#Entities General

1 messages Β· Page 7 of 1

kind charm
#

Could you show a video of the particles? in first person and third person

timber wolf
kind charm
#

Could it be bc the boots arent rendered in thus doesnt make the effect trail

timber wolf
river matrix
#

sorry, it's been a bit i got busy again. I tried the command and it works, it follows but it doesnt rotate towards the target at all

lavish wing
#

why is is_family not working

wanton dune
#

just tp @s ^^^0.5 facing @e[type=type=!xp_orb,type=!fs:magic_missile,type=!item,r=10,c=1]

wanton dune
lavish wing
#
"filters": {
  "test": "is_family",
  "subject": "other",
  "operator": "=!",
  "value": "zombie"
}
lavish wing
#

Unless i messed something up

wanton dune
lavish wing
#

I had it as this before and it didnt work

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Now it does

wanton dune
#

Flip

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The operator

lavish wing
#

No i know

#

I flipped it because the wiki suggested it

#

It wasnt working with either side

#

Than i copy and pasted yours and it works

wanton dune
river matrix
#

let me try and show a video

wanton dune
#

Yeah idk what's other solution hahahaha. That's only thing I know that do homing

river matrix
#

my guess is that the entity rotation animation could be off

wanton dune
#

Do your entity have look_at_entity animations ( I forgor name )

river matrix
#

no it does not

wanton dune
#

Yeah that why hahahaha

river matrix
#

ahh okay how do i add it?

#

can i still use the same animation?

wanton dune
#

Wait imma send you the animation file

river matrix
#
{
  "format_version": "1.10.0",
  "minecraft:client_entity": {
    "description": {
      "identifier": "fs:magic_missile",
      "materials": {
        "default": "entity_emissive_alpha"
      },
      "geometry": {
        "default": "geometry.magic_missile"
      },
      "animations": {
        "LockOn": "animation.magic_missile.LockOn"
      },
      "textures": {
        "default": "textures/models/magic_missile"
      },
      "scripts": {
        "scale": "1",
        "animate": ["LockOn"]
      },
      "render_controllers": ["controller.render.default"]
    }
  }
}```
#

this is what i have for my projectile

wanton dune
#
{
    "format_version" : "1.8.0",
    "animations" : {
        "animation.common.look_at_target" : {
            "loop" : true,
            "bones" : {
                "head" : {
                    "relative_to" : {
                        "rotation" : "entity"
                    },
                    "rotation" : [ "query.target_x_rotation - this", "query.target_y_rotation - this", 0.0 ]
                }
            }
        }
    }
}```
wanton dune
#

Wait open a post hahaha, so you could talk more there.

river matrix
river matrix
wanton dune
#

Just ping me

thorny sleet
#

im trying to add an effect to the player entity using a tag, but its not working at all... i dont know how am i failing:

Event that sets if it is a ghost

 "events": {
            "mshroom:set_ghostly": {
                "set_property": {
                    "mshroom:is_ghost": true
                }
            },```

is_ghost property

```JSON
"format_version": "1.18.10",
    "minecraft:entity": {
        "description": {
            "properties": {
                "mshroom:is_ghost": {
                    "type": "bool",
                    "default": false
                }
            },```
trigger on the entity based of tag
```JSON
"minecraft:environment_sensor": {
                "triggers": [
                    {
                        "filters": {
                            "all_of": [
                                {
                                    "test": "has_mob_effect",
                                    "subject": "self",
                                    "value": "bad_omen"
                                },
                                {
                                    "test": "is_in_village",
                                    "subject": "self",
                                    "value": true
                                }
                            ]
                        },
                        "event": "minecraft:trigger_raid"
                    },
                    {
                        "filters": {
                            "all_of": [
                                {
                                    "test": "has_tag",
                                    "subject": "self",
                                    "operator":"==",
                                    "value": "ghost"
                                }
                            ]
                        },
                        "event": "mshroom:set_ghostly"
                    }
                ]
            }
        },```
#

renderer that controlls the player view

    "controller.render.player.first_person": {
            "geometry": "Geometry.default",
            "materials": [
                {
                    "*": "query.is_ghost ? Material.ghostly : Material.default"
                }
            ],```
#

im simply lost. i dont know why this does not work...

thorny sleet
#

clearly there is an issue with minecraft that needs to be fixed

#

it only works on other players

#

and it works the first time they join.

#

if i remove the tag and make them solid they keep the status

wanton dune
visual orbit
#

How do I make it so that when I interact with an entity it opens a UI that I created?

#

like the npc from minecraft

wanton dune
visual orbit
#

ok, I'll try, thanks for the help πŸ˜„

obtuse kestrel
#

um hello, i made a model for my entity but when i imported it to the game it looked like this, does anyone know why?

#

it looks as intended in blockbench

wanton dune
#

Wdym?

limpid ravine
wanton dune
obtuse kestrel
#

The picture is not in a good angle enough i guess, brb

#

the geometry is weird even tho it looks normal on blockbench

wanton dune
#

Bruh never had that problem before hahahaha

limpid ravine
#

Same

wanton dune
# obtuse kestrel

Try center the model idk just a hunch. Also open a post so we could there more.

obtuse kestrel
obtuse kestrel
sour escarp
#

how do i make an entity blast resistant?
like so it dosent take damage from explosions

stark grove
#

Is there a good way to turn of equipment for a player?

stark grove
#

Found a work around for me in scripting

lost jungle
#

Can one have an addon where a mob is summoned/created with building a structure, similar to how players can make iron golems, snow golem, or wither.

Is there a summon/event trigger for that that addons can use?

lost jungle
#

ah damn, fair enough. Thanks ❀️

halcyon pawn
#

what does this means?

torpid cove
#

It needs to be lowercase

thorny sleet
obtuse kestrel
#

The pivots are all good btw i checked that after i got the error lol

thorny sleet
#

nice!

thorny sleet
#

is it possible to prevent damage if another player has the same score as you?

thorny sleet
#

or a property set based of of a score?

radiant field
#

as there's not any score filter yet

thorny sleet
wanton dune
fading elm
#

Could someone send me a floating text addon

dawn coyote
#

hi there, is it possible to use a value from property to set the "minecraft:health"?

wanton dune
#

What property? Like the custom properties on BP?

dawn coyote
#

yes, a custom property, I would like to change the value which should an int value, so the health of the player would change too

radiant field
#

possible to trigger an event if let's say this:property value is 1, so send update:health_1 event which sets ur health to 1

#

you can also use scripts to do it easier way, but player will only show it's default (20 hp) if you aren't modifying player.json

#

tho, that player will have modified health, just not visually

merry carbon
#

"override" has bug in damage_sensor?

dawn coyote
# radiant field You will have to hardcode each value

would it be possible to use permutations and properties? I m trying to use that but changing the properties dont effect the player health, I saw Koala did something similar but I was not able to reproduce: json "permutations":[ { "condition":"q.property('awp:health') == 40", "components":{ "minecraft:health": { "max": 40 } } }, { "condition":"q.property('awp:health') == 50", "components":{ "minecraft:health": { "max": 50 } } }, { "condition":"q.property('awp:health') == 60", "components":{ "minecraft:health": { "max": 60 } } } ],

radiant field
#

You have to use an environment sensor with int_property filter

#

Or you can also use BP animation controllers if you wanna use queries

dawn coyote
#

so how he did it? I was already using sensors, but I m trying to reduce the number of lines on ly player entity json

elder moss
#

Hello

#

I need Help

#

I have an entity that I want to make when interacting with it, give me an item, I know this is too easy XD but I need help, and could someone also explain to me how to use events and component groups?

#

@kind charm I'm sorry for tagging you in such an absurd and rookie thing, but I'm trying to get someone to help me.

wanton dune
#

Wait lemme fix the events

elder moss
#

?

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Where

wanton dune
#

@elder moss

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Wait

elder moss
#

Ok

wanton dune
#
"events": { 
   "hamberguesa": {
      "run_command": {
         "command": [
            "title @a actionbar Gay"
         ]
      }
   }
}```
#

This in the events @elder moss

elder moss
#

Ye

wanton dune
#

Never put / on events

elder moss
#

Ok I see

wanton dune
wanton dune
elder moss
elder moss
wanton dune
elder moss
elder moss
#

πŸ™‚

#

I have a question for you now, how are events and component groups used?

warm tendon
mental frigate
#

Hey guys

#

How is everybody doing?

prime pewter
#

is animate texture to entity hard?

wanton dune
#

Animating block and entity textures are not that hard

sleek kettle
wanton dune
trim craterBOT
#
Formatting Your JSON Or JS Code

Please format your code as code-blocks! This makes the text monospaced, and has support for syntax highlighting.

JSON
```json
{
"example": 123
}
```

JavaScript
```js
console.log("Hello World");
```

The character used here is the backtick. This symbol is usually at the top left of your keyboard, occupying the tilde key (~). On mobile, it will be on the second or third page of symbols.

sleek kettle
#

Thank youπŸ™πŸΌ

raven wadi
#

hey i made an entity ( from just a block not vanilla entity ) with minecraft wizard but when i made the animation and go in game it doesnt move it is freeze

warm tendon
#

Did you define the animation and make it play in the rp file for your entity?

raven wadi
warm tendon
#

That's not enough. That provides the animation for your pack to use, but nothinf is telling your entity to animate it

warm tendon
#

It needs to be done in the file for the entity in the entity folder of your rp

raven wadi
#

Thxxxx

warm tendon
#

Ofc

raven wadi
warm tendon
#

It doesn't really matter what you name it. What tells it to play animations or not is something called molang

#

To play your moving animation, use q.is_moving

#

It would look like this in the entity file:

"Scripts:{
  "Animate":[
     {"<name you define for walking animation">:"q.is_moving"},
     {"<name you define for idle animation(when the entity atands still">:"!q.is_moving"}   
  ]
}```

The `!` means not, which is common in many programming languages
warm tendon
#

No, that's to show its a placeholder

warm tendon
#

No

#

You add that in the format I put within the player file

raven wadi
warm tendon
#

Not necessarily; but the queries aren't part of the identifier

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You can also use the structure I sent above, just replacing the placeholders with the animation name

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Putting that code in your rp entity file

raven wadi
#

if it works i give you a kinder bueno

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you rightttt its not there less goo

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i put it where i want ?

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or is there a order to put it

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bruh i broke it

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everything is gone lmao

#

@warm tendon can you check pls i did what u say to me

warm tendon
#

You don't have the animations or scripts object

#

You need to replace the animate array inside of scripts with the playing it

#

Also, if you only have a walking animation, don't have the !q.is_moving

#

And use the name you define in animations within the entity file, not hte full name

raven wadi
#

i need to make the walk ?

warm tendon
#

So it's an idle one?

#

You don't

#

I just assumed you had both

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Only use the !q.is_moving for the idle animation

raven wadi
#

kk

raven wadi
warm tendon
#

A json object is like this: json "name":{ //content }

#

Like, materials is an object

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So is minecraft:client_entity

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They refer to collections of data

warm tendon
#

No

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The identifier you give your animation under animations

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as described on the wiki page

raven wadi
warm tendon
#

Yes, that's what I mean

#

That's where you define the animation

raven wadi
#

yesssssss

warm tendon
#

Now you can add scripts, which has animations under it

raven wadi
warm tendon
#

You're almost there

#

Now the entity knows what it's animations are

#

You just need to tell it to play them

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You're doing good

raven wadi
raven wadi
warm tendon
#

You can use an animation controller. Either way, you need to add this:json "scripts":{ "animate":[ //animations ] }

You can also put the animation queries you tried earlier into animate. The reason it didn't work is that it wasn't in scripts and the animations weren't defined

raven wadi
warm tendon
#

You can remove attack_controller unless you're using an animation controller. You need to tell it to animate animation controllers in addition to animations. But the walk one is good for a walk animation

#

Just test if it's 0 to play the idle animation

raven wadi
raven wadi
warm tendon
#

Test if the speed is 0. replace q.modified_move_speed with replace q.modified_move_speed==0. That tests if the entity si staying still

warm tendon
#

Go for it

raven wadi
warm tendon
#

You probably have an error in your file

#

Can you send it?

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Also, turn on your content log

trim craterBOT
raven wadi
warm tendon
#

Just the rp file for your specific entity

raven wadi
warm tendon
#

The invisible spawn egg means the bp is fine, but the rp is broken

#

Ah, those errors mean you have some json errors

raven wadi
#

its mini_marchend think like that

warm tendon
#

Ok, I can't check it out atm but I will later

raven wadi
#

okay thx !

warm tendon
#

The file you sent doesn't have any of the changes you mentioned earlier

warm tendon
raven wadi
#

i added the section animation

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there was no animation section before

warm tendon
#

I thought you also added the other things you talked about?

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Like animations and scripts

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I meant the changes after you sent that image

raven wadi
warm tendon
#

Oh, that's what you meant

#

I thought you meant you made those changes and was going to test them

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That's what I meant

#

Test after you make the changes

raven wadi
#

So i had my texture my entity worked in game but after i added animation section it was gone i see nothing anymore

raven wadi
warm tendon
#

Yeah, you didn't add it lime you were talking about

raven wadi
#

And so u said thats because i did json errors coding ?

raven wadi
warm tendon
raven wadi
#

ahhh

#

Yeah forgot that part

warm tendon
#

And then the scripts

raven wadi
#

Lmao

#

ehh

warm tendon
#

The animate goes inside of scripts

raven wadi
#

So animation -> animation controller -> script ?

warm tendon
#

Animations and scripts are separate

raven wadi
#

But the order ?

#

Structure

warm tendon
#

Order doesn't matter

#

You need animations somewhere to define them

raven wadi
#

ah

warm tendon
#

Then scripts with animate inside to play them

raven wadi
#

so lets begin with script

warm tendon
#

Note that both need to be inside before you tesf

raven wadi
#

i add this ?

warm tendon
raven wadi
#

.json with ?

warm tendon
raven wadi
#

kk

#

@warm tendon what do i do with the q.modified.move.speed ?

warm tendon
#

You only need one idle

#

The top one will make hte idle animation always played

#

And replaced q.modified_move_speed with q.modified_move_speed==0

raven wadi
#

im good

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just

#

tf is that

warm tendon
#

Weird, not sure why that's showing up if your entity is working

raven wadi
#

nothing

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just have this shit its the only problem

warm tendon
#

Oh, so it is broken then? Can you send your new file? As there seems something wrong with the json. It isnt recognizing anything for some reason

warm tendon
#

The rp file

#

For the entity

raven wadi
warm tendon
#

Ah, it's because you closed description before the end

warm tendon
#

You also are trying to play idle.controller, which doesn't exist

It should be like this:```json
{
"format_version": "1.10.0",
"minecraft:client_entity": {
"description": {
"identifier": "myname:mini_marchend",
"materials": {
"default": "entity_alphatest"
},
"textures": {
"default": "textures/entity/mini_marchend"
},
"geometry": {
"default": "geometry.mini_marchend"
},
"animations":{
"idle": "mini_marchend.animation.json"
},
"render_controllers": ["controller.render.default"],
"spawn_egg": {
"base_color": "#6c1111",
"overlay_color": "#75f8ab"

                },
                "scripts": {
                    "animate": [
                        {
                            "idle": "q.modified_move_speed==0"
                        }
                    ]
                
                        
                
              }
            
        }
    }```
raven wadi
#

thxxxxx

#

now its the moment of reality xd

#

@warm tendon not working and same eror with the child thing as before

#

😭

warm tendon
#

Huh, can you send the entity file again?

#

Also, are you sure the pack updated?

#

Like, is it in the development_resource_pack_folder?

raven wadi
warm tendon
#

Ok, I was just double checking. If it's in development resource packs, it changes whenever you reload the world so that should be fine

#

It still looks the same

raven wadi
warm tendon
#

Thats what I mean by reloading the world lol

warm tendon
#

It fixes the error with closing the description, and removes the undefined animation controller

raven wadi
#

@warm tendon its back lesss goooo

#

but im again at the begin point the entity doesnt move lmao

#

no animation

#

no movement

warm tendon
#

No content log errors?

raven wadi
#

gonna check

raven wadi
#

nothing

#

im very happy with that lmao

warm tendon
#

Huh, maybe it's something with the animation then. Does it work fine in blockbench, and are you sure the animation names line up?

raven wadi
warm tendon
#

Oh, that's hte issue

raven wadi
#

idle ?

warm tendon
#

You're defining mini_marchend.animation.json as idle, so that's the name it's looking for to play. The name of the animation is animation.mini_marchend.idle though.

raven wadi
#

.json with ?

warm tendon
#

You replace mini_marchend.animation.json with animation.mini_marchend.idle

#

It's looking for animation names, not file names

warm tendon
#

Nice! I'm glad it works now!

raven wadi
#

thank you brotha

#

can i add u please if i have other questions ;-; ?

#

@warm tendon last thing if i want that he walk i just add "walk": "walk animation" ?

warm tendon
#

Just copy and paste teh json { "idle":"q.modified_move_speed==0" } , but change the ==0 to >0 (this means it will animate it if it's moving), and replace idle with walk

warm tendon
#

You don't have a comma. Also, the walk : q.modified_move_speed needs to be in curly brackets too

raven wadi
#

"walk":{q.modified_move_speed>0} ?

raven wadi
warm tendon
#

Between each separate item in the list

#

The comma shows you're talking about a new thing

raven wadi
warm tendon
#

No, not like that

#

Like, between the curly brackets around idle and around walk

#

Also between the definition for idle and the definition for walk

raven wadi
warm tendon
#

{}

#

See how there are those around your animation for idle in scripts?

#

You need that for conditions because of how json works

#

You might want to consider looking into some general json tutorials

warm tendon
#

There needs to be curly brackets around walk too

#

And remove the extra commas inside of it; by statement I meant each animation

warm tendon
#

Look at bow idle is, and do the sMe fir walk

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See how it's around both idle and the query.modified_move_speed?

#

That's what you need for the walk

#

It's telling the game that those 2 things go together

#

An object so to speak

#

Otherwise, it doesn't expect the colon

raven wadi
warm tendon
#

Yep

raven wadi
warm tendon
#

Now you also need to add a comma between your definition if idle and your definition of walk

raven wadi
warm tendon
#

Up in animations

#

That's the definition of them

#

It let's the entity know which animations to use

raven wadi
#

@warm tendon it is supposed to walk but he dont move

warm tendon
#

Can you send the rp file now? Also, I'm going to be unavailable for a few hours

raven wadi
#

yessir

raven wadi
warm tendon
#

Ok, I think I found the problem. The modified move speed query is acting strangely, and so I think that's the issue. I did some testing with similar queries and the player file, and found that query.is_moving works a lot better. What this means is replacing your scripts with this:

                    "scripts": {
                        "animate": [
                            {
                                "idle": "!q.is_moving"
                            },
                            {
                            "walk": "q.is_moving"
                            }
                        ]
                    
                  }```
#

What the ! means is not. So it plays idle if it's not moving, and walk if it is

mental frigate
#

Hi guys
I am making a pvz addon
And I run into this problem
I am making peashooter and everything went well but one problem the projectile he shoots can hurt other peashooters how do I prevent that?
Here's the code

{
  "format_version": "1.8.0",
  "minecraft:entity": {
    "description": {
      "identifier": "pvz:peashot",
      "is_spawnable": false,
      "is_summonable": true,
      "is_experimental": false,
      "runtime_identifier": "minecraft:snowball"
    },
    "component_groups": {
      "despawn": {
        "minecraft:despawn": {}
      }
    },
    "components": {
      "minecraft:variant": {
        "value": 0
      },
      "minecraft:type_family": {
        "family": [
          "villager"
        ]
      },
      "minecraft:collision_box": {
        "width": 0.4,
        "height": 0.4
      },
      "minecraft:projectile": {
        "onHit": {
          "impact_damage": {
            "filter": "monster",
            "damage": 3,
            "knockback": false,
            "semirandomdiffdamage": false,
            "destroyonhit": true
          },
          "remove_on_hit": {}
        },
        "hit_sound": "plop",
        "power": 2,
        "destroyOnHurt": true,
        "critParticleOnHurt": true,
        "gravity": 0.02,
        "anchor": 1,
        "offset": [
          0,
          0.5,
          0
        ],
        "filter": "plants"
      },
      "minecraft:damage_sensor": [
        {
          "on_damage": {
            "filters": {
              "test": "is_family",
              "subject": "other",
              "value": "player"
            }
          },
          "deals_damage": false
        }
      ],
      "minecraft:physics": {},
      "minecraft:timer": {
        "looping": false,
        "time": 4,
        "time_down_event": {
          "event": "minecraft:despawn_event"
        }
      }
    },
    "events": {
      "minecraft:despawn_event": {
        "add": {
          "component_groups": [
raven wadi
#

i put the bihavior from a golem inside

#

but

#

eumh

#

why is he going backwards

eternal laurel
#

trying to make an entity. when it exploads it can only blow up a certain block

warm tendon
eternal laurel
#

what does max_resistance mean for the explosion component ? anyone

raven wadi
warm tendon
#

Does it sometimes walk forward? If it does its because you don't have an animation making the entity look in the direction it's supposed to be looking (which I think it kind of does by default, so I doubt this is the case)

If it's always walking backwards, it means that when you animated it, the model is always backwards due to how the coordinate system of blockbench works

raven wadi
#

So what to i need to add ?

warm tendon
#

I don't remember off the top of my head. I'd reccomend looking at the vanilla animations that entities use to look the right direction (it's like look at target or something). I do know it involves q.target_x_rotation and q.target_y_rotation

raven wadi
#

Okkay i will test home

wanton dune
raven wadi
golden vigil
# raven wadi

Did you make sure the texture/model was facing north when you made it

golden vigil
#

womp womp

wanton venture
#

Can we create custom creepers without runtime identifiers?

#

Im using vanilla files for making one, but getting:
[AI][error]-kai:crimper | Can't use SwellGoal unless Mob is a Creeper mob

lost jungle
#

Is it possible to change/add unique days in the game?
Say for instance, on a full moon night, the game has a 1/4 chance for either a blood moon, a blue moon, or a harvest (halloween) moon to occur instead of a typical full moon night.

Would it require scripting? (I'd hope not, though would understand if it is a necessity for the game)

The reason is to add challenge, as well as variety (also becuase a friend had great ideas for what these special nights would mean for an addon)

raven wadi
lost jungle
#

lol, or in Dont starve

eternal laurel
#

does anyone have experience with max_resistance for blocks?

#

ive been looking for a answer all day

raven wadi
#

@warm tendon Are there other animation then idle,walk and attack ?

warm tendon
#

You can name an animation whatever you wanf

wanton dune
eternal laurel
#

when i try editing my enitities explosion component, parameter max_resistance number it doesnt change anything

#

im trying to make c4 that explodes only doors

mental frigate
raven wadi
#

Its not to name a animation

#

How many minecraft animations exist ?

wanton dune
raven wadi
wanton dune
#

I said theres no limit, you could add how many you want, it's not just idle, walk etc.

raven wadi
#

But if i want to add a « custom » animation i need to add it in my behavior pack ?

wanton dune
#

No

raven wadi
#

;-;

wanton dune
#

It's just on your resource pack

raven wadi
#

im lost lmao

wanton dune
#

What are we talking about here? I'm lost too

#

Are we talking about animations on entity or how the entity will act in the world

raven wadi
# wanton dune Wait

Because when i whrite "attack" animation_minecraft he nows that its for when its gonna attack but if i add a custom name how does he gonna now lmao

wanton dune
#

ok imma send you sa simple client side of an entity

raven wadi
raven wadi
wanton dune
raven wadi
wanton dune
#
{
  "format_version": "1.10.0",
  "minecraft:client_entity": {
    "description": {
      "identifier": "<mob>",
      "materials": {
        "default": "<material>"
      },
      "textures": {
        "default": "<path>"
      },
      "geometry": {
        "default": "<geometry name>"
      },
      "scripts": {
        "animate": [
          "root"
        ]
      },
      "animations": {
        "root": "<animation>"
      },
      "render_controllers": [
        "<render controller>"
      ]
    }
  }
}```
wanton dune
raven wadi
wanton dune
raven wadi
#

Blockbench is not difficult but to import it on Minecraft whaaaat aaaaa massss

wanton dune
#

Btw you can't just use Entity Wizard plugin on Blockbench tho

raven wadi
wanton dune
wanton dune
#

Cause it's good for using as a template

wanton dune
wanton dune
raven wadi
# wanton dune Sorry for English, I mean is *can't you just

Aaa you good its just i do THAT but i start from a block and not mob so i make animations idle,walk,attack and then when i make a world and test nothing happend only my idle animation i need to add a vanilla behavior entity to my entity so he can move alone

#

And i did a golem entity behavior inside and when it walks he do my attack and walk animation sometimes

wanton dune
# raven wadi Aaa you good its just i do THAT but i start from a block and not mob so i make a...

You could do this too

{
  "format_version": "1.10.0",
  "minecraft:client_entity": {
    "description": {
      "identifier": "<mob>",
      "materials": {
        "default": "<material>"
      },
      "textures": {
        "default": "<path>"
      },
      "geometry": {
        "default": "<geometry name>"
      },
      "scripts": {
        "animate": [
          "idle",
          {"walk": "query.ground_speed" },
          {"attack": "variable.attack_time" }
        ]
      },
      "animations": {
        "idle": "<animation>",
        "walk": "<animation>",
        "attack": "<animation>"
      },
      "render_controllers": [
        "<render controller>"
      ]
    }
  }
}```
wanton dune
#

Never do that

raven wadi
#

Here*

wanton dune
#

Ahhh it hurts my eyes

#

Also I think modified move speed is broken try using ground_sprrd instead

raven wadi
wanton dune
#

You miss a lot of commas

raven wadi
wanton dune
raven wadi
wanton dune
raven wadi
wanton dune
wanton dune
#

I won't argue with that

raven wadi
#

But you said i forgot commas its gonna change a thing ig ?

wanton dune
raven wadi
wanton dune
raven wadi
wanton dune
raven wadi
wanton dune
raven wadi
#

1/2 he do a animation

#

He rotate from animation

#

Like not always the same for idle

#

I do like 3 idle animation and it will constantly change

wanton dune
#

Umm yeah, but you will need to use animation_controller

#

Yeah try learning basics

raven wadi
wanton dune
#

You're not even finish making the RP properly

raven wadi
wanton dune
wanton dune
#

Wait before that did you make a post? Cause the mods will be mad at as

wanton dune
#

Open then

#

Then in #1067869590400544869 try making a post on how to make different idle animation using animation controller, sorry I'm bad at animations controllers

wanton dune
#

Well okay, I'm out, I didn't even eat my lunch yet

raven wadi
mental frigate
raven wadi
wanton dune
mental frigate
wary radish
#

It's the time of invincibility, you can disable the damage using damage sensor and apply it with commands with the cause override

#

It should also work with scripts

mental frigate
#

Tell me if you want to know it

raven wadi
wicked scaffold
#

Yo anyone got a damage sensor thingy for me

#

A default or smth to uee

#

Use*

#

Ik everyone just asks for this but like I'm sorry if I'm annoying

#

All i need is a damage sensor that tests if u have the tag safe

#

You have it you can't damage or be damged

#

And would also be nice if i could run a command if they are damaging or being damaged

#

Basically the tellraw command but yea if not possible it's ok

wary radish
mental frigate
mental frigate
wary radish
#

It's a good solution, but if the plant dies before the second pea, the first causes double the damage but I don't think that's a big problem, thanks for sharing.

mental frigate
fading root
#

Does modifying any vanilla mobs behavior files have any disadvantages/ problems? I'm adding extra components to every entity and before I do that I want to make sure it doesn't change anything it would do as in vanila

kind charm
fading root
#

Alr I am aware of that. But there's nothing that the game misses out and aside from the extra components I add everything should work just like in vanilla right?

kind charm
#

Sure

raven wadi
#

can i make like mores idles animation and that every time it will play a random animation of the "idles animation" ?

raven wadi
#

Do i need an animation for this ?

wanton dune
raven wadi
snow ruin
#

How can I make the entity have armor on?

eternal laurel
#

can someone help me? my gun addon wont let me aim when crouch, plus the players arm wont move and stiff when walking. also becasue of that i think it caused the gun 3rd persons perspective to be aiming at the floor

glacial summit
#

not sure what else I'm missing

rain egret
#

models/entity/flag.json ?

glacial summit
#

πŸ€¦β€β™‚οΈ I hate working with entities thank you

round spear
#

hey yall, what animations are important to get an entity to look at you? I have look at target, but they can't look up or down

wanton dune
wanton dune
#

is it possible to make any hostile mobs like zombie, skeleton don't attack the player that had the same name... Example if the mob had name Coddy, it won't attack all player who's name Coddy also

pseudo swan
#

Is there a way to make global entities ?

kind charm
pseudo swan
#

no matter the distance

kind charm
kind charm
soft oak
#

What do I need to make an entity hold a item?

wanton dune
soft oak
#

I kinda meant component wise, as doing that command gives me an error

#

Or model wise

wanton dune
#

sorry i'm stupid rn

soft oak
#

It said it encountered an unexpected error. This is a custom entity btw

wanton dune
#

cause it should not happen

soft oak
#

Just in-game, after running the replaceitem command, it says an unexpected error occurred. I’m assuming something is wrong with some component or part of my model

wanton dune
#

does your model have the rightItem folder?

soft oak
#

Yes

wanton dune
soft oak
#

Its just unexpected error in red text in chat :/

#

Let me recreate it again

wanton dune
#

maybe you did the command wrong

#

it's not your custom entity

soft oak
#

I think I set it to β€˜Minecraft:equippible’ (I don’t know what I’m doing)

#

Oh ok

#

That was the problem

#

Wow

wanton dune
soft oak
#

Yeah it’s completely fine now

#

After all those edits I didn’t have to make

soft oak
wanton dune
#

nope, theres no way

soft oak
#

Dang, thanks tho

soft oak
#

Ah its great

wanton dune
soft oak
#

I can finally go to sleep now (4:20)

violet vector
#

Can we have different rendering options for items in off-hand as compared to that in main hand
For example if I have an item in main hand then I want to hold it but if it's in my off-hand then I want it sitting on my shoulder, is it possible?

warm tendon
#

You can use an attachable for that probably. I believe you can conditionally change the binding of the model with queries, doing something like c.item_slot=='main_hand'?'rightitem':'waist'

violet vector
#

Oh thanks

violet vector
warm tendon
#

Does your item already have an attachable?

violet vector
#

Yes cuz it has a 3D model

#

Wanna take a look?

warm tendon
#

I don't think I'll need to. You theoretically should just need to replace the binding in the geometry with the above query

#

I believe that's how the shield renders correctly in both hands

violet vector
#

oh ok, tysm!

warm tendon
#

Lmk if it doesnt work

#

Note that you'll probably also need to do the same for the animation, have different offsets based on which hand its in

violet vector
#

got it

violet vector
warm tendon
#

Wdym by back and front?

violet vector
warm tendon
#

Ah, gotcha. I think there is only one spot for bindings, but that you can use a query to make it have different bones based on what hand it's in

violet vector
#

gotcha

warm tendon
#

I just double checked the shield, this is what it has in its binding q.item_slot_to_bone_name(c.item_slot). This doesn't do what you want, but it shows molang is possible to use there

warm tendon
#

It pretty much turns main_hand to rightitem and off_hand to leftitem iirc. So you'll need to use something along the lines of thsi to replicate the behavior, so it doesn't swing with the hand: c.item_slot=='main_hand'?'rightitem':'waist'

violet vector
warm tendon
#

Ah, gotcha. So what the query the shield uses does is takes in some text (called a string), and returns another string. It only has a few values though, so isn't useful. Theoretically, the one I sent should then check what item slot it's in (c.item_slot). If it's in the main hand (=='main_hand'), it will animate with the main hand(?'rightitem', rightitem is a bone name in the player's geometry which the attachable is "bound" to). Otherwise, it binds itself to the waist so it doesn't turn with the player's arm (:'waist')

#

Note that I haven't tested it

#

Also, in general (<condition>?A:B) will be treated as A if <condition> is true. If <condition> is false, it will be treated as B

violet vector
warm tendon
#

Ah, gotcha

#

That goes into the geometry file itself

#

Here's the shield geometry for example: ```json
{
"format_version": "1.16.0",
"minecraft:geometry": [
{
"description": {
"identifier": "geometry.shield",
"texture_width": 64,
"texture_height": 64
},
"bones": [
{
"name": "shield",
"binding": "q.item_slot_to_bone_name(c.item_slot)",
"pivot": [ 1.0, 15.5, 3.0 ],
"cubes": [
{
"origin": [ 0.0, 25.0, 0.0 ],
"size": [ 2.0, 6.0, 6.0 ],
"uv": [ 26, 0 ]
},
{
"origin": [ -5.0, 17.0, -1.0 ],
"size": [ 12.0, 22.0, 1.0 ],
"uv": [ 0, 0 ]
}
]
}
]
}
]
}

violet vector
#

Oh gotcha

#

Thank you so much for help

eternal laurel
#

So does anyone know why my players arms are stiff with no animations?

fading hawk
#

hey ive never made an entity before how would i go about making a giant rectangle textured like water

#

i need to have it rise to simulate rising water

#

if that makes sense

soft oak
fading hawk
soft oak
#

Its just putting a bunch of cubes together for the model

#

You also use blockbench for the texture and any animations you want

fading hawk
#

it sounds simple idk what im doing though

soft oak
mental frigate
soft oak
mental frigate
#

What is this?

soft oak
#

and using the other entity as a camera to help me

mental frigate
#

Oh noice

soft oak
#

Somewhat final result. Still need to do other items

mental frigate
#

For what are you doing this for?

soft oak
#

This is just some random application I did for it, but I made it to try to recreate a lootbox from a prisons server I used to play on

wanton venture
#

Can I apply an attachable on a dropped item entity?

wanton dune
wanton venture
#

Unfortunate, really unfortunate

soft oak
#

Is there any way to make entities more 'reliable' in facing a certain direction? For example, if I teleported my custom entity looking 90deg to the right, it looks about half way, then half a second later, looks all the way.

mental frigate
#

I mean you can just make animation for turning left and right

#

If that’s what you want

#

Also

#

I want to make an entity that when it have a target it plays a chase music and when it loses it’s target the music stops
Is it possible?

untold viper
wanton dune
wanton dune
#

ok how do i make the frog eats player

urban loom
#

can you change boss component using scripts? like :

p.getComponent("boss").value = value
#

it seems like it doesnt work, is it possible?

radiant field
ruby cape
wanton dune
#

Is entity alias is still a thing or valid on entities? If yes can someone teach me hahahaha

tulip karma
#

why is my fireball instantly going off when i throw it

prisma rampart
#

If I wanted to make an entity like wolf hold a weapon (sword or axe) how would I do that? And how would I make sure it’s able to give me the weapon back?

#

Similar to how fox does

wanton dune
#

Check fox vannila file?

wanton dune
wanton dune
# prisma rampart If I wanted to make an entity like wolf hold a weapon (sword or axe) how would I...

fox equipment loot table

  "pools": [
    {
      "rolls": 1,
      "conditions": [
        {
          "condition": "random_chance",
          "chance": 0.2
        }
      ],
      "entries": [
        {
          "type": "item",
          "name": "minecraft:emerald",
          "weight": 1
        },
        {
          "type": "item",
          "name": "minecraft:egg",
          "weight": 4
        },
        {
          "type": "item",
          "name": "minecraft:rabbit_foot",
          "weight": 2
        },
        {
          "type": "item",
          "name": "minecraft:rabbit_hide",
          "weight": 2
        },
        {
          "type": "item",
          "name": "minecraft:wheat",
          "weight": 4
        },
        {
          "type": "item",
          "name": "minecraft:leather",
          "weight": 4
        },
        {
          "type": "item",
          "name": "minecraft:feather",
          "weight": 3
        }
      ]
    }
  ]
}```
reef oyster
#

what the heck does "spawn_category" mean? I found it in the goat behavior.

toxic trellis
#

can somoene help me? i don't know how to make my fennec fox sit on my shoulder like a parrot

wanton dune
# toxic trellis can somoene help me? i don't know how to make my fennec fox sit on my shoulder l...
{
  "format_version": "1.13.0",
  "minecraft:entity": {
    "description": {
      "identifier": "minecraft:player",
      "is_spawnable": false,
      "is_summonable": false,
      "is_experimental": false
    },

    "component_groups": {},
    "components": {
      "minecraft:rideable": {
        "seat_count": 2,
        "family_types": [
          "parrot_tame"
        ],
        "pull_in_entities": true,
        "seats": [
          {
            "position": [ 0.4, -0.2, -0.1 ],
            "min_rider_count": 0,
            "max_rider_count": 0,
            "lock_rider_rotation": 0
          },
          {
            "position": [ -0.4, -0.2, -0.1 ],
            "min_rider_count": 1,
            "max_rider_count": 2,
            "lock_rider_rotation": 0
          }
        ]
      }
    }
  }
}```
#

Edit the player entities and out your mob there

#

Do you have player vanilla file?

rain egret
#

You can also add the parrot tame family to the fox, so as not to edit player.json

toxic trellis
rain egret
#

XD

toxic trellis
wanton dune
toxic trellis
wanton dune
#

Whenever the player sneaks or whatever.

toxic trellis
#

yeah that, how?

wanton dune
toxic trellis
#

yes

#

the 2nd one

wanton dune
golden vigil
toxic trellis
#

what mob have this behavior?

#

oh i remember now, the frog

warm tendon
raw flume
#

Just wondering, is the raids hardcodded

#

if i could add a costum mob to raids that would be a great idea

toxic trellis
raw flume
#

Very informative πŸ—Ώ

#

Well i found out u can mess with pillager to add costum mob to raids, thats neats

toxic trellis
#

it'll better if you can make custom raids

raw flume
toxic trellis
#

imagine nether outbreak like the ones in the Fallen Kingdom series

obtuse wave
#

is it possible to hide a players armor when they have an invis effect, without using the scale component

wanton dune
obtuse wave
obtuse wave
#

hmm thanks

toxic trellis
#

my fennec fox can pick up items, but it also destroys it, like once it picked up an item that item's gone, how do i fix that?

#

which i think is also the reason why it's not showing what item it's holding because it's not holding an item

kind charm
toxic trellis
#

how do i do that?

#

is that why the items are disappearing? because it doesn't have that?

kind charm
toxic trellis
#

the json file?

kind charm
#

In the resource pack yes

toxic trellis
#

oh it's in the resource pack

#

where in the resource pack? the entity?

kind charm
#

Yes

toxic trellis
#

where do i put it?

#

like this?

kind charm
toxic trellis
#

like this?

kind charm
#

Yeah

toxic trellis
#

where do i put it under?

kind charm
toxic trellis
#

i can't find it

toxic trellis
#

found it in drowned, it still didn't show the item in it's mouth

wanton dune
toxic trellis
#

well, i copied the one that fox has, am i supposed to make a new locator?

wanton dune
# toxic trellis i did

Try making a folder named rightItem or leftItem idk if this will work on your mob but that's how I made my entity shows an item in their model

wanton dune
toxic trellis
#

wdym bone?

#

oh, made it, do i put it in the same location as the held_item locator?

#

it's showing item now

#

thank you

wanton dune
toxic trellis
#

i guess that's why any item it picks up disappears, because the item got nowhere to go

toxic trellis
#

oh nope, items it picks up still disappears :>

wanton dune
#

If yes, two options, you need to put a bone on your model with named rightItem or add a locator to your model named held_item. That's the only possible way

#

I think hahahaha

toxic trellis
#

i know why, i just used add-on maker to make the mob then i edited it, it's an old code i think

#

i copied the code of fox, from 1.21 preview, it works, but the position of the item is werid

wanton dune
#

Check the model gile

#

Or open blockbench

toxic trellis
#

btw, i can just copy the tameable from wolf, right?

wanton dune
#

Yeah

toxic trellis
#

can i just make like "minecraft:fennec_fox_tame", so i can have a seperate behaviour for a tamed one?

#

like this one

#

can i just type it there and it'll work or i have to do something else? to make it work?

crystal temple
#

Is it possible to hide bones from the player without requiring invisibility?

rancid ivy
wanton dune
#

Or scale in entities

wanton dune
rancid ivy
#

i know that but how do i fix it

#

entity file

wanton dune
rancid ivy
#

there is speed on mob

#

ima try the seconf option

crystal temple
wanton dune
#

If you want compatability use /playanimation making the scale of entity to 0

#

It would be compatible with other add-on

#

Or use invisibility but the armor is still visible

crystal temple
#

Ohh nice thank you

crystal temple
limber night
#

Anyone have an idea about this strange material?

entity_multitexture_alpha_test_color_mask

The wiki calls it "unknown". In my testing I've found it to have these properties:

Greyscale
Backface-Culling
Transparency
Translucency as Transparency

Only problem is, it doesn't render my skin so my white glass entity ends up looking pink

wanton venture
#

What is the updated syntax for minecraft:entity_sensor?

#

And i'll give feedback on docs because both examples are wrong

#

oh, found it

#

I'll report

wanton venture
#

It has to be the name of the animation in the entity file

wanton venture
eternal laurel
#

how to make an entity spawn on a pig when pig dies?

#

or just any entity in fact.

#

im trying to make a animal carcus system

radiant field
eternal laurel
#

thanks

eternal laurel
#

@radiant field Yeah so im having problems

#

when i kill pig it dont work

#

im not sure what i did wrong

eternal laurel
#

can i not use this as a function?

wanton dune
#

Provided more context pls

sleek siloBOT
#
.heavyn

FaΓ§a coisas do localizador no blockbench > Adicione partΓ­cula ao localizador > adicione o nome do localizador > salve o modelo > adicione Γ  entidade do cliente: json { "particle_effects": { "spell": "minecraft:evoker_spell" } }

eternal laurel
#

@coddy I fixed it. It’s just a function. Apparently it wasn’t working because I had a space and the / in the beginning

lunar lynx
#

Does anyone know a line of code that can make certain mobs follow a certain mob?

violet vector
lunar lynx
#

Like a soldier following it’s captain

wanton dune
violet vector
wanton dune
lunar lynx
#

if a mob

#

waait

#

if i make a weapon that summons a pre tamed wolf

#

and give it to a mob to fire

#

or can i use a summon?

violet vector
eternal laurel
#

does anyone know why my custom entity wont drop loot?

wanton dune
eternal laurel
#

i have that

wanton dune
#

maybe the path is not valid

eternal laurel
#

it still wont work

#

i dont know why it would tho

radiant field
eternal laurel
#

{
"format_version": "1.16.100",
"minecraft:entity": {
"description": {
"identifier": "dz:dead_pig_pelt",
"is_spawnable": true,
"is_summonable": true,
"is_experimental": false
},
"components": {
"minecraft:physics": {
"has_gravity": true,
"has_collision": true
},
"minecraft:pushable": {
"is_pushable": false
},
"minecraft:push_through": {
"value": 1
},
"minecraft:loot": {
"table": "loot_tables/entities/dead_pig_pelt"
}
}
}
}

wanton dune
#

put .json dude

eternal laurel
#

i tried that lol then i removed thinking that was the problem

wanton dune
#

did you try other loots?

eternal laurel
#

no

wanton dune
#

cause if it works then it means your custom loot table is not valid

wanton dune
eternal laurel
#

okay

#

hmm. well it works with normal minecraft porkchop

#

but what would be wrong with my item

#

it works now!!!!

#

no clue why but thatnks for the help!!!

#

god bless

#

one last thing...... how to make entity knockback resistant

wanton dune
eternal laurel
#

whats the max vaulue?

#

is it possible to remove the entities death particles?

#

i lied ab last question this is tho

wanton dune
wanton dune
eternal laurel
#

thank you!!!!!

wanton dune
vagrant forum
vagrant forum
# toxic trellis it works now

Great, do you mind sharing how you managed to get it working please? I have an entity that is definitely picking up items but they don't display. I've tried adding the held_item locator and rightItem group but neither work. Thanks.

toxic trellis
#

do you have the pickup items behaviour?

#

and the enable_attachables set to true?

vagrant forum
#

yeah, both are enabled

vagrant forum
#

The entity is definitely picking up items as they bring them back to me and drop them. Does your entity model have the held_item locator or the rightItem group?

#

I've tried all of these but none of them causes the item to appear

untold viper
#

How to make an entity follow nearest player?

wanton dune
untold viper
timber wolf
#

@kind charm hey man! Are you familiar with dynamicProperties.
I have a list of 'stars' in my world. And i need to create unique ID's + data. for each star.
when a star is spawned, i give it a name, and catalogue its position. Using world.setDynamicProperty.

The problem, is that eventually. I need to remove this dynamicProperty (when the star is destroyed. So that no more logic is applied)

I noticed the method for
world.clearDynamicProperties.

but cannot find anything for world.removeDynamicProperty. So i can disable specific properties (stars)

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Any idea / workaround for removing my specific star (dynamicProperty)

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const key = "ts_ml:star_${spawnLocation.x}_${spawnLocation.z}_${Date.now()}";

const starData = "${spawnLocation.x},${spawnLocation.y},${spawnLocation.z},${blockType},true";

world.setDynamicProperty(key, starData);

untold viper
#

also wrong channel

timber wolf
untold viper
#

#1067535382285135923

timber wolf
untold viper
#

This is script api related

wanton dune
cosmic crown
#

Is there a way to prevent players from taking damage from the Fire Aspect Charm?

wanton dune
untold viper
lunar lynx
#

And make the invisible

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If u can even do that?

wanton dune
wanton venture
#

Can you detect if the player is in survival in an entity sensor?

kind charm
wanton venture
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I don't see any invulnerable filter

wanton venture
#

ohhh

#

thanks!

#

So, if im not mistaken, this should only active if the entity is a player and not in creative mode?

"filters": {
                                "all_of": [
                                    {
                                        "test": "is_family",
                                        "value": "player",
                                        "subject": "other",
                                        "operator": "=="
                                    },
                                    {
                                        "test": "has_ability",
                                        "value": "invulnerable",
                                        "subject": "other",
                                        "operator": "!="
                                    }
                                ]
                            }
kind charm
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Yeah

wanton venture
#

It is activating in creative too

kind charm
#
"minecraft:mob_effect": {
        "effect_range": 20,
        "effect_time": 13,
        "mob_effect": "darkness",
        "cooldown_time": 6,
        "entity_filter": {
          "all_of": [
            { "test": "is_family", "subject": "other", "value": "player" },
            { "operator": "not", "test": "has_ability", "subject" : "other", "value" : "invulnerable" }
          ]
        }
      }
``` this is the warden's filters
wanton venture
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Yup! That works, thanks!

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So for some reason not works but != doesn't

tough oracle
#

this might be a odd question but is it possible to render an entity that is visible to only one player and invisibile to other players?

wanton dune
#

You can call it client side, before we could do that but now we can't

tough oracle
#

what has changed?

#

like how would you do that when it worked? and what version did it work?

wanton dune
#

Afaik it was the query.get entities except player something I forgot

tough oracle
#

so he never published it? was it in #1046947779118895114 ?

wanton dune
#

I don't remember if he post there but yeah, in short we couldn't do what you want now

tough oracle
#

sad

sterile iron
#

Halo

#

You know if the bossbar radius has a limit?

sour escarp
#

how would i make an entity wake up if the player gets to close? like a boss

wanton dune
#

You could use filters for that

violet vector
#

how can i give a mob, immunity to thunder strikes aka lightning

violet vector
#

damage sensor?

wanton dune
cosmic crown
#

Is there a way to prevent players from taking damage from the Fire Aspect Charm?

wanton dune
#

It's a yes and no

cosmic crown
#

Yes@wanton dune

#

Fire aspect

wanton dune
#

If you're just gonna use "minecraft:damage_sensor": {}

#

there's a workaround other than that. Like scripts, I'm sure it's possible just a bit tricky, not sure tho

cosmic crown
#

It is better if it also affects fire and lava but I want it to prevent teams from hurting each other and precisely with the fire aspect enchantment they hurt each other.

wanton dune
#

If that's what you want

cosmic crown
#

It prevents all damage but precisely if it allows with that enchantment and that is why I wanted to know how to avoid it.

wanton dune
#

Does it work?

cosmic crown
wanton dune
cosmic crown
#

Yes, that same thing happens. Everything works well, damage with arrows, sword, fist, etc. is avoided. But if a fire-like sword is used it is ignored and the player takes damage.

sour escarp
#

how would i make a boss with a healthbar and stages? i looked at the wither but couldnet find anything

fading scarab
#

how to add player animation to a custom entity ?

eternal laurel
#

{
"format_version": "1.10.0",
"minecraft:client_entity": {
"description": {
"identifier": "dz:dead_pig_bone",
"min_engine_version": "1.8.0",
"materials": {
"default": "entity_alphatest"
},
"textures": {
"default": "textures/entity/dead_pig_bone/dead_pig_bone"
},
"geometry": {
"default": "geometry.dead_pig_bone"
},
"render_controllers": ["controller.render.fox"],
"spawn_egg": {
"base_color": "#ce82af",
"overlay_color": "#46c8cc"
}
}
}
}

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why does my entity only work when i change tthe rendercrollers to "controller.render.pig"?

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is there a way to make my entity have its own render?

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also what does render controllers even do?

untold viper
eternal laurel
#

i was just on that website and this is all it told me lol "render_controllers
Specifies the names of render controllers. This name needs to match the name of a corresponding JSON located in the Render Controllers folder. Players can reference Render Controllers from the vanilla Minecraft Resource Pack or create their own. Custom Render Controllers should be in the textures folder at the root of the Resource Pack."

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but yes thank you for that im very new to all this

fading scarab
#

how to add player animation to a custom entity ?

sterile iron
#

Im secure that blockbench let you use player as a base

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That mojang plugin

fading scarab
#
"minecraft:damage_sensor": {
                "triggers": [
                    {
                        "cause": "lightning",
                        "deals_damage": false
                    },
                    {
                        "cause": "entity_attack",
                        "deals_damage": true
                    }
                ]
            },``` how to allow the damage and enable an event only if a player attack ?
languid sentinel
#

can I get an entity to pick up items? I've tried using minecraft:behavior.pickup_items with minecraft:shareables but I cant get them to pick anything up. is it random? I want it like a piglin where they can pick things up as soon as they seen an item

sterile iron
fading scarab
languid sentinel
fading scarab
#

@languid sentinel

languid sentinel
# fading scarab but the animations don't work

along with the animations, did you also copy the definitions for animation_controllers and scripts? if it isn't already, also check if the format version is 1.8.0 or the animation_controllers won't work

fading scarab
# languid sentinel along with the animations, did you also copy the definitions for animation_contr...

i make that```js
{
"format_version": "1.10.0",
"minecraft:client_entity": {
"description": {
"identifier": "hb:herobrine",
"materials": {
"default": "entity_alphatest"
},
"textures": {
"default": "textures/entity/herobrine"
},
"geometry": {
"default": "geometry.herobrine"
},
"render_controllers": [
"controller.render.herobrine"
],
"spawn_egg": {
"base_color": "#000000",
"overlay_color": "#FFFFFF"
},
"animations":{

#
        "look_at_target": "controller.animation.humanoid.look_at_target",
        "look_at_target_ui": "animation.player.look_at_target.ui",
        "look_at_target_default": "animation.humanoid.look_at_target.default",
        "look_at_target_gliding": "animation.humanoid.look_at_target.gliding",
        "look_at_target_swimming": "animation.humanoid.look_at_target.swimming",
        "look_at_target_inverted": "animation.player.look_at_target.inverted",
        "cape": "animation.player.cape",
        "move.arms": "animation.player.move.arms",
        "move.legs": "animation.player.move.legs",
        "riding.arms": "animation.player.riding.arms",
        "riding.legs": "animation.player.riding.legs",
        "holding": "animation.player.holding",
        "brandish_spear": "animation.humanoid.brandish_spear",
        "holding_spyglass": "animation.humanoid.holding_spyglass",
        "charging": "animation.humanoid.charging",
        "attack.positions": "animation.player.attack.positions",
        "attack.rotations": "animation.player.attack.rotations",
        "sneaking": "animation.player.sneaking",
        "bob": "animation.player.bob",
        "damage_nearby_mobs": "animation.humanoid.damage_nearby_mobs",
        "bow_and_arrow": "animation.humanoid.bow_and_arrow",
        "use_item_progress": "animation.humanoid.use_item_progress",
        "skeleton_attack": "animation.skeleton.attack",
        "sleeping": "animation.player.sleeping",
        "crossbow_hold": "animation.player.crossbow_hold",
        "crossbow_controller": "controller.animation.player.crossbow",
        "shield_block_main_hand": "animation.player.shield_block_main_hand",
        "shield_block_off_hand": "animation.player.shield_block_off_hand"
      }
        }
    }
}```
wanton dune
fading scarab
languid sentinel
#
"scripts": {
    "scale": "0.9375",
    "initialize": [
        "variable.is_holding_right = 0.0;"
    ],
    "pre_animation": [
        "variable.helmet_layer_visible = 1.0;",
        "variable.leg_layer_visible = 1.0;",
        "variable.boot_layer_visible = 1.0;",
        "variable.chest_layer_visible = 1.0;",
        "variable.attack_body_rot_y = Math.sin(360*Math.sqrt(variable.attack_time)) * 5.0;",
        "variable.tcos0 = (math.cos(query.modified_distance_moved * 38.17) * query.modified_move_speed / variable.gliding_speed_value) * 57.3;",
        "variable.item_use_normalized = query.main_hand_item_use_duration / query.main_hand_item_max_duration;"
    ],
    "animate": [
        "root"
    ]
}

try adding ^^this^^ script definition inside the entity description and add these animations to your animations:

"root": "controller.animation.player.root",
"base_controller": "controller.animation.player.base",
"humanoid_base_pose": "animation.humanoid.base_pose",
toxic trellis
#

is there a plugin in blocbench for entity seat?

wanton dune
gloomy glacier
#

Try searching for something like collision box or just scroll through the avaiable plugins until you find it

toxic trellis
#

okie, thanks

halcyon pawn
#

is this how you declare a boolean entity property?

    "mh:ignated": {
        "type": "boolean",
        "default": false,
        "client_sync": true
    }
}```
torpid cove
#

The type is bool

fading scarab
languid sentinel
fading scarab
wanton dune
# fading scarab

The animation controller of player behaves different than the mobs.

#

Like sneaking.

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Also make sure that your models and bones match how the player model was made

fading scarab
reef oyster
#

how do I add/change a texture based off of what the custom mob is wearing?

languid sentinel
# reef oyster how do I add/change a texture based off of what the custom mob is wearing?

I think you'll need to use a render controller. looks something like this:

{
    "format_version": "1.8.0",
    "render_controllers": {
        "controller.render.custom_mob": {
            "geometry": "Geometry.default",
            "materials": [
                {
                    "*": "Material.default"
                }
            ],
            "textures": [
                "query.is_item_name_any('slot.armor.chest', 0, 'minecraft:diamond_chestplate') ? Texture.custom : Texture.default"
            ]
        }
    }
}

inside textures you use the is_item_name_any query. If true, it'll use Texture.custom and if false, it'll use Texture.default

check this link for more info on the query: https://wiki.bedrock.dev/documentation/queries.html#query-is-item-name-any
and this one for render_controllers: https://wiki.bedrock.dev/entities/render-controllers.html

reef oyster
#

thanks but I am trying to have a mob wear custom armor for it not for other mobs and horses are being mean by being the only one with that power. the game refuses to look at the armor in the horse armor slot I think.

reef oyster
#

It works now!

fading scarab
#

@wanton dune

wanton dune
fading scarab
wanton dune
fading scarab
wanton dune
reef oyster
wanton dune
#

Cause afaik you can't detect on armor you wear unless it's an item

reef oyster
#

"mc:gorgo_armor" added to all the armor for the gorgosaurus

fading scarab
#

how to execute an event if a player look the eyes of an entity ?

wanton dune
#

Wait lemme check enderman

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You can't

fading scarab
#

ok

reef oyster
wanton dune
#

Wait

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Enderman get angry when you look at them maybe you could run command on the events like.

        "remove": {
          "component_groups": [
            "minecraft:enderman_calm"
          ]
        },
        "add": {
          "component_groups": [
            "minecraft:enderman_angry"
          ]
        },
        "run_command": {
          "command": [
            "say TEST"
          ]
        }
      }```
reef oyster
#

still how do I get this to be condensed to a small amount using this "mc:gorgo_armor" tag?

fading scarab
reef oyster
fading scarab
#

but i'm not sure of my settings of lookat component

reef oyster
wanton dune
reef oyster
wanton dune
reef oyster
#

😦

wanton dune
#

And if you easier

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Add effects fire resistant and remove once it doesn't have armor

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So your idea isn't thrown to trash

lunar lynx
#

Use functions

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Easy

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One file and easy code

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@e[hasitem={item=addon:name,location=slot.armor.legs}] jump_boost 1 2 true
effect

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Here is an example