#Entities General
1 messages Β· Page 7 of 1
@kind charm
ty still messing around with it π
didnt seem like the boots rendering was it either....so weird...
Any idea about collisions / selection_box?
trying to add a selection_box to an entity. without it being a collider.
Can i have selection_box without collision_box?
No you cannot unfortunately
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
just tp @s ^^^0.5 facing @e[type=type=!xp_orb,type=!fs:magic_missile,type=!item,r=10,c=1]
Give the snipsset of the filter not just error
"filters": {
"test": "is_family",
"subject": "other",
"operator": "=!",
"value": "zombie"
}
It should be working
Unless i messed something up
alright ill try it out!
"filters": {
"test": "is_family",
"subject": "other",
"operator": "!=",
"value": "zombie"
}
Idk what's the problem but try this
I have no idea what you did bro
I had it as this before and it didnt work
Now it does
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
tried it out, and it works but not exactly either
let me try and show a video
Yeah idk what's other solution hahahaha. That's only thing I know that do homing
Do your entity have look_at_entity animations ( I forgor name )
no it does not
Yeah that why hahahaha
Wait imma send you the animation file
{
"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
{
"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 ]
}
}
}
}
}```
What did you add on the animation LockOn?
Wait open a post hahaha, so you could talk more there.
yeah that's what i did for my animation, but i put it to negative bc of how the model is
okay will do
Just ping me
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...
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
bruh you need to add an event if entity does not have that tag it remove the properties π
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
use "minecraft:interact" then the player who interacts will open a server_form or npc dialogue
ok, I'll try, thanks for the help π
im a dumbass
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
Wdym?
So it works?
You didn't explain what's the problem dude
The picture is not in a good angle enough i guess, brb
the geometry is weird even tho it looks normal on blockbench
Bruh never had that problem before hahahaha
Same
Try center the model idk just a hunch. Also open a post so we could there more.
didnt work, thanks tho i will open a post about it now
yeah its pretty amusing lol
how do i make an entity blast resistant?
like so it dosent take damage from explosions
Is there a good way to turn of equipment for a player?
Found a work around for me in scripting
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?
ScriptAPI
ah damn, fair enough. Thanks β€οΈ
what does this means?
It needs to be lowercase
probably is the pivot point, or the entity has an animation that moves that in certain ways?
Hm, i used the default chicken animations that may cause the problem, but later i added a custom animation and it didnt seem to work, thanks for the idea imma try fixing that tomorrow
The pivots are all good btw i checked that after i got the error lol
it worked, thank you
nice!
is it possible to prevent damage if another player has the same score as you?
or a property set based of of a score?
this is possible
as there's not any score filter yet
i suppose. but i cant get it to work
No score filter yet buddy, I am waiting that filter since 1.16.100, you really need to detect it using tags, properties etc. other things
Could someone send me a floating text addon
hi there, is it possible to use a value from property to set the "minecraft:health"?
What property? Like the custom properties on BP?
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
You will have to hardcode each value
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
"override" has bug in damage_sensor?
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 } } } ],
Permutations arenβt for entities lol
You have to use an environment sensor with int_property filter
Or you can also use BP animation controllers if you wanna use queries
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
Outdated info, as you can see in that yellow box on top
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.
"events": {
"hamberguesa": {
"run_command": {
"command": [
"title @a actionbar Gay"
]
}
}
}```
This in the events @elder moss
Ye
Never put / on events
Can you pls format this? Cause it looks so messy
Yes
Just copy this
I did it with Bridge
Ok
Use a json formatter cause it's hard to read it
How about I send you the file and you can see it better?
I did it
π
I have a question for you now, how are events and component groups used?
Here's some documentation on events: https://learn.microsoft.com/en-us/minecraft/creator/documents/entityevents?view=minecraft-bedrock-stable
is animate texture to entity hard?
Animating block and entity textures are not that hard
how do you format code like this?
Wdym format?
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.
Thank youππΌ
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
Did you define the animation and make it play in the rp file for your entity?
What do you mean whit define ? I just saved the animation in the animation pack
That's not enough. That provides the animation for your pack to use, but nothinf is telling your entity to animate it
Ah and how do i do that ;-;
The animations and scripts section of this page explain how: https://wiki.bedrock.dev/entities/entity-intro-rp.html#animations
It needs to be done in the file for the entity in the entity folder of your rp
Thxxxx
Ofc
Idle is when te thing not move ?
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
I keep the < > ?
No, that's to show its a placeholder
Here i just add q.is_moving ?
No
You add that in the format I put within the player file
This page might be helpful: https://wiki.bedrock.dev/guide/custom-entity.html#entity-resource
sooo i need to add animation controller ? i dont have this file
Not necessarily; but the queries aren't part of the identifier
You can also use the structure I sent above, just replacing the placeholders with the animation name
Putting that code in your rp entity file
can modify it with bloc note ?Β΅
if it works i give you a kinder bueno
you rightttt its not there less goo
i put it where i want ?
or is there a order to put it
bruh i broke it
everything is gone lmao
@warm tendon can you check pls i did what u say to me
You don't have the animations or scripts object
This link shows hte full structure:https://wiki.bedrock.dev/entities/entity-intro-rp.html#animations
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
i only have the idle animation ;-;
i need to make the walk ?
So it's an idle one?
You don't
I just assumed you had both
Only use the !q.is_moving for the idle animation
kk
what do you mean with objet ?
A json object is like this: json "name":{ //content }
Like, materials is an object
So is minecraft:client_entity
They refer to collections of data
u mean this ?
No
The identifier you give your animation under animations
as described on the wiki page
pls say me this is it ,-,
yesssssss
Now you can add scripts, which has animations under it
so im not finished yet ;-;
You're almost there
Now the entity knows what it's animations are
You just need to tell it to play them
You're doing good
so controller animation ?
man im bad in english and first time opening a code line your my hero of this day
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
so i need to modifiy the "attack" by idle and "q_modified_move_speed" ?
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
so i need to add the script to for the idle animation or not ? my goal is just to made the idle animation work in game
what 0 ;-; ?
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
test in game ?
Go for it
butt umhhhh euuuu my euuu i cant spawn it all texture is gone nothing is doing when i spawn it ;-;
You probably have an error in your file
Can you send it?
Also, turn on your content log
The content log gives you live feedback for most errors that could occur while developing your add-on.
https://wiki.bedrock.dev/guide/troubleshooting.html#content-log
send the whole RP and BP ?
Just the rp file for your specific entity
The invisible spawn egg means the bp is fine, but the rp is broken
Ah, those errors mean you have some json errors
its mini_marchend think like that
Ok, I can't check it out atm but I will later
okay thx !
The file you sent doesn't have any of the changes you mentioned earlier
It still looks like this
but that is the change lmao
i added the section animation
there was no animation section before
I thought you also added the other things you talked about?
Like animations and scripts
I meant the changes after you sent that image
you said before starting script i needed to test in game
Oh, that's what you meant
I thought you meant you made those changes and was going to test them
That's what I meant
Test after you make the changes
So i had my texture my entity worked in game but after i added animation section it was gone i see nothing anymore
I did but i see nothing in game lmao
Yeah, you didn't add it lime you were talking about
And so u said thats because i did json errors coding ?
What lime sry ;-;
You need to add this foe your animations
And then the scripts
The animate goes inside of scripts
So animation -> animation controller -> script ?
Animations and scripts are separate
ah
Then scripts with animate inside to play them
so lets begin with script
this ?
Note that both need to be inside before you tesf
i add this ?
Yeah. Then put the part where you animate the animations where I have //animations
so my mini_marchend_animation_idle ?
.json with ?
I mean this, replacing the names as we discussed
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
Weird, not sure why that's showing up if your entity is working
is dont see my textures lmao
nothing
just have this shit its the only problem
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
entity ? or all the RP ?
Ah, it's because you closed description before the end
hein ?
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"
}
]
}
}
}```
thxxxxx
now its the moment of reality xd
@warm tendon not working and same eror with the child thing as before
π
Huh, can you send the entity file again?
Also, are you sure the pack updated?
Like, is it in the development_resource_pack_folder?
how do i see that lmao
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
i never reload i always leave and join world
Thats what I mean by reloading the world lol
But yeah, copy and paste what I sent here into the entity file and let me know if that works
It fixes the error with closing the description, and removes the undefined animation controller
@warm tendon its back lesss goooo
but im again at the begin point the entity doesnt move lmao
no animation
no movement
No content log errors?
gonna check
nope
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?
Oh, that's hte issue
idle ?
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.
.json with ?
You replace mini_marchend.animation.json with animation.mini_marchend.idle
It's looking for animation names, not file names
Nice! I'm glad it works now!
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" ?
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
why is it in red ?
You don't have a comma. Also, the walk : q.modified_move_speed needs to be in curly brackets too
"walk":{q.modified_move_speed>0} ?
idle also have no comma where do i need to set it ?
Between each separate item in the list
The comma shows you're talking about a new thing
;-; ?
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
tf is curly brackets
{}
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
There needs to be curly brackets around walk too
And remove the extra commas inside of it; by statement I meant each animation
Look at bow idle is, and do the sMe fir walk
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
?
Yep
@warm tendon nothing moove ?
Now you also need to add a comma between your definition if idle and your definition of walk
dont get it , definition like the "idle" and "walk" ?
Up in animations
That's the definition of them
It let's the entity know which animations to use
@warm tendon it is supposed to walk but he dont move
Can you send the rp file now? Also, I'm going to be unavailable for a few hours
without you my model and I are dead lmao
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
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": [
I try thx
trying to make an entity. when it exploads it can only blow up a certain block
The animation is just facing the wrong direction
what does max_resistance mean for the explosion component ? anyone
I need to rotate all my animation ??
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
It walks sometimes forward
So what to i need to add ?
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
Okkay i will test home
Your animation is not facing north on Blockbench
I can flip everything keyframes and model in once ?
Did you make sure the texture/model was facing north when you made it
I dont know ;-;
womp womp
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
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)
Brotha is thinking we are in terraria
lol, or in Dont starve
does anyone have experience with max_resistance for blocks?
ive been looking for a answer all day
@warm tendon Are there other animation then idle,walk and attack ?
You can name an animation whatever you wanf
Wdym by max resistance
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
Guys, Why is this happening?
So i can make an animation walk_to_target ?
Its not to name a animation
How many minecraft animations exist ?
Wdym by how many? Ther s is no limit on how many you out your own custom animations
But he learned me like there is idle,walk,attack
I said theres no limit, you could add how many you want, it's not just idle, walk etc.
But if i want to add a « custom » animation i need to add it in my behavior pack ?
No
;-;
It's just on your resource pack
im lost lmao
Wait
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
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
The walk idle attack
ok imma send you sa simple client side of an entity

Send me a custom so i can see the diff between vanilla and custom entity
There's no difference dude
But you add things
{
"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>"
]
}
}
}```
Man did you learn basics?
I just began 4 days ago with blockbench and all this shit
Ohh that explains it
Blockbench is not difficult but to import it on Minecraft whaaaat aaaaa massss
Btw you can't just use Entity Wizard plugin on Blockbench tho
I use it every time ?
Huh? When never had a problem doing that.
Sorry for English, I mean is *can't you just
Cause it's good for using as a template
Ok anyways, here's an simple client side
You can add multiple animations as you want here...
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
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>"
]
}
}
}```
Hehe already did that
Whenever you add something that looks like this
"idle": "query.modified_move_speed"
You need to put it inside of { }
Ahhh it hurts my eyes
Also I think modified move speed is broken try using ground_sprrd instead
Sry i just discovered coding ;-;
You miss a lot of commas
"idle": {"query.modified_move_speed"}
?
Try using this template, just add the spawn eggg....
I just look if there are faults are not lmao
You could do that to, it doesn't make sense if you add > 0
My guy said i need to do it so
Like what I said, you can use this as template
But you said i forgot commas its gonna change a thing ig ?
You could just do is "idle": "!query.is_moving"
What does it change ?
Just use my template ok
Kk
If the mob doesn't move it starts the animation
Here..
Thats good thing
But here, idle always plays no matter ehat
Can i make like more idles ?
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
aha i learned scripts animation and now this thing
You're not even finish making the RP properly
;-;
Its like it choose when an animation is gonna play no ?
There's no escape brother, there's entities, item, blocks etc.
Wait before that did you make a post? Cause the mods will be mad at as
umh no
Make sure you edit you need here... Incse you forgor
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
You good
Thx
U good at behavior entity x) ?
Well okay, I'm out, I didn't even eat my lunch yet
eat good

I meant You not I
Can you guys pls help me??
@wanton dune
What's the problem?
Look the zombie doesn't get damaged by the second bullet
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
Oh thx I found a stupid solution
Tell me if you want to know it
Thats fricking cool learn me pls lmao
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
Of course, what would it be?
I tested it and I found that the second pea always doesnβs hit the zombie
So I just made them deal twice damage
So it recovers the damage of the second one
Teach you what π
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.
You have a point but good thing is that the interval count is small(0.25) so it will be hard to not shoot the second one
About the command thing itβs simple
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
It will make your add-on incompatible with other add-ons, and you need to constantly update it each update
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?
Sure
can i make like mores idles animation and that every time it will play a random animation of the "idles animation" ?
Do i need an animation for this ?
I already said that ask about animations in the #1067869590400544869 cause this channel is for the component of the entities
yeah sry my post is gone
Just send the Bp and Rp not to stole it just wanna see what entity behavior and json looks like when it is custom
How can I make the entity have armor on?
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
does anyone know why I'm being told my geometry isn't found?
not sure what else I'm missing
models/entity/flag.json ?
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
When the entity spawned it had a an armor or just visual to have an armor
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
Is there a way to make global entities ?
What are "global" entities
Entities that you can see from far away
no matter the distance
Probably not via json. You can only filter by tag iirc. Check the docs though for the list of filters
I don't think so no, maybe ender_dragon runtime but highly discourage
Doesnt work
What do I need to make an entity hold a item?
replaceitem entity @e[type=<entity id>] slot.weapon.mainhand 0 <item>
or
replaceitem entity @s slot.weapon.mainhand 0 <item>
huh?
sorry i'm stupid rn
It said it encountered an unexpected error. This is a custom entity btw
oh okay, why tho? i means whats the error?
cause it should not happen
Just in-game, after running the replaceitem command, it says an unexpected error occurred. Iβm assuming something is wrong with some component or part of my model
does your model have the rightItem folder?
Yes
did it state what type of error behavior or the resource?
ohh
maybe you did the command wrong
it's not your custom entity
I think I set it to βMinecraft:equippibleβ (I donβt know what Iβm doing)
Oh ok
That was the problem
Wow
oh ok then hahahah
Quick question, is there anyway to preview what the item being held would look like in blockbench?
nope, theres no way
Dang, thanks tho
Ah its great
looks awesome
I can finally go to sleep now (4:20)
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?
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'
Oh thanks
Wait like a separate attachable file?
Does your item already have an attachable?
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
oh ok, tysm!
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
got it
hey there is just one binding for third person, will it work for both back and front?
Wdym by back and front?
oh sorry i meant to say main hand and off-hand
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
gotcha
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
what does it do then?
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'
uhh this is the best time to mention that this is my first time, and i have also just started learning to make addons in general so can you provide more context? Please
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
Thanks for going in detail but where do i apply this condition, also I do how to code, I just don't know much about making Minecraft addons
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 ]
}
]
}
]
}
]
}
So does anyone know why my players arms are stiff with no animations?
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
You may want to lookup some Blockbench tutorials
is it hard to make one?
No, not really. Especially if you use bridge.app
Its just putting a bunch of cubes together for the model
You also use blockbench for the texture and any animations you want
literally a giant black rectanngle and a giant textured blue and red one lol
it sounds simple idk what im doing though
Just gotta fiddle around with some things and figure stuff out. Itβs way easier than you may think
Is there a better way of doing this?
Oh, this is just me trying to center the item an entity I made to show items
and using the other entity as a camera to help me
Oh noice
Somewhat final result. Still need to do other items
Nice
For what are you doing this for?
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
Can I apply an attachable on a dropped item entity?
I think you can't.... That's why some people if they make 3d drop they make an entity ride that item.
Unfortunate, really unfortunate
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.
Are you making cameras?
I mean you can just make animation for turning left and right
If thatβs 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 itβs target the music stops
Is it possible?
I think he's about the thing that on rotation at first head is rotated and then the body
it's possbile but you need a lot of math in animation i guess...
ok how do i make the frog eats player
can you change boss component using scripts? like :
p.getComponent("boss").value = value
it seems like it doesnt work, is it possible?
you can't get that component with script
You can't retrieve that component with the current APIs you could add a tag to the entity that has the component tho
Is entity alias is still a thing or valid on entities? If yes can someone teach me hahahaha
Yes it is
why is my fireball instantly going off when i throw it
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 itβs able to give me the weapon back?
Similar to how fox does
Check fox vannila file?
fox component
"priority": 11,
"max_dist": 3,
"goal_radius": 2,
"speed_multiplier": 0.5
},
"minecraft:equipment": {
"table": "loot_tables/entities/fox_equipment.json",
"slot_drop_chance": [
{
"slot": "slot.weapon.mainhand",
"drop_chance": 1.0
}
]
}```
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
}
]
}
]
}```
what the heck does "spawn_category" mean? I found it in the goat behavior.
can somoene help me? i don't know how to make my fennec fox sit on my shoulder like a parrot
{
"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?
You can also add the parrot tame family to the fox, so as not to edit player.json
nope
i did, it sits, but idk how to take the off
XD
Wdym by nope?
i don't have vanilla player file
You could use /ride to take the mob off your shoulders
Whenever the player sneaks or whatever.
yeah that, how?
How to take the mob off or how to detect player is sneaking or whatever
/execute as @a at @s positioned ~~1.5~ unless entity @s[dx=0] run ride @s evict_riders
Well that works a lot better than trying to make the parrot runtime identifier to work like I tried... which does btw but only when you jump from a height of 1 block
You should get it. The vanilla files are your most helpful resource in making addons. Here's the link to them: https://github.com/Mojang/bedrock-samples/releases
Just wondering, is the raids hardcodded
if i could add a costum mob to raids that would be a great idea
you can in java, idk about bedrock
Very informative πΏ
Well i found out u can mess with pillager to add costum mob to raids, thats neats
add wither
it'll better if you can make custom raids
Nah, omw adding ender dragon
imagine nether outbreak like the ones in the Fallen Kingdom series
is it possible to hide a players armor when they have an invis effect, without using the scale component
Render controller of the armor I guess
do you know the armor part names by chance?
hmm thanks
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
Make sure you have enable_attachables in your client file
how do i do that?
is that why the items are disappearing? because it doesn't have that?
Check the fox client file
the json file?
In the resource pack yes
Yes
It's just a boolean, you don't need the {} after true
Yeah
where do i put it under?
Look at the fox's entity file and place it in the same place
i can't find it
found it in drowned, it still didn't show the item in it's mouth
You need to put a locator named held_item on your mobs model JSON.
i did
well, i copied the one that fox has, am i supposed to make a new locator?
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
anywhere?
Put a bone named like that inside of your mob model
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
No prob
i guess that's why any item it picks up disappears, because the item got nowhere to go
oh nope, items it picks up still disappears :>
So it still doesn't work?
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
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
btw, i can just copy the tameable from wolf, right?
Yeah
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?
Is it possible to hide bones from the player without requiring invisibility?
why does my entity walk in place?
Render controllers
Or scale in entities
You didn't put any speed on your mob or the animation plays even if the mob isn't moving
Put speed on mob or fix the animation
Mmm but wouldn't that make it incompatible with another Addon? I guess so
Same as the scale in entities
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
Ohh nice thank you
That's also an option XD
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
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
It has to be the name of the animation in the entity file
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
Use damage sensor and detect fatal damage, cancel that damage and after that you can either transform your entity to a different one, or just spawn one using βminecraft:spawn_entityβ component and despawn your original entity
thanks
@radiant field Yeah so im having problems
when i kill pig it dont work
im not sure what i did wrong
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" } }
@coddy I fixed it. Itβs just a function. Apparently it wasnβt working because I had a space and the / in the beginning
Does anyone know a line of code that can make certain mobs follow a certain mob?
"priority": number,
"speed_multiplier": number,
"start_distance": number,
"stop_distance": number
}
I want it to follow a mob
Like a soldier following itβs captain
There's now way I think. Only possible is the owners
Idk if it'll work but how about making the captain the owner
I dont think this will work but why don't give it a try tho. The steps are still the same but instead of player i's other entities.
https://wiki.bedrock.dev/entities/spawning-tamed-entities.html
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?
That might just work
does anyone know why my custom entity wont drop loot?
"minecraft:loot": {
"table": "loot_tables/empty.json"
}
i have that
maybe the path is not valid
show your entity code
{
"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"
}
}
}
}
put .json dude
i tried that lol then i removed thinking that was the problem
did you try other loots?
no
like slime other loots aisde from yours?
cause if it works then it means your custom loot table is not valid
try it.
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
here:
"value": 0.5
}```
whats the max vaulue?
is it possible to remove the entities death particles?
i lied ab last question this is tho
make an event with "minecraft:instant_despawn": {} or "minecraft:despawn": {} but it won't drop the loot
no max value. you could put anything you want. even it's 999 it does not matter
thank you!!!!!
nah it don't matter, glad I could help
Hey @toxic trellis, I don't suppose you ever managed to get this working correctly? Cheers.
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.
yeah, both are enabled
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
How to make an entity follow nearest player?
Make them tamed
without it?
@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)
Any idea / workaround for removing my specific star (dynamicProperty)
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);
set to undefined?
also wrong channel
mb, which channel should i direct it to. figured world/entities was the spot
#1067535382285135923
I could set as undefined.
But i have another problem in my update. if youd like to help
This is script api related
You can't make an entity follow someone without being tamed or something afaik, I know a method but this method only works on players.
https://wiki.bedrock.dev/entities/spawning-tamed-entities.html
Set the value to unedefined
Is there a way to prevent players from taking damage from the Fire Aspect Charm?
Yea i need for players
Then it would work
Without taming? Maybe with melee attack or smth?
I think people can do leashes
And make the invisible
If u can even do that?
Then you need to hide the leash and it's not a good option to make the leash invisible
Can you detect if the player is in survival in an entity sensor?
The invulnerable filter i believe
invulnerable filter?
I don't see any invulnerable filter
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": "!="
}
]
}
Yeah
It is activating in creative too
"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
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?
You can't now.
You can call it client side, before we could do that but now we can't
what has changed?
like how would you do that when it worked? and what version did it work?
I forgot now but someone made a post way back before 1.20.30 that he made a client side but since one query was removed it won't work anymore
Afaik it was the query.get entities except player something I forgot
so he never published it? was it in #1046947779118895114 ?
He made the post but it was deprecated as what he had said cause that query was removed now.
I don't remember if he post there but yeah, in short we couldn't do what you want now
sad
Yes
how would i make an entity wake up if the player gets to close? like a boss
Detect if the mob is sleeping, and detect if there's a nearby entity like player
You could use filters for that
how can i give a mob, immunity to thunder strikes aka lightning
Damage sensor
damage sensor?
"minecraft:damage_sensor": {}
Is there a way to prevent players from taking damage from the Fire Aspect Charm?
Wdym by Fire Aspect Charm? The enchantment one?
It's a yes and no
You can make that but it also affect other things like lava, fire
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
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.
Then you could just make that if the player had the same tag on each other they won't take damage
If that's what you want
That's exactly how I have it.
It prevents all damage but precisely if it allows with that enchantment and that is why I wanted to know how to avoid it.
Does it work?
Yes
Sorry I don't understand a bit, but what you mean is that players don't take damage if they have same tags but when the item have enchantments it is ignored?
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.
how would i make a boss with a healthbar and stages? i looked at the wither but couldnet find anything
how to add player animation to a custom entity ?
{
"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"
}
}
}
}
why does my entity only work when i change tthe rendercrollers to "controller.render.pig"?
is there a way to make my entity have its own render?
also what does render controllers even do?
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."
but yes thank you for that im very new to all this
how to add player animation to a custom entity ?
Copy the player client entity JSON and paste it into your entity file
Im secure that blockbench let you use player as a base
That mojang plugin
"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 ?
that doesn't work
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
Your model bones should be the same as player model
do you know how i can have the player model ?
it's within this file with the name geometry.humanoid.custom:geometry.humanoid
https://github.com/Mojang/bedrock-samples/blob/main/resource_pack/models/mobs.json
ok ty
but the animations don't work
@languid sentinel
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
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"
}
}
}
}```
How would the animations would play if you didn't specify what's the controller.
how i can make the controller ?
"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",
that don't work
is there a plugin in blocbench for entity seat?
Ohh c'mon just send the whole RP pack caus it's hard to explain if you do this
Yes there is
Try searching for something like collision box or just scroll through the avaiable plugins until you find it
okie, thanks
is this how you declare a boolean entity property?
"mh:ignated": {
"type": "boolean",
"default": false,
"client_sync": true
}
}```
The type is bool
It's bool
@wanton dune
the scripts and animations should be inside the description
i know, they are in the description
The animation controller of player behaves different than the mobs.
Like sneaking.
Also make sure that your models and bones match how the player model was made
do you want my addon for check because i'm not sure ?
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
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.
It works now!
?
@wanton dune
Oh wait
Yeah
what have you change ?
Just check it, I'm a bit lazy to explain, I just woke up
is there a way to check the tag of an item an entity is wearing to make this code a bit better?
What tag you want to detect on the item? Also the items are like armor? Netherite, diamond?
Cause afaik you can't detect on armor you wear unless it's an item
"mc:gorgo_armor" added to all the armor for the gorgosaurus
how to execute an event if a player look the eyes of an entity ?
Need commands I guess
Wait lemme check enderman
You can't
ok
I haven't tested this but try seeing if making the runtime identifier to the Enderman does anything
You can't run a command
Wait
This is the enderman file
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"
]
}
}```
still how do I get this to be condensed to a small amount using this "mc:gorgo_armor" tag?
minecraft:lookat could work ?
probably just test it and see what happens.
i test but that work only if an entity see the same direction
but i'm not sure of my settings of lookat component
how do I make it that if I remove the "mc:netherite" component group from an with an event it actually removes those components?
What component you want to remove?
"minecraft:fire_immune" as I want it to be that when it has the armor it's immune to fire but without the armor it isn't
Afaik you can't remove the fire immune immune once you put that it's there forever
π¦
If you really need to add and damage sensor to the mob removing the damage on first but you remove that if it doesn't have an armor
And if you easier
Add effects fire resistant and remove once it doesn't have armor
So your idea isn't thrown to trash
thank you!
