockbench to make the entity now, the git diff doesn't really show differences so who knows what went wrong
i can't replicate that for some reason. The wiki also does not completely state anything about animation controllers, loop mode etc
the rotation also does not apply, so my guess is that it simply doesn't load the animations at all
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)
Your issue is solved or do you need more help ?
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...
how do i make my projectile face where im throwing
check the trident animation
runtime identifier?
#1070606638525980753 message
where would i put that?
into your animation
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"
}
}
}
}
}
```
hmm, how did you make the item launchable btw?
im using bridge so there was a just a preset
minecraft:throwable and minecraft:projectile in the item
you probably only need to replace the second value in the array
i.e.
"0.0": {
"post": [0, "-query.target_y_rotation", 0],
its giving errors
or is that fine
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"
}
}
}
}
}```
is that in the entity?
could be that the VSC addon is bugged, i am using an older version because the latest has glitches
animation.json
Blockception's Minecraft Bedrock Development
v6.1.9
maybe i need multiple animations or something
idk
tried it in-game? pretty sure that is false error
didnt work
i tried it and it worked
but i guess i cant have a spinning animation unless there is a different way
hmm maybe catmullrom is wrong - linear would make more sense with the rotation animation you are doing anyways
hmm
awesome, that works
but my projectile has no velocity (speed) and just falls down
guess i will check bridge
nice, figured that out. only issue is that the projectiles still face the wrong way 🤷♂️
Armor stand is equipped with torch
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...
A baby can use it to run events and stuff on its parents.
Really? On both or just one?
Probably, the one involved in the interaction.
I don't think it can just randomly target the parent though.
@winter oliveHave you figured out how to solve my armor problem, please
I have figured it out since start. Please ping me here when you're online.
So, we can start!
Does area attack damage from an entity increase when under the Strength effect?
No
Well that sucks.
Thanks tho.
Also, has anyone been able to use the behavior.snacking component. I tried it and it didn't work.
what IS yourban time zone?
GMT +8 here
IST but I work from 11:00 PM to 7:00 AM.
how to make an entity still come near you to hit you even though their reach is high?
What's the point of having a high reach when you want the entity to come close to you in order to attack you ?
Is it possible to make entities breed without the player's help?
Not really but you can use workarounds. It's easy if you remove the kissing stuff!
Shocked, you work 20 hours.
11:00 PM to 7:00 AM is 8 hours 🙌
(Night time)
Sure
but I kinda forgot what exactly you needed.
Can you explain it please 🥺
You can read our private message.
I only made new models and animations for the Vanilla Zombies, but none of their armor fits them.
for a pvp bot i want it to come near you but it can also have a long reach
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.
Will this affect the player's armor?
"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?
okey
Is it a still entity?
It doesn't moves right?
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.
oh ok
it works now tysm
So I need to create a new json file, right?
Yes
in that path.
RP/attachables.
okey
I guess it's zombie boots, isn't it
It is.
Do I need to do the same for its shoes, pants, etc.?
First test, if it works on boots.
Diamond Boots, to be exact.
leave it as it is. It's for the enchantment glint when the armor is enchanted.
okey
Please send the code once you're done.
Please just paste it here as I'm on phone right now.
okey,sorry
{
"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
looks good 👍
So I'm going into a game trial now?
Yup!
It should be inside the entity folder.
All the geometries should always go inside models/entity/.
Is this a rule?
I'm not very sure
For blocks, it's models/blocks/.
Yes
oh
The error is gone
Didn't work properly
It looks as if it's not worn on a zombie
Normal in blockbench
Atleast that's your model right?
yeah
Yeah, so now we have to figure out the animation issue.
yeah
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 ☝️
No, I'll go to sleep once I have resolved your issue. You have been waiting from so long 😅
I copied the code you gave me, but nothing has changed in the game
Thank you very much for your help😊
Yeah, thought so! The other boot is behind the leg right?
Okay!
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.
yeah
You created it on the top of your zombie model right?
Yes, I created it based on my zombie model
No, I mean the armor is on the top of the zombie right? So, if you hide the armor the zombie is inside it. I'm assuming that's it's not empty inside.
Nice, we'll use that model. Okay, wait let me start my pc, I'll do it for you!
thanks!
Can you please just let me know the geometry identifier and the path to texture of that model ?
Uhmm wait a minute..
Do you have the boots a single bone or something?
I just went to Blockbench to animate the armor and now it's moving with the zombies
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"
}
What is this file
Can you please paste the geometry of your boots please?
Do you mean this
The issue is that they aren't named properly.
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
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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.
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
Okay!
emmm, I didn't learn anything
Okay, ping me when you're online!
@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.
my post button completely dead
@winter oliveping me when you're online,waiting for you
I'm now! I suggest not especially waiting for me. Please create a post of your issue and someone else might also help you.
okey!!
here we go!
does anyone know how to make my entity able to be stood on like a boat?
Why my entity could randomly fall down while flying?
I assume you're using the fly component, correct?
Does anyone know how to port a custom model from Java like this? It replaces cats.
I thought it required Optifine to do that in Java.
It does, i wanna port it to bedrock which doesn't need it lol
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
Heres the only files on it
{
"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
}
}
}
The entity's texture does not appear
Does anyone know how to solve it?
Try with format_version 1.10.0
It depends on which cat variant you want to replace or you want to replace all the cat variants?
Please check for content log errors in Minecraft → Settings → Creator.
One message removed from a suspended account.
One message removed from a suspended account.
Just one!
Actually i kinda wanna make the thing where you have to name the mob with a nametag
There are multiple add-ons on the web who does the same thing so you might want to look at them on how they do it.
This is mine which changes the texture of Armor stand when you rename it. You can copy the same thing for your cat.
https://mcpedl.com/pixperfects-hearty-harvest/
Thank u :>
Could i dm you for more questions?
Omg i actually download this a while ago!
I would prefer if you ask them here so other people can help you out too.
Ok so, what should i copy from the files i sended and where should i put it on the bedrock one? I'm really bad at stuff like mob textures and coding ;-;
You first might want to convert the model to bedrock geometry in blockbench.
I have no idea how to do this 😭 could i send the model here?
You import the model in Blockbench. Click on File -> Convert and you're good to go.
Could someone tell me what material I have to use to make the mob transparent? like slime
(whoever responds please tag me, thanks)
entity_alphablend
I think i did it!
How can i make so i only get her when renaming a cat?
And the animations?
I noticed 2 villager files, a base one and a V2 one. which one should I edit to modify/add another villager variant?
is there a way to change the spawn rules of vanilla mobs (specifically drowned) or are they hard coded?
Modify v2. The other one is the pre 1.14 villagers
Backwards compatibility for maps
I managed to solve it, thx.
Can someone help me😭
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
Could you please send those three assets you showed in the image? I'll do it for you this time and also explain you about how it's done for future.
Sure!
What should be the name ?
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.
Masyunya!
Ouch
Let me see if i can find em
the entity attacks the player but does not follow him and just stands still. Does anyone have a solution?
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
Could you please check the content log errors?
Actually, there is a comma after "Material.default" which you need to remove. I'm pretty sure it's there in content log too.
its not
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
Could you please provide me with your render controller?
You need minecraft:behavior.move_towards_target component
is it possible to make a mob sit(lwithout interacting with it)
Can I put this in which part of the code?
How do I customize armor for zombies individually? I've made a zombie armor model for zombies
How can I make my player able to climb anything?
You can have a custom attachable for only zombies, and use your custom geometry in it. I don't remember exactly how, but the player armor files in the vanilla pack show how, and I believe it's something along the lines of inserting q.owner_identifer=='minecraft:zombie' in a specific part of the file
emm
I don't know where to start
Do you know the method
That's all I know about it sadly. Again, check out the vanilla resource pack to see
🥲
I've created a post, #1192489189246247023
Have there been anyone who had minecraft:interact play the allay sound once you try to give the entity an item this way?
seems to happen with give_item
How do I make my entity solid for a player? Give me an example?
The wiki describes a few methods, with examples: https://wiki.bedrock.dev/entities/solid-entities.html
Wither the model's uv is off, or the texture is missing some pixels there
Trying to recreate snowballs. How can I fix the strange animation?
I used the files in the vanilla files and made them use a custom identifier... That happens.
with shulker method entity teleport
Ah. I don't know anymore about making solid entities than the wiki says sadly, as I haven't done it myself
"minecraft:move_to_block" doesnt work when a door its specified?
i think, when i had this issue i just stopped the animation playing and it fixed it, so maybe that's worth a shot
Do you use Bridge? Cuz they have a throwable template that can work with replicating a snowball.
I don’t
I will give this a shot then
If that doesn't work, you might want to try using a billboard animation. That makes the model always face the camera.
Cuz from watching your vid, that may be the problem.
I see, will do then. Thanks!
You can't really move to a door plus this component is pretty buggy.
Fixed. Thanks!
I don't really need him to go inside the door, just move to the side
Yes, but the AI wants to step on the door which is not realistically possible.
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!
Do I have to make a system where I generate an entity every time there is a door? it would give a lot of lag
Where is the door ?
I mean are their any unique blocks around it on which the entity can move instead ?
No problem! 👍
q.is_item_equipped Can I specify the slot? In this case I need Mainhand
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')
Thanks
The 0 we put after the slot name is optional right ?
For ex:-
q.is_item_name_any('slot.weapon.mainhand', 0, 'namespace:item_name')
Yeah
no
damage sensor still broken?
@winter oliveHi,Do you have time now?
I have now. Just started my pc 🙌
Hey sorry to bother you but I was wondering if you knew how I would be able to make my entity do a longer knockback
Like have the knockback roar last for lets say about 4 seconds
Would it be attack time or duration
Cuz I increased both
What do you want to do exactly ?
Increase the knock back strength more than what you're getting from this component already ?
I want the knockback to last for 4 seconds
set duration to 4.
Oh....then I must be doing something wrong
I'll try it again amd get back to you
Yep
It's a critical part of my map, so I've been reporting and waiting for that bug to be fixed forever
As in constantly get knocked back for 4 seconds?
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
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.
F
Yh
that's gonna need knockback constantly applied, knockback doesn't have a duration
😭
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
I did as you told me to post and still didn't fix the zombie armor issue🥲
can i encrypt a geometry and still have a normal world to read it?
For some reason vertical knockback doesn't work
Nvm I got it
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
distance_to_nearest_player filter in an environment sensor. I'm not sure if it's better though!
I'll try it
Ik I could probably use commands or something but I'm really nervous about affecting tps lol
I thought you meant better in terms of performance or something.
Well, with this component it refuses to function if there are more than one entities in the sensor range
And I'm trying to make a group of mobs react to the player
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
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
"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
@winter olive
You cannot test for air in that filter.
OK but how if i can’t use that
i will for when a player Hurt or interact with the entity, she make a command
Then, simply use https://learn.microsoft.com/en-us/minecraft/creator/reference/content/entityreference/examples/entitytriggers/minecrafttrigger_on_hurt_by_player?view=minecraft-bedrock-stable and add no filters in the interact component because technically by default only a player can interact with your entity.
@fading scarab ☝️
yes but i want when the player has the main hand with nothing in the slot
{
"test": "any_slot_empty",
"value": "hand"
}
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.
OK i re ask to the code,
i use on_Hurt but normaly, i want on_interact, do you know if it’s possible ?
and for the event, i want for the entity make a command for player and despawn but idk how do despawn
Are you able to send your code and just tell me whatever you want me to add? I have literally nothing to do right now.
😅
Yes
"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
You want that when a player interacts with your entity with an empty hands, he gets the aluminum block and the entity despawns right ?
yes
Unforunately no this night but tomorrow yes
but for this night, à vanilla item give it’s right
I would need your entity file to add the interact component and stuff.
you can’t add here with `````` ?
I can but what you want requires an event, component group, component which is not easy for me to type it here.
oh OK i understand
so you can’t no if i understand good
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.
can't without the file.
I'm sorry!
Sure
OK ty good night !
Good Night!
the entity
replace the "minecraft:on_hurt" by your code with on_interact
@winter olive
Hey, thank you! I'll fix it for you once I get on my pc after a few hours. I'm still in bed 😅
np
can you now ?
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
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
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
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?
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!
Nvm i got in contact with the creator and they will fix it :>
Yes
ok cool
have you everything you want ?
When I create entity (wings), can I run it with a plugin?
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 ?
that work, tysm !
You should probably make a post about this. The only way I know of using an entity is to make it ride the player, which I've never done myself
Using player.json is the forbidden action 💀
I use it all the time. It's only bad if you really care about compatability
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
As a marketplace creator, I can proudly say no.
Yes, because it's returning the distance to the nearest player not the nearest player. One way I see is to use minecraft:entity_sensor or minecraft:nearest_attackable_target.
That's a fair excuse
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
entity_sensor stopped working when there was more than one entity in the radius
hm
I guess use commands? As environment sensor and stuff also run each tick so there shouldn't be a much difference in the performance.
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.
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?
Hello
You can have two render controllers. One that displays all bones except the one you want to animate and one that hides all bones except the one you want to animate using part visibility.