#Entities General
1 messages · Page 8 of 1
when a entity is riding a rideable entity, will it inherit the rotation of it, for example a turntable that has the rideable component that rotates 360, if I added a entity to the turntable will that entity also spin in line with the turntable?
hey, did you ever figure this out please?
How do you set a custom animation for emerging
is it possible to make entities emit light without using light blocks?
There no component for that.
You really need to use light blockqq
hmmm, thanks
Hello, can anyone help me? I created an entity for furniture and I want it to push players away when they get too close. How do I do this without messing with player.json?
Knockback
Make the entity knockback the player at radius of 1.
Is that the minecraft:behavior.knockback_roar component?
Yeah I guess. I forgot
Yes²
"priority": 1,
"duration": 1,
"attack_time": 0.5,
"knockback_damage": 6,
"knockback_strength": 3,
"knockback_range": 4,
"knockback_filters": {
"test": "is_family",
"subject": "other",
"operator": "!=",
"value": "ravager"
},
"damage_filters": {
"test": "is_family",
"subject": "other",
"operator": "!=",
"value": "illager"
},
"on_roar_end": {
"event": "minecraft:end_roar"
},
"cooldown_time": 0.1
}```
It works! Can I disable the particle effect?
Yes you can but it will affect other mob that uses knockback too. Like ravager
"minecraft:breedable": {
"require_tame": true,
"inherit_tamed": false,
"breeds_with": [
{
"mate_type": "dragonreign:thundering_whirlwind",
"baby_type": "dragonreign:thundering_whirlwind",
"breed_event": {
"event": "minecraft:entity_born",
"target": "baby"
}
}
],
"breed_items": [
"dragonreign:dragon_bone"
]
},
Does anyone know why my entity won't breed it dosen't even let me feed them the items for it to breed.
hey
any idea on why "cause": "all" in the damage sensor component doesn't work?
so like if I wanna disable damage for all causes, it won't actually disable those causes such as fire and so on, but when I put each cause alone,
"cause": "fire" etc... it works
How can I make an entity's equipment visible?
Set enable_attachables to true in the client entity file
Is there any downsides to using the "player" family type for an entity? I want monster types to attack it and I can't think of any unintended things that might come because of it.
There's nothing wrong.
Thanks
Blockbench
there is plugin called Hitbox + Seat Position
Oh, thanks
i forgot just check the keywords
How to make an entity with the inventory type set to "horse" only accept specific items in its inventory?
When I try with the minecraft:equippable component, the slots are moved to the left side and start crossing with my own inventory
2 slots are possible that can accept only specific items if horse inventory
If you try to use container inventero and put slot that accepts specific items only it would sucks the items and disappear
Lmao
I wanted to use horse container bc of the custom size, but looks like I'll have to show the entire normal inventory even if they can't use those slots
Actually it doesn't even work with other container types
Maybe they patched it
Cause you can do it before but sucking the item or it disappears
@kind charm hey!
I have a flipbook texture on one of my blocks. But it only seems to render / flip when im within a close distance. Can this be changed /worked around anywhere?
No
cannot be changed or youre not quite sure how
Animated textures will only occur if you're close enough, be too far away and the LOD system kicks in making your block static
Is there a way to make an entity not attack specific players?
The player list can change at any time
filter it out by tags in there nearest attackable target component?
The thing is that it would affects all entities of the same type
I want specific entities to not attack specific players
Like for example making just one of your wolves not attack certain player
You can test for tag on self and tag on other
Is it possible to check if the entity has a tag with the player's name?
Bc that would make it so if the player is whitelisted from one entity, and there is another entity that has another whitelisted player, both would not attack that player
How to make my entity immune to explosions?
@restive jasper try the damage sensor component and null out the explosion damage with the filters
"minecraft:projectile": {
"on_hit": {
"impact_damage": {
"damage": 0,
"knockback": true,
"catch_fire": false,
"semi_random_diff_damage": false,
"destroy_on_hit": true
}
},
would this also destroy the projectile if it collides with the ground (blocks)? I have my shooter mob working (finally) I'm just worried that when the projectiles miss the player and hit the ground, they're actually going through the ground and staying loaded in memory
Yes if it hits block it will destroy itself
the reason I'm wondering is because if I set catch_fire to true, it does not catch blocks on fire, which implies that the impact_damage event does not trigger when it hits blocks, but if I add a catch_fire {} component below the impact_damage event, it does catch them on fire
it doesn't remove them when it hit blocks. I tested with
world.afterEvents.entityRemove.subscribe((event) => {
console.warn(event.typeId)
})
Then make a filter that if it's in a block, kill it
yeah that was the solution, thanks. didn't realize I could just be checking all this from script api
How can I delay the call of an event in the event itself?
I don't think you can. You'd need to call an event to set a timer in some way, and at the end of it call the event that does what you want. Or trigger a script using /scriptevent within the event
Does regional difficulty exist on bedrock?
How can I disable the player pvp when he has tag nopvp with damage sensors?
can u explain more? i didnt understand what u mean by "disable player pvp"
If player as tag nopvp then the player can’t hit and damage other entity else the player can pvp
You have to do different methods, if you want to make it for 'singleplayer' or 'multiplayer'
Are you going to make the addon for multiplayer or for only singleplayer?
Also to test the addon, you need another friend, and for mobs, you have to edit thier files each of the entity
why it looks like this in blockbench and like this ingame
what can be the issue
?
happens only with Y position*
only with bottom*
why?
what
somewhy the eyes are moved upwards by 0.2
always
well
i dont like it but ill animate it like that
Any idea why my mobs aren't naturally spawning in the nether? They work completely fine otherwise and I even tried just using the hoglin spawn rules but still nothing.
I want for multiplayer
and just for player
Make sure your folder is called spawn_rules, maybe there is a typo
Question, is there a way to allow entities to be picked up like how fish and axolotls can be picked up with buckets?
No, you'll have to make your own bucket
How do I do that? How do I make a custom bucket for entities?
There are numerous ways. But all if them invovle you having to make a custom item to indicate the texture.
JSON way:
In your entity file, you'll need an interact component that detects if the player has an empty bucket. Then, that item converts to the custom item and the mob despawns. The custom item will have the entity placer component that will summon the mob
Scripting way:
You can use playerInteractWithEntity to detect when a player interacts with an entity, then remove the entity and convert the empty bucket into your custom bucket. You can also use playerInteractWithBlock to summon your entity from your bucket as well
You can also do a combo of both
a couple chonkers sitting

is it possible to have an entity drop different items? so the entity will drop the "bucket" after being placed but I still can have it spawn an item like a chicken.
you would just have to remove the bucket component group after it spawned and then add the one for the chicken behavior
thanks
Np
can I get attachables to work on custom entities? I've got an item with its own model and it works on every entity with the rightitem/leftitem bone except my custom one
nvm, just forgot to put "enable_attachables": true into the rp entity file
it's not shooting any projectiles and I don't know why. 😦
I think it's the attack_radius being set to 0 in behavior.ranged_attack
Is it possible to make custom dyeable armor?
Do you mean, colouring armors with cauldron? like leather armour?
Yeah
yes
Then It's possible to make Custom dyeable armor with Scripting
Yes
aight
{
"format_version": "1.10.0",
"minecraft:entity": {
"description": {
"identifier": "minecraft:shulker_bullet",
"is_spawnable": false,
"is_summonable": true,
"is_experimental": false
},
"components": {
"minecraft:collision_box": {
"width": 0.625,
"height": 0.625
},
"minecraft:movement": {
"value": 0.3
},
"minecraft:attack": {
"damage": 4
},
"minecraft:navigation.fly": {
"can_path_over_water": true,
"can_path_from_air": true
},
"minecraft:movement.fly": {
},
"minecraft:can_fly": {
},
"minecraft:physics": {
"has_collision": false
},
"minecraft:behavior.nearest_attackable_target": {
"priority": 2,
"within_radius": 25,
"reselect_targets": true,
"entity_types": [
{
"filters": {
"any_of": [
{
"test": "has_tag",
"subject": "other",
"operator": "=",
"value": "target"
},
{
"test": "is_family",
"subject": "other",
"value": "player"
}
]
},
"max_dist": 35
}
]
},
"minecraft:conditional_bandwidth_optimization": {
"default_values": {
"max_optimized_distance": 80.0,
"max_dropped_ticks": 7,
"use_motion_prediction_hints": true
}
}
}
}
}
The entity is floating but it is not moving
why is the third variant being treated like the second?
variants use zero-based numbering where they start counting from 0 just like an array. so assuming you attached your textures to variants correctly within render_controllers, default = 0, mushroom = 1, and warped = 2
I know but when I tried adding the warped variant all my mushrooms turned into it.
I dont think I see anything odd there. what about the render controllers?
the 'T' in texture.warped ain't capitalized like the rest
I fixed the "T" but its still not working
when you say the third is being treated like the second, does that mean the warped variant is using the mushroom texture?
sup guys
no the mushroom is using the warped and the warped is using the default at least the default is using the default
is this will detect if the entity is in those 3 biomes?
"minecraft:timer": {
"looping": true,
"time": [
0,
0
],
"time_down_event": {
"event": "biomeDetector"
}
}
},
"events": {
"biomeDetector": {
"filters": [
{
"any_of": [
{
"test": "has_biome_tag",
"value": "snowy_slopes",
"subject": "self"
},
{
"test": "has_biome_tag",
"value": "caves",
"subject": "self"
},
{
"test": "has_biome_tag",
"value": "snowy_slopes",
"subject": "self"
}
]
}
],
"run_command": {
"command": "particle AxF:afterBreath ~~~"
}
}
also "run_command" is just to see if it works or not
I think when its in the warped forest it can turn default due to the check for normal in events doesn't include if not in warped_forest, only mushroom_island
how do I get the default to work as a final thing if the others fail?
the variant should be set to 0 by default. so it'll be normal if a variant isn't set
after removing the thing for default the only one spawning is the warped variant
are you using the appropiant filter test? try replacing is_biome with has_biome_tag
because I checked all the options for is_biome and it doesn't say warped_forest anywhere
I got it working mostly by replacing "is_biome" for "has_biome_tag"
how do i change the player health value?
you can change the player.json file but then your addon can't be used with other addons that also use player.json. you could also mess with commands and other things.
i tried this
not work
idk what i doing wrong
you need to make a new world from my expirience for changes to player.json to be in effect.
let me try
it work, thxs 
that could work as a biome detector but I feel "minecraft:environment_sensor" is better.
it would look like this:
"minecraft:environment_sensor": {
"triggers": {
"filters": {
"any_of": [
{
"test": "has_biome_tag",
"value": "snowy_slopes"
},
{
"test": "has_biome_tag",
"value": "caves"
}
]
},
"event": "your_event_here"
}
}
I also noticed you put snowy_slopes twice so I excluded the last one
so i dont have to use timer?
nope, this one would check every tick
alright thanks for help buddy, I'll check it soon
no problem
thanks but i already did it, so ty
If I have an entity that shoots minecraft:fireball, but I want it to be offset higher up when it fires, do I have to create a new fireball entity in both the BP and RP?
Or is there a better way?
you dont have to. just mention the existing fireball entity, and i believe theres a property you can define to adjust the offset. or you can modify the same existing fireball entity to set a predefined offset when spawning from your entity
"priority": 2,
"reach_multiplier": 2.0,
"speed_multiplier": 1.0,
"attack_duration": 1.7,
"hit_delay_pct": 0.68,
"track_target": true,
"on_attack": {
"event": "minecraft:sej_p",
"target": "self"
}
},```
For some reason my event is not being called in this delayed attack in the "on_attack" parameter.
is this a syntax reason? wrong schema? not sure why...
how do you write a trigger event for an animation to happen? i made a walking animation for my bear entity and it doesnt play when it moves
i can provide the code i have in my animation.json file when i get off work if needed
this is an creature I have with a custom walk animation that works as I used an animation controller that does things with queries and some other things or you could just look at how the chicken does this
It simply doesn't works. Please use an animation controller with q.is_delayed_attacking query to do whatever you're trying to do.
what do you guys think of this entity
Anyone know where the variable ischarging gets created for ghasts? Trying to make a 'lizord' that shoots fireballs 🙂
*the only reference I see to it is in the ghast's render controller, but using the same variable in a custom mob's render controller causes it to break 😦
skeleton-ender-slender man
The offset is a property of the projectile, so to edit it I would have to edit the fireball, but then anything else using fireball will be messed up
Is there a way to determine what created the projectile when it is fired? Perhaps could set the offset in the spawn event, but there's no owner property
He got those stabby things
why not just copy+paste the fireball code with its own identifier? that way you could just freely customize it
"minecraft:behavior.nearest_attackable_target": {
"priority": 1,
"reselect_targets": true,
"entity_types": [
{
"filters": {
"any_of": [
{
"test": "has_tag",
"subject": "other",
"operator": "==",
"value": "target"
}
]
},
"max_dist": 48
}
]
}
why does this entity still attacks players if I only filter it to entities with specific tags. I don't have the tag.
Seems wrong to copy the entire entity just to change the offset value
I also looked into setting the position after the fireball spawns with scripts, but the projectile entity spawns without an owner for some reason so it's hard to determine what created the fireball
It attacks all entities with that tag.
yeah but I don't have that tag
Wait I misunderstood sorry
Try putting is_family
where?
can you force a player to ride an entity somehow? I'm wondering how I could get a player grab attack working
/ride command, disable player movement after mounting using /inputpermission and it won't be able to leave
Would i run those from the animation controller?
Yes, you can use events too
Sweet, thanks yo
So I made the entity rideable and got the animation and controller set up but the entity can no longer target me when im "riding" it and eventually loses aggro
I think you can't get the player that is riding, it should probably be done with scripts
or you use @p, which can sometimes get the wrong player
looks pretty decent though
okay, thanks!
So for setting up how it works, would i add the rideable component when its angry and call an event from the melee box component that forces the player to ride it when it successfully attacks the player?
Yes, you call the event on the player when it is attacked by your entity
is there a way better than using "@p"
Don't forget to give the player back the ability to walk if it kill the entity or stop riding it
Are you using behavior.melee_attack to trigger the event?
yeah
is it already targeting me without having to specify?
I've never added an attack sorry if im asking dumb questions
"events": {
"on_attack": {
"queue_command": {
"command": [
"ride ...",
"inputpermission ..."
],
"target": "other"
}
}
}
target other must get the attacked entity
soooolid
so you can use @s
and this would run every succesful attack?
yeah right
you're al ife saver my dude
a life
No problem, I think on_attack in behavior.melee_attack only happens on successful attacks
sweet! just wondering cause i'll probably add a chance for it to just attack the player normally
could you help with syntax on the melee box attack
"minecraft:behavior.melee_box_attack": {
"priority": 2,
"horizontal_reach": 1.4,
"on_attack": {
"event": "on_successful_attack",
"target": other
}
}
this is throwing errors there no example that calls an event on the minecraft bedrock dev wiki so I'm not sure how to set it up exactly
nvm i fixed it
do i target other in the melee box attack and target self on the event that runs the command?
The other way around
Remove "target": other from the melee box attack component
And set target to other in the queue_command in the event
"minecraft:behavior.melee_box_attack": {
"priority": 2,
"horizontal_reach": 1.4,
"on_attack": {
"triggers": {
"event": "on_successful_attack"
}
}
}
"on_successful_attack": {
"queue_command": {
"command": [
"ride @s start_riding @e[type=enders:eyeless] teleport_rider"
],
"target": "other"
}
},
Yea
Change "target": "other" to "target": "target" maybe
@e[type=enders:eyeless,c=1]
i can run the event successfully
if that helps
with commands
but it still does nothing
i added c=1
Did you put the event in events or inside the component?
its under events
what about target target
"on_successful_attack": {
"queue_command": {
"command": [
"ride @s start_riding @e[type=enders:eyeless,c=1] teleport_rider"
],
"target": "target"
}
},
This is what you tried right?
seems like the command isnt working for whatever reason i can run that command on an angry eyless and it will have me ride it tohugh
so idk
will try didnt have c=1 when i tried target
c=1 is required if there is more than one entity
yeah i was just spawning one but i figured id give it a go but nothing seems to be working
could i have the command run a give to see whats going on?
like maybe its running on the eyeless
You can use /say test to see if the event works
i made it so the entity says test when the events called and it works when i run the event with commands but doesnt say test when he attcks
im so confused
it's not running the event but idk why not
no errors in log
event works
attack works
oof haha maybe tomorrow
Maybe this?
"minecraft:behavior.melee_box_attack": {
"priority": 2,
"horizontal_reach": 1.4,
"on_attack": {
"event": "on_successful_attack"
}
}
"on_successful_attack": {
"queue_command": {
"command": [
"ride @s start_riding @e[type=enders:eyeless,c=1] teleport_rider"
],
"target": "target"
}
},
I changed the top thing
yeah its not calling the event but i thought it was good cause no errors
i put on_calm in there and it wouldnt call that event either
and the test
lemme try it
thats it bois
incorrect syntax strikes again
well i didnt understand what i read morseso
anyway i got it to say test whenever it attacks
thank you, and is that section of code just apart of the animation.json file? at the top
or would it be in the entity.json file
its in the behavior file
Well then the ride command should work too
Did it?
Yay
thanks you guys
im so hppy
happy
turned out pretty good just gotta figure out how to make him attack me
Me too actually, haven't helped someone in a while
while hes got me
yeah ive tried helping people but i always reach the end of my know how pretty quick haha
one day
how do i add people on discord
id like to credit you guys if i ever post this
@wary radish @dusk tendon
Go to the person's profile and press "send friend request" or something
If that's what you mean
yessir thank you
I can't show the inventory like a horse (i need both inventory and saddle slots). If i set the inventory as a minecart_hopper the saddle slot is disappearing but when i set it to horse this happen. Can someone help me ? It's not the first time that i'm trying with this component and still the same issues. The second problem is that when i enter an item in the custom inventory it appears twice
"minecraft:is_chested": {}
Okay thank you
"minecraft:is_chested": {},
"minecraft:inventory": {
"inventory_size": 16,
"container_type": "horse"
}
The inventory still not showing
This is how I have it```json
"minecraft:is_chested": {},
"minecraft:inventory": {
"additional_slots_per_strength": 0,
"can_be_siphoned_from": false,
"container_type": "horse",
"inventory_size": 6,
"private": false,
"restrict_to_owner": true
}
it doesn't change anything for me
the inventory isn't appearing when i'm ridding the entity
If you are riding the entity without taming it then set "restrict_to_owner": false
The default value is false, so my code should be okay normally
is there a score property yet in player jsonm?
is there a way i can toggle armor visibility through scripting
hi there, do someone know if the inactivity_timer is count even if the chuck the entity is waiting is not activated?
for instance, if I set the inactivity_timer for 10 minutes, I leave the location, for 1 hour... and then return, will the entity consider the time the chuck was not activated too and execute the event?
no
if ur talking about armor hud, its only possible with json ui
Is there another way of toggling armor visibility instead of using invisible textures
Like I don't want to reload my world evey time I make my armor invisible and then visible again
Edit the attachables to not show the armor if it detects a specific property in the player
Oh thank you so much
I'm trying to use the is_on_screen query in an entity's animation controller to detect when the entity is on-screen for the player, but nothing is happening. I've tried replacing the query with others to see if the file was broken anywhere else and it works just fine. Am I using it wrong?
Only works in resource packs
I'm using it in a resource pack
Then it doesn't work at all
what the heck
my ambient sound isnt moving
How to make charged creeper drop a custom item?
Edit the loot tables
Or the entity JSON of the creeper
is it possible to have two of the same mob doing a social animaion like in jwe2?
Help
Why doesn't knockback resistance worl
I set the value to 1 and it still takes kb
Should the mount have behavior.mount_pathing or the mob riding have it?
Is it possible to add components/change the minecraft:equipment of a mob after it spawns if it is riding another mob?
I'm using
"minecraft:addrider": { "entity_type": "minecraft:skeleton" },
In the skeleton_horse.json behavior
Then trying to change the gear in the skeleton.json with a filter
"filters": { "test": "is_riding", "subject": "self", "operator": "==", "value": true }, "add": { "component_groups": [ "minere:skeleton_rider_gear" ] }
However the skeleton_rider gear never gets added when I summon a skeleton horse. Done a bunch of testing and it seems that is_riding filter is always false even if the skeleton is riding a mob. Maybe it doesn't work when the mob is created with add rider?
Should I be setting the equipment for the skeleton in the skeleton_horse instead?
*edit: found a solution. Use the spawn_event of minecraft:addrider to add the gear instead of the spawn event/filters on the skeleton
Guys it possible to make an entity don't have collision like an item but the entity is still in the world.
I'd try making the hitbox small and try using this "minecraft:damage_sensor": {
"triggers": [
{
"cause": "all",
"deals_damage": false
}
]
}
Yeah I did that but it still have collision.... Like 2 pixels wide even if I set the scale 0 it doesn't work 😅
do you want your entity to go throu blocks?
"minecraft:physics": {
"has_gravity": false,
"has_collision": false
},
found on vex
Has collision make that we can't push him but not interact with him... So it still have collision....
So in short you can't make entity have no selectable collision, like you can't...
"minecraft:pushable": {
"is_pushable": false,
"is_pushable_by_piston": false
}
I don't think a entity without collision is 100 persent possible but we can get close
Yeah that's what I'm saying, except for items... I hope I could make a specific item cannot be obtained like in the world only lmao.
like mixing the minecraft:collision, minecraft:pushable, minecraft:physics, minecraft:scale.... You can still interact with it, but I don't care I just ask cause maybe there's a way, thank tho....
why is my fish not moving ;-;;;;
Is it possible to add armor directly to an entity (like zombie base armor), without giving an item?
Zombies on the wiki have a base amount of armor, but I don't see any mention of that in the zombie.json behavior file
Shulkers also have diamond-equivalent armor when closed, but I don't see any armor in their behavior file either.
Is it part of the runtime identifier?
Wondering if there's a way to add armor/toughness to the player base stats.
hi there, I wanted to make an entity only visible if you are in creative like the minecraft:barrier block do, how can I do it?
Not possible sadly
how to I have parts of a entity not appear or appear depending on what compont groups the entity has?
Is it possible to have a group of separate entities spawn together naturally?
Making a Roman soldier group and I’d like them to spawn together or in different sets
can you use entity properties on filters?
Yes
how to cancel all damage except "none" ?
Maybe that, but I haven't tested it
"minecraft:damage_sensor": {
"triggers": [
{
"cause": "none",
"deals_damage": true
},
{
"on_damage": {
"filters": {
"all_of": [
{
"test": "has_damage",
"operator": "not",
"value": "none"
}
]
}
},
"deals_damage": false
}
]
}
thanks
let me test that instead of this lol
The important thing is that it works 
and also suicide damage type was changed to self_destruct
my editor give me that it is not allowed
idk what control those infos
Can part of an entities' texture be translucent?
didn't work
i think you can't cancel damage with on damage filter since the damage happened
And what about that? Couldn't what comes first cause: none override what comes after cause: all or doesn't it work either?
"minecraft:damage_sensor": {
"triggers": [
{
"cause": "none",
"deals_damage": true
},
{
"cause": "all",
"deals_damage": false
}
]
}
tied both
all always override none
my list work but thanks anyway
Ok
the list for people who search : )
hi there, is it possible to make a entity where other entities can bypass it? like a players do? I tried adding is_pushable to false but it looks like mobs still hit with that, and I cannot set the hitbox to 0 because I still need to interact with it
Is there a way to make a mob attack a specific block, say the lightning_rod for example?
I have used is_family, and is_block with various options but can't seek to get it to work.
Curious if anyone else would know.
Been working on it for a couple days to no avail.
So I'm here as a last resort.
I don't really think it's possible? Do you see any entity that attack blocks? Except zombies of course....
Also did you use the component minecraft:nearest_attackable_target?
Mobs attacking a block?
I don't think that's possible, ,they can only attack other entities
I did use the "minecraft: nearest_attackable_target"
Used is_block and then block then operator == and then "minecraft: lightning_rod
I will look at zombies to see how they attack blocks if at all. As I was trying to think of some but only the endermen came to mind but they just pick up blocks. But that means they must have a way to target the block then. So I assume.
Zombie has its own component that break block,.while ender man pick ups block not attack them.... Also its not possible for an entity to attack a block unless you put an invisible entity at the block that your mob will attack
Interesting 🤔
I'm using the evoker spell to summon lightning at the mobs target. Works so far just need this targeting of a block to work if not the invisible entity might work.
I assume lightning rod is a entity similar to arrows but I'm still knew and probably am wrong there
But....zombies don't attack blocks?
technically they can breach through doors tho 🤓
But they don't target doors, they'll only break doors if it's in their way
Like in the original Slendytubbies game the monsters moved to the closest tubby custard to which the player is positioned and I try to recreate that behavior for my addon, how exactly do I do it?
It is possible to make an entity more than one hit with "minecraft:behavior.delayed_attack" at the time it is attacking. For example, if in the attack animation of a mob it deals two hits, how do I make sure that with minecraft:behavior.delayed_attack it gives exactly those two hits?
Could somebody help me out with entity sensors?
I have a page about my problem in the Entity help forum
He gets mad if you take his emotional support balloon
Is that intentional? If yes that's a neat idea lmao
Yeah you can call events with the balloonable component
How can I make a entities name tag visible even when the player is not looking at the entity
"always_show": true,
"allow_name_tag_renaming": false
}```
How can i make an entity immune to damage
learn to read docs.... but here
"minecraft:damage_sensor": {
"triggers": {
"cause": "all",
"deals_damage": false
}
}```
"components": {
"minecraft:nameable": {
"always_show": true
},
"minecraft:health": {
"value": 100,
"max": 100
},
"minecraft:timer": {
"looping": false,
"time": 2,
"time_down_event": {
"event": "start_knockback"
}
},
"minecraft:collision_box": {
"width": 0.98,
"height": 0.98
},
"minecraft:damage_sensor": {
"triggers": {
"cause": "all",
"deals_damage": false
}
},
"minecraft:physics": {
},
"minecraft:pushable": {
"is_pushable": false,
"is_pushable_by_piston": true
},
"minecraft:conditional_bandwidth_optimization": {
"default_values": {
"max_optimized_distance": 80.0,
"max_dropped_ticks": 5,
"use_motion_prediction_hints": true
}
}
},
"events": {
"start_knockback": {
"add": {
"component_groups": [
"start_roar"
]
}
}
}
}
}
Why is the timer not working
What's the components groups?
Wait I'll send it
"component_groups": {
"start_roar":{
"minecraft:behavior.knockback_roar": {
"duration": 0.1,
"knockback_damage": 1,
"knockback_height_cap": 5.0,
"knockback_horizontal_strength": 5,
"knockback_range": 3,
"knockback_vertical_strength": 3
}
}
},
It's not looping so it means once it's done it won't repeat again
Yeah but does nothing it's suppose to knock me back
Oh wiat it does trigger
It's just to weak

how do I get the animated texture to work?
Anyone know how to change the direction of the axis of a cube without having to rotate it in any way?
does anyone know how to have a entity put the thing it's attacking on fire?
use the melee box and attack with con spread on fire
can spread on fire
idk if can spread on fire works with the other attacks but i use it with melee box attack
any methods on spawning a tamed vanilla entity?
hi, another question regarding taming, can a mob tame another mob?
no
is there I way to test/filter the mob that have spawned another mob?
Here's a wiki page on how to do it. It requires editing player.json BTW.
https://wiki.bedrock.dev/entities/spawning-tamed-entities.html
Pretty sure that only works with actual tameable mobs. I'm trying to make certain mobs that aren't usually tameable
Like skeleton
Ah. You'd need to modify their json as well then, or make a new mob that looks like the vanilla one and fulfills a similar role
Funny thing is if you summon not tameable mobs like zombie using that way, the zombie won't attack you
Which is cool and pretty funny
Yeah I found that out with the bee, but it doesn't follow the player
how do I get this thing to stop freezing entities and "laging" the game
Did you scale it via the entity file or is the model just that big?
the model is just that big
I would recommend making your model small and scale it via the entity file to that size
the last time I did something like that the game still did a simular thing. any other suggestions? I realy want the game to work (even with lots of these things)
Tbh no, anyways why do you need something that big
I am adding Zilla (Godzilla 1998) to Minecraft and he big
I mean it could also be your system?
like my pc? I hope not but the game just seems to freeze entities not the full game (the player can still move)
I mean idk tbh. Maybe Minecraft can't handle that scale of a model?
Try reducing your render distance?
Does the bedrock entity component "Minecraft:Explode" kills the creeper or does the explosion it trigggers does?
and if yes to the former, how do I stop it.
if yes to the latter, how do I make the creeper immune to its own, or, every explosion?
Should I make a new post for this?
I'm pretty sure the explosion itself depsawns the entities then causes the explosion
Not sure, but likely you can't
None... Need to spawn another one cause it's defaultly set it kills itself as what smokey said
Ah, I see. Thank you nonetheless.
I was planning for a tamed creeper with repeating explosion
Not a one time kill thing
Hmmm
Well, you could probably use Scripting API to summon an explosion and make the tamed entity immune to explosions or summon another entity but that isnt an option for you
Idk scripting 😔
Maybe an invisible entity?
so replace the "minecraft:exploding" component group with a summoning instead
and make an entity that immediately explode upon summon
Hmm
That can work yes
Add a damage sensor that gets added when its tamed that makes it immune
aaa
Ok
Sounds like a lot of work, but start sooner, finish sooner I guess.
I also has to avoid changing the vanilla creeper....
I’m curious, is there a way to make custom villagers?
Like you can get these custom villagers by placing a certain block (based on what you coded)
Basically get custom villagers from custom jobs
Job blocks are harcoded sadly
Damn
Anyone know how to make an entity play multiple animations at the same time? What im trying rn is that one of the animations is played using an animation controller, and the other is played using the playanimation command.
in the ac you can list multiple animations to have them play at the same time
inside the brackets after "animations" just put a coma and short hand names of animations in quotes
^
why is my patrol followers not attacking what the captain is attacking
Is there another way to compress mcpack files other than zips
The smaller the better
Because I've seen someone compress a 40MB+ file into just a few KB
and I'm amazed.
Can someone give me an example for a damage sensor entity component that disables entity explosion damage
Ide bridge is lacking
😔
"minecraft:damage_sensor": {
"triggers": [
{
"cause": "entity_explosion",
"deals_damage": false
}
]
},
Ey, thank.s
the projectile is not doing anything other than being lunched and dealing damage and I don't know how to fix this
please help I realy don't know what needs to be changed.
Does anyone have iron_golem spawn rules file for bedrock.
Been checking the Bedrock samples but I can't find it in any of the versions.
Seems they leave a few things out.
Its hard coded as far as I know
@kind charm Ehh understandable then. I seem to always pick the projects that have limitations.
Wanted to make a pillager golem similar to the iron golem that spawns when 10 villagers are in the area of a specific amount of blocks.
I wanted to just look at the iron golem and get an idea of how to do it.
But now gotta find a new route to take here.
Thank you and much appreciated though!
why does the inventory of my custom entity is titled Unknown despite giving the entity a name in the a .lang file?
I wanna know this too
good question but I do know when I had my entity use the runtime identifier of a parrot it used the name parrot instead of unknown so that could be used as a clue.
How do i make a sparkling spot texture like the warden
how do I have this entity "pickup" other entities with the family "plant"?
how can i change a entity's texture based on tags
use properties instead of tags
Can you please explain, I am new to making addons
are you giving the entity tags with command blocks?
this might help https://learn.microsoft.com/en-us/minecraft/creator/documents/introductiontoentityproperties?view=minecraft-bedrock-stable
Thank you
Can I use the same thing for changing armor texture or do I have to use something else
properties can be read by texture packs using molang queries, i don't know much about attachables but i assume it should work the same
Alr
how do i turn the balloons tga file into a png?
hi there, is it possible to execute events from the client animation controllers like we do from the server side?
Use online app?
Tga to png.
[Actor][error]-Actor pvz:potato_mine does not have any properties
[Molang][error]-pvz:potato_mine | | Error: query.property called on an actor without a property component.
how do I fix this so I can have the potato mine pop up in the animation?
it just errors 🤷♂️
how does the animations for the enderdragon work?
Is it possible to access dynamic properties in components?
No
is it possible to recreate the warden spot twinkle?
im trying to do that but it doesnt work
i want it to go from dim to glow but in a smooth transition
Is it possible to pass a variable from scripting API to a component?
Yes
only animations i believe
you could use entity.triggerEvent to trigger an entity event, or entity.setProperty to change an entity property
I'm getting this bad entity name message when killed by the entity's projectile
CocoaWarrior was shot by %entity.minere:walker<>.name
However as far as I can tell I have the entity name setup properly in my language file.
Under texts/en_us.lang I have:
entity.minere:walker.name=Walker item.spawn_egg.entity.minere:walker.name=Spawn Walker
The spawn egg comes through as expected and the entity also works so I'm not sure why the name appears broken.
Is there something else that can be causing it to appear wrong?
https://discord.com/channels/523663022053392405/972539605381447800 This should help
is there a way to disable 3D audio while maintaining attenuation for an entity's damage sound?
anyone know how to disable the particle effect for the sonic boom attack? I wanna use the attack because it’s perfect but I want my own particle
I have an entity that's a 'laser bolt' projectile. I want it to be emissive but also have transparency/invisible pixels around the edge of the texture. Is that possible with any of the vanilla materials?
The entity_beam_additive almost does exactly what I want, but seems to make the whole thing also partially transparent and not fully emissive.
The vanilla materials do not seem to exist in the sample resource pack. Is there anyplace to find them? I think what I need is entity_beam_additive but with the Set Translucency set to 0.
how do I have a flying entity pick up other entities simular to how boats and minecarts work?
make it so that it’s rideable, and have it pull in entities
and specify which entities can ride it
"minecraft:rideable": {
"family_types": ["plant", "player"],
"interact_text": "action.interact.ride.boat",
"pull_in_entities": true,
"seat_count": 1,
"seats": [
{
"position": [0, 0.3, -0.2]
}
]
},
I did this but it's not pulling in my custom entities
it is not pulling in the player but the player can interact with it to ride it
"minecraft:environment_sensor": {
"triggers": [
{
"filters": {
"all_of": [
{
"test": "distance_to_nearest_player",
"operator": ">=",
"value": 1.0
},
{
"test": "distance_to_nearest_player",
"operator": "<=",
"value": 200.0
},
{
"test": "has_tag",
"subject": "other",
"value": "cssr",
"operator": "!="
}
]
},
"event": "msd:charged"
}
]
},
why is this not targetting the untagged player
what about if the player and the entity make contact? Will it pull in the player then?
it doesn't force the player to ride the entity
I’ll take a shot at it when I get the chance and I’ll lyk how it goes
is it fine if I dm you?
yes
where to get list of entity components
how does "minecraft:custom_hit_test" work?
how do i change the death animation of an entity?
That simple?
wait, what if i link an empty animation controller to the entity? will it overwrite the default death animation?
Does minecraft:behavior.avoid_mob_type have a hardcoded max distance? It doesn't seem to work beyond 5 blocks no matter what I set as max_dist
https://bedrock.dev/docs/stable/Entities#minecraft%3Abehavior.avoid_mob_type here are all the fields
It seems that max_dist property is capped at the default value of 3. Setting it to 24 and the behavior does not get triggered until about 3 blocks
Did you tweak the other fields?
Yeah, set max_dist, avoid_target_xz, and max_flee to 32 but it only triggers within 3 blocks and only seems to run about 10 away before stopping 😩
hi there, cant I use query on scale property? like that: json "scripts": { "scale": "q.property('awp:size') == 4 ? '0.85' : '0.40';", "animate": ["setup", "look_at_target"] },
I made a bug report:
https://bugs.mojang.com/browse/MCPE-182041
Tested with some other mobs like the Ocelot and Salmon to confirm that the max_dist and max_flee values are not being respected.
EwokSithLord747
To Do (Open)
Unresolved
How to make that, when your hitting any entity with a specific sword, the entity won't get hurt / the sword won't deal damage?
You can do it with a damage sensor and filters
https://learn.microsoft.com/en-us/minecraft/creator/reference/content/entityreference/examples/entitycomponents/minecraftcomponent_damage_sensor?view=minecraft-bedrock-stable
*edit, is the sword a custom item? You might be able to set the damage to 0 or a negative value in that case, or do something using the scripting API
the sword is a custom weapon, can it be done with scripting api?
Yes it can
the vanilla death animation still plays when the entity dies...
That means you did something wrong
i also tried to apply the animation in scripts/animate as well but the result stayed the same.
It doesn't looks like you even tried to follow the tutorial
i don't want to insta despawn the entity
is it really not possible?
Do you want to play a custom death animation yes?
yes
Follow the tutorial you was given
i am confused
What are you confused with?
we are talking about this right?
Yes, that's the page
what did i do wrong lol?
Well... you did not made any of the steps, it seems...
Please read it carefully, make sure to understand it and then proceed to try
Changing Damage Color Overlay
i don't need this step
Using Damage Sensor to Trigger Instant Despawn and One Item Drop
i don't understand how can this help
[end of tutorial]
Because if you don't trigger anything when the entity dies you will not be able to overwrite the vanilla death animation
You must overwrite it, like explained in the wiki
First cancel it/overwrite it, then you play your own. You are given various methods
so the answer to my original question was "You can't, here is a workaround" ?
The answer is "Yes, you can, follow these steps to do so"
and the workaround (tp the entity to the void) is what i was originally using
well, i was going to officially replace the death animation of my entity with an acuall animation like a pro, but it turns out to be work around to delete the entity and spawn another to play the animation and delete that as well. so sad
You don't have to do that
You can just replace the vanilla death animation with your own
That wiki page says how
oh, so that's the key part? i cancel the death of the entity, play my animation, and despawn it instead?
Correct
still sad
Cancel vanilla death > play your own > Despawn it
i want the entity to die
There's no visual difference
it has an inventory which i want dropped
I had no issues with loot but idk 🤷♂️
how do you make it drop its inv?
I don't remember if I followed the steps in the wiki to that point, seeing how it mentions that loot must be spawned
ah I think I remember what I did
the items stored within the entities container =/= loot
Is it dropped when dying?
I set it's min life to 1 so it 'never dies', this should make it drop the loot and you then just proceed with the other steps
where do you set that?
In the health component
that's convenient, it will look and function the same as a death animation.
This is how mine looks
i set it to 1 but the entity still died
.
i know, but wasn't the entity supposed to stay alive, so i can proceed to the next step?
Did the entity died as in despawning of the world?
it died just like the cow in the video
oops
yay, it works now, thanks for the help
Glad I could help
Wait, can you cancel fatal death using damage sensor or nah?
you can
Damn, sad that wee need to edit player.json
very sad times
is it possible to overwrite vanilla spawn rules?
I think so.
How do I prevent the damage from the fire aspect enchantment to the player?
if you're editing the player json you could add a damage sensor to ignore fire damage
does anyone know what happens if you set two behaviors to be the same priority? Does it randomly choose between them?
But will that affect the lava?
lava is a separate damage type
I'm having a hard time finding the damage cause list rn but you should be able to google for it
Thanks a lot.
np
@night tiger
¿So?
as long as the rest of it works
fire instead of fall would stop damage
as long as the rest of your filter is fine it should work
Is there an easy way to reset an entity's attack target?
Hey guys, do you know why sometimes when I spawn a mob using a spawn egg or a spawn item, it spawns 2 at once?
Is it a bug or something?
what's additional_slots_per_strength
does someone know what is wrong with dat?
component groups
"btm:darkness":{
"minecraft:movement": {
"value": 0.001
},
"minecraft:damage_over_time": {
"damage_per_hurt": 1,
"time_between_hurt": 1
}
},
"btm:player_effects": {
"minecraft:environment_sensor": {
"triggers": {
"filters": {
"test": "is_brightness",
"operator": "<",
"value": 0.49
},
"event": "btm:aaa",
"target":"self"
}
}
},
"btm:player_effects1": {
"minecraft:environment_sensor": {
"triggers": {
"filters": {
"test": "is_brightness",
"operator": ">",
"value": 0.49
},
"event": "btm:bbb",
"target":"self"
}
}
},
events:
"events": {
"btm:aaa":{
"add": {
"component_groups": [
"btm:darkness"
]
}
},
"btm:bbb":{
"remove": {
"component_groups": [
"btm:darkness"
]
}
},
is there a limit on the amount of entity's textures?
this chat is dead
Dude waited 13 minutes to complain lmao
well i guess there's no limit
5 messages per day in this chat💀
how do you use entity permutuations?
Entity permutations are being removed: #announcements
damm
how do you use queed_command with more than 1 command?
"command array": [
"summon udc:horde_followers",
"summon udc:horde_followers",
"summon udc:horde_followers",
"summon udc:horde_followers",
"summon udc:horde_followers",
"summon udc:horde_followers",
"summon udc:horde_followers",
"summon udc:horde_followers",
"summon udc:horde_followers",
"summon udc:horde_followers",
"summon udc:horde_followers",
"summon udc:horde_followers",
"title @a[r=100] title §c§lA huge horde of zombies",
"title @a[r=100] subtitle §c§lis COMMING!",
"summon udc:horde_builder",
"summon udc:horde_shovel",
"summon udc:horde_shovel",
"summon udc:horde_axe",
"summon udc:horde_axe",
"summon udc:horde_pickaxe",
"summon udc:horde_pickaxe",
"summon udc:horde_builder",
"execute as @a[r=100] at @s run playsound udc.horde @s ~~~",
"execute as @e[r=1] at @s run tp @s ~ ~ ~ facing ~ ~ ~1",
"spreadplayers ~ ~ 1 5 @e[family=horde]"
]
}```
I tried like this but it desnt works
also replacing the space in command array with _
"queue_command" {
"command": [
"say command 1",
"say command 2"
]
}
How to spawn tamed entity?
Is there a way to get attack animations to play properly on the finishing blow? I'm finding that variable.attack_time isn't triggering the animation on the finishing hit, but I do see the animation if the target survives.
My animation controller looks like this:
{ "format_version": "1.10.0", "animation_controllers": { "controller.animation.walker": { "initial_state": "walking", "states": { "walking": { "animations": [ "radar", { "walk": "query.modified_move_speed" }, "look_at_target" ], "transitions": [ { "attacking": "variable.attack_time > 0" } ] }, "attacking": { "animations": [ "radar", "kick", "look_at_target" ], "transitions": [ { "walking": "variable.attack_time <= 0 && query.all_animations_finished" } ] } } } } }
Have tried pairing with both behavior.melee_attack and behavior.delayed_attack but neither seemed to make a difference on whether or not the animation would play for the last hit
Looks like the iron golem uses a variable attack_animation_tick but that seems to come from the runtime identifier.
I am making a MC server with someone and it was for Java and bedrock both and the problem we are facing is we are adding custom design mob & boss in both java and bedrock getting java mob is easy and cheap the problem is that is to converting that same mob in bedrock there are some people who do this but it is expensive you Know that's why I am wondering if anyone knows how to convert custom Java mob skript in bedrock
how to stop entities from moving to the side when they are inside a block with collision.
and do not suggest using run time identifier.
Why do you need the entity to be inside a block?
reasons
I mean, I'm not entirely sure how you'd accomplish that, but there may be some alternative way to get what you want
i am using an entity to give the block an inventory, when i make the block solid, the entity gets pushed to the side
Ah, gotcha
I think I've done something fairly similar in the past, let me check rq
Looks like what I've done is set collision and gravity to false in the entity's minecraft:physics component, and gave it a knockback_resistance of one
No
At least from my experience
You need a collision box, but you don't need it to have block collision
are collision box and collision different?
Here are the relevant components I had:
"minecraft:physics":{
"has_collision": false,
"has_gravity": false
}, "minecraft:health":{
"value":1,
"max":1
},
"minecraft:on_death":{
"event": "ex:break_block" //Breaks the block when it dies
},
"minecraft:collision_box": {
"height": 1,
"width": 1
},
//This makes it completely cover the block
"minecraft:custom_hit_test": {
"hitboxes": [
{
"height": 1.01,
"width":1.4,
"pivot": [-0.2,0,-0.2]
}
]
},
"minecraft:knockback_resistance": {
"value": 1.0
}```
Collision box is a component that controls everything. minecraft:physics can make the collision box only for interacting/damaging the entity
Brb any of you know any solution to my problem
Hey guys, do you know why sometimes when I spawn a mob using a spawn egg or a spawn item, it spawns 2 at once?
Is it a bug or something?
It’s just a bug it happens when moving and using a spawn egg you can’t normally spawn two mobs inside each other like that
how do I have a mob always spawn with frostwalker boots?
I am having an idea for a flyable kite (sort of like this one).. this would mean an entity (maybe a bee, phantom or allay?) with which I could put a lead on and that would be its string.
Which mob do you guys think would be better suitable for a kite addon?
hi there, I m trying to use the "runtime_identifier": "minecraft:horse" for my custom horse, but now it render the vanilla horse, how can I use the custom geo and textures I have on my custom with this runtime?
How to change melee attack see range? I am using this and the mob notices player only in a radius like 4-5 blocks
"minecraft:behavior.nearest_attackable_target": {
"priority": 0,
"must_see": false,
"reselect_targets": false,
"within_radius": 120,
"must_see_forget_duration": 10000,
"target_search_height": 80,
"entity_types": [
{
"filters": {
"any_of": [
{ "test": "is_family", "subject": "other", "value": "player" }
]
},
"max_dist": 120
}
]
},
"minecraft:behavior.melee_box_attack": {
"track_target": true,
"priority": 0,
"speed_multiplier": 0.3,
"max_dist": 100,
"reach_multiplier": 1,
"horizontal_reach": 100,
"y_max_head_rotation": 360
}
I want it to navigate to player from far away
I need some help with animation controller stuff, but I don’t know if putting it in the resource pack chat was the right thing to do
could anyone help me with this?
how do I have a mob attack all players exept one (the one who named it)
easy one here: how do I lock an entity´s rotation?
I mean, I am creating large furniture as entities, so I need them not rotate at all when placing neither when the game is active, they are to be a statue basically and be put just like they were put inside blockbench!
You can use the body lock rotation component introduced in 1.20.80 i believe. It was used for armadilloes to prevent their model from rotating
hope this is how it´s used, although no errors, when i put the entity down it still appears rotated, like depending on how I am facing, that´s what I wanted to avoid 🙂
```` "minecraft:body_rotation_blocked": true,```
I believe its just and object so {} and not true
Ok...the new minecraft:body_rotation_blocked component is funny
💖 128 🔁 8
a friend of mine is saying that we do not need to use sounds.json anymore and we can only use sound_definitions and an interval in the BP.. I haven´t seen that anywhere. So... what do you say?
well I did it, and it did not work for what I wanted - I guess it works by locking it after it has been placed but not as it is being placed, as it rotates to whatever cardinal direction I am facing in broken number angles still... but no biggie, all I have to do is carefully rotate myself in the right degree and place it
Is there a solution to the problem of black textures when entities are filled?
hi there, what is the component that allows entities to move-up on blocks automatically like horses do?
Variable max auto step i believe does that
thx, got it
hi again, is there a way can force the custom horse to always "unmount" the rider when trying to tame while mounting? actually the fail condition from a minecraft:tamemount? I trired already to increase the max_temper but even it become a bit harder to tame eventually it will be tamed, but I want to always refuse tame and unmount the rider
I need help to have my stegosaurus to hide/show plates depending on the state it's in so it can shed some stego plates (small plates grow big then more small plates grow and then the big ones fall of restarting the cycle)
Hey, is there any way to put face_dimming on entities?
(remove shading of the faces)
bruh i have 3 permutations on the player what am i supposed to do now
Use component groups and events
I would really recommend opting into the platform news role so you're more aware of upcoming breaking changes. We try to spread the word a week before
i was already aware thanks to the tweet but still it's pretty annoying
hi there, why when using minecraft:is_tamed with an entity it doenst use random_stroll anymore? it stay stopped and dont walk around
Sounds like a priorities issue
Is it being told to sit, and stay on sit is enabled?
I'm not sure it can stroll if it's tamed.
no, it doesnt even have component to sit
Can you show the BP entity file for this entity?
I tried with priority 0 to random stroll, but it doenst work too
Trying removing it from the compoents and adding it into the CG's. So it's being removed and readded on_tame
If a component doesnt' work, my first test is to move it to CGs and toggle it on/off
Is there any way to make a moving entity play sound from its position continuously?
Trying to put a radio in a car.
change channel to UI
Unfortunately that just makes the sound come from everywhere.
Well it playing it on the player. Simply modify your stero postion in the audio editing to virtually place it.
or attach it to a rider
or break it into small parts and play them like keyframes on the animation timeline.
Every time you play a new keyframe/part it will use the new location information So if you do it with eough keyframes it should sound pretty good.
or use a predictive placement and using sound commands and ^^^ place the sound in front of the player based on their speeds.
Wdym attach it to a rider?
I haven't actually messed with any of the new mobs lately 😅
Is there any ways to remove certain items from entities if they pick them up
like if an entity picks up 6 iron you can take away 1
Put a rider on player then have that rider manage the audio.
I'm just giving options. I'm not saying they are good ones
Wait this is actually goated, since the rider + anim is data driven it's not subjected to networking issues
Can you use both the 'all_of' and 'any_of' filter section in the same event?
What I mean is this sort of setup:
{
"filters": {
"all_of": [
{test 1},
{test 2},
{test 3}
],
"any_of": [
{test 4},
{test 5},
{test 6}
]
}
}
What makes an animation controller update?
I've got this barebones one, and it's only updating when i punch my entity.
{
"format_version": "1.10.0",
"animation_controllers": {
"controller.animation.song_player.playback": {
"initial_state": "silent",
"states": {
"silent": {
"on_entry": ["/say silent state!"],
"transitions": [
{
"adventure_1": "q.position(1) > 5"
}
]
},
"adventure_1": {
"on_entry": ["/say adventure_1 state!"],
"transitions": [
{
"silent": "q.position(1) < 5"
}
]
}
}
}
}
}
You would need to nest that inside of another filter. So, something like json { "filters": { "all_of": [ {test 1}, {test 2}, {test 3}, { "any_of": [ {test 4}, {test 5}, {test 6} ] } ] } }
Thanks! I didn't even think of that!
Keep inmind you can also sequence them and just add more.
How to make the axe invisible in the hands of the vindicator without affecting the display of axes in the hands of other entities
i keep getting a failed to load spawn rules content log every time i try loading into my world and now my mobs arent spawning
but literally i dont know what went wrong
Can you show the error
Heya can some one help me i want to make entity like zombie but cant transform to drawned or being a baby zombie
You can use the vanilla entity file for the zombie
hi there, is it possible to make a entity to glide instead of fall?
Give slowfall?
how do I have an animation "drag" a bit? (so the tail moves according the the movement but its a little behind)
"runtime_identifier: minecraft:chicken" this could also work to slow a falling entity so it can glide
feed the animation query.modified_move_speed
that worked
next I'd use a math.clamp if it's idles or something. So when not moving they still play but slower.
"idle_1": "math.clamp(query.modified_move_speed, 0.5, 2)"
}```
can I have an entity that can walk on land(i guess) but it can fly and swim(the important part) I have a custom axolotl with wings
No, you can make a scaled animation frame for the rightitem group with a zoom value of 0
thank you for your help
Sure but it's a pain to do.
oh?
If you want it to be fast in the water and on land then you'd have to create special events to be triggered by environment sensors
it kinda worked, but can I increase the horizontal speed? so it can glide like an elytra?
is it possible to make custom emotes as part of a mod or do you have to buy them through the marketplace?
u can do ur own using forms (scripting), making animations, and with an item or command, open the emotes menu
is there a guide somewhere on how to do them through the emotes menu?
or just the file location so I could replace a vanilla emote
nether spawns dont work right?
"minecraft:in_air": {
"minecraft:movement": {
"max": 0.25,
"min": 0.25
},
"minecraft:environment_sensor": {
"triggers": [
{
"event": "go_land",
"target": "self",
"filters": {
"test": "on_ground",
"operator": "=="
}
}
]
}
},
"minecraft:is_on_ground": {
"minecraft:movement": {
"value": 0.25
},
"minecraft:environment_sensor": {
"triggers": [
{
"event": "go_air",
"target": "self",
"filters": {
"test": "on_ground",
"operator": "!="
}
}
]
}
}
this should sorfof work otherwise just experiment
Working on these at the moment.
Was a pain with no furnace texture or model in the sample resources.
So had to make a custom one.
The extended one can sit a player in the back or a mob.
The extended one with a lowered front and smoke stack is just me messing around.
Made the behavior file for it but have to test them later after work.
How can I stand on top of a dumpster entity? its collision box is already set to 2 blocks wide on the BP.
"format_version": "1.8.0",
"minecraft:entity": {
"description": {
"identifier": "vvelha:cacamba_entulho",
"is_spawnable": true,
"is_summonable": true,
"is_experimental": false
},
"components": {
"minecraft:type_family": {
"family": [
"furniture"
]
},
"minecraft:scale": {
"value": 1.0
},
"minecraft:collision_box": {
"width": 2,
"height": 1
},
"minecraft:physics": {},
"minecraft:pushable": {
"is_pushable": false
},
"minecraft:health": {
"value": 1,
"max": 1
},
"minecraft:knockback_resistance": {
"value": 999,
"max": 999
}
},
"component_groups": {},
"events": {}
}
}```
Add stackable to the player in a CG.
oh great but what´s a CG? made me think about CGI 😄
Component group
oops did not work... I did it like this:
"minecraft:stackable": {},
"minecraft:type_family": {
"family": [
"furniture"
]
},```
Which is NOT what I said to do is it
oh to the player okeeyyy hee
Thats also NOT in a CG
ah ok, no biggie for now... I´ll get to it in another time 😎 I think it´s gonna be one of those complicated time consuming things, and for now I´m just too busy adding some more cool stuff
ok. it's like 4 steps, add a CG to player, put stackable in it. Then add event to add the CG. Use /event entity that CG to turn it on.
im running into an issue, i have a dummy entity ride the player to help emit a particle. The particle works and moves with the player as intended, but it disappears when the player sprints or sometimes jumps? I am using the "parrot_tame" family group on this dummy entity to help position the entity on the player
how can I have an entity change sizes based off how much space it has to move around in?
give the entity a temp model so you can see what's happening, with my experience the runtime_identifier of parrot is the only way I found to allow the entity to be kicked off so I don't know what's happening to it
Do behavior.ram_attack and behavior.leap_at_target only work for the goat and spider runtime identifiers?
*edit ram attack does seem to work for other entities. However I'm noticing my mob turns around and runs the opposite or random direction when it uses the ram attack, but it does follow normally using the behavior.delayed_attack or behavior.melee_attack
odd.
I've never tried it before it was an idea. So maybe thats just how it is
It means it unrides the player
I'd try to add {
"minecraft:conditional_bandwidth_optimization": {}
}
When a rider unrides a player it's offen because the collision boxes overlap. So maybe try making a smaller collision box or turning off collision
No it doesn't
I'll try it out. Thanks 🙏
Nope
Collisions are probably bugging each other out
Like how Cyber says, I need to test
i added the components and removed collision. Doesnt seem to work. Is there a way to prevent this entity from being dismounted?
Did you get an answer to this? I'm trying to do the same thing and haven't had any luck.
No 😦
how to make the player bounce?
https://bedrock.dev/docs/stable/Entities#minecraft%3Aprojectile
why is there no on_hit here?
but there is an on hit here......
The website is outdated And inaccurate
You have to technically create your own notes for documentation. That's what I did
How do I summon a wolf with an on-tame condition from the owner who did /spawn?
read this
Hello, good morning everyone, could someone help me solve some problems in my addon, I don't understand why it doesn't work.
whats the problem
I will send you a message
hi there, so if I have a ridable entity with 2 seats, is there someway to only allow the seat 0 to have access to the inventory of the ridable entity?
No not really
I ended up using the following code, it makes the entity notice the player from pretty far away. I haven't tried getting more range than this though. This should be put in your <entity>.json components object. Let me know if it works for you.
"minecraft:follow_range": {
"value": 64
},
"minecraft:tick_world": {
"distance_to_players": 128,
"never_despawn": true,
"radius": 2
},
"minecraft:behavior.nearest_attackable_target": {
"priority": 9,
"must_see": false,
"reselect_targets": true,
"within_radius": 64.0,
"entity_types": [
{
"filters": {
"test": "is_family",
"subject": "other",
"value": "player"
},
"max_dist": 64
}
]
}
how do I have an entity transform into another entity and keep/add components?
Is there a way to play a sound during an entity event? I have a sequence that triggers with a percent probability on_hurt for my entity to go berserk. When it goes berserk, I want it to play a sound. Is there something like "play_sound" that I can put in alongside "add": { "component_groups"... }?
You can't put that in component groups
You need to put tha in events
Which you need to use commands cause afaik there's no play_sound thing
You can correct me if I'm wrong guys
Is there a way to add a variable in entity behavior that an animation controller can read?
Entity properties
You could use properties
Depending on the type of variable you can set it as an integer, Boolean or even a string
I think there's another one but forgot
This is a snippet from the bee behavior file
{
"format_version": "1.20.60",
"minecraft:entity": {
"description": {
"identifier": "minecraft:bee",
"spawn_category": "creature",
"is_spawnable": true,
"is_summonable": true,
"properties": {
"minecraft:has_nectar": {
"type": "bool",
"client_sync": true,
"default": "query.had_component_group('has_nectar')"
}
I use it a lot when creating several entity variants
You can also query scoreboard and just fake it.
Trying to find how to trigger commands from events.
Is there a page with everything that can be triggered in an event? Like add, remove, sequence, randomize, etc? I see those mentioned on various pages, but no page that just lists them all.
how do I have an entity endlessly target one player and no matter where you go it will find you?
Do something like this
"add": {},
"queue_command": {
"command": ["say Hello World"]
}```
I´m like checking out some skin tones (and choossing between the best) to use on my MC (entity) skins... good ay?
how do I have an entity with a long neck look around using the full long neck and head?
How can I increase an entity's hit box when it takes damage?
Put the collision or hitboxes in a CGs with different sizes and swap them out on damage with events or a BP AC.
I already did this but it doesn't work
Always remove before adding. Make sure none are in components and all are in CG's
The file I made looks like this
You're not using CG correctly.
What would it be like?
A CG is a way to toggle ON/OFF components.
That will not work if you have the component in components. As those are ALWAYS ON!
So right now if this was a light switch.
Your light switch doesnt' do anything because collision is also in compoents.
Your light is aways on.
It can NOT be turned off.
Instead REMOVE collision from components. and ONLY have it in CG's.
You need 2 CG
1 added on spawn.
1 added on damage
When you add a CG you ALWAYS ALWAYS ALWAYS REMOVE the previous CG you are deactivating first.
So
CG's
CG-Size 1
Collsion 1,1
CG-Size 2
Collision 2,2
Events
Entity Spawn
Add CG-Size 1
namespace:change_to_size2_ondamage
Sequence
Remove CG-Size 1
Add CG-Size 2
namespace:change_to_size1_reset
Sequence
Remove CG-Size 2
Add CG-Size 1
"component_groups": {
"test:test": {
"minecraft:movement": {
"value": 0
}
},
"test:test2": {
"minecraft:movement": {
"value": 1
}
}
}
"events": {
"test:test": {
"add": {
"component_groups": [
"test:test"
]
}
},
"test:test1": {
"add": {
"component_groups": [
"test:test1"
]
}
}
}
Pretty much looks like this.
You need to add 1 on entity spawn and you must remove the one you are deactiving in the event before adding the new one.
[Molang][error]-charles:axolotl_dragon | charles:axolotl_dragon | controller.render.axolotl | Textures | friendly name 'texture.meme' not found in entity friendly name list (texture.blue:texture.wild:texture.cyan:texture.gold:texture.lucy) - check your spelling? "what does this mean?"
All textures must be defined in the RP entity file and in the RC. You are missing some of them.
It depends on what you're trying to add cause in the case I just gave above, it's just overwriting the previous component which you don't need to but some needs it.
Not all components can be updated. Some will give random results. Some just wont work. So while a few mights its not a good SOP and IME will cause you to waste alot of time when you find those components that don't update or overwrite well or at all.
Someone tested most of them a while back and found lots of issues and random results.
So I try and always teach good habbits. Always remove compoents before adding new ones.
what materials should i use if i want to make an entity transparent and emissive at the same
Additive?
yeah i managed to do it thanks
are there ways to remove side effects from entities with a runtime boat identifier?
such as destruction with one attack when the player is in creative mode
Runtime identifiers
Is there any examples of filters in projectile entities?
?
it is not dedicated enough to be challenging
So, I got my sitting and riding mechanic working, but it's using a state machine kind of system where crouching and right-clicking will switch states from ride mode to sit mode. I want it so that players will be able to sit them down by sneak-interacting and ride them by interacting with them normally. How can this be done?
what material did you people use on your geo.json?
Please dont ignore
well
- u don't elaborate
- there are 4 files, we don't want to see 4 files with no information
we don't know what's also wrong there
lmao
debug it first by yourself and pinpoint the file that causes the issue
or use the console errors and send it here
bruh
Funny thing @gloomy hemlock he always say this.
Imma try searching mine
What the hell....
maybe the json comments xd
How do I generate a random number of experience balls with minecraft:spawn_entity component?
I have this error : friendly name 'material.default' not found in entity friendly name list (<none specified in the entity?>)- check your spelling ?
but it doesn't have any error of spell
How do I correct it ?
is there a way to give a villager the equippable component? i tried giving them armor through scripts but it throws an error
take this and add the component
obviously but how do i add the component …. can’t find anything related to it anywhere
cause i assumed a player would have it but i cant find anything like mineraft:equippable on it
Did you check the docs?
I need help to make this thing more aggresive and unstoppible
So was working on my furnace minecart for my minecart update addon.
I have been having the issue of the model being invisible with a shadow on the ground where it should be. And then the oddest part to me is the fact that the player can interact with it and ride it but its behavior is like that of a horse or mount.
Even having it's own orange hearts on the left side.
I used the vanilla minecart resource to create the files needed.
The behavior file is a perfect match to the minecart with just the names being changed as expected.
I also used the minecart.v1.geo.json model as a base and just added the furnace and textures.
When I open the model in block bench it seems fine.
It's just very odd.
I have this error : friendly name 'material.default' not found in entity friendly name list (<none specified in the entity?>)- check your spelling ?
but it doesn't have any error of spell
How do I correct it ?
hi there! what does the color on render controller of a horse? json "color": { "r": "variable.armor_texture_slot ? query.armor_color_slot(1, 0) : this", "g": "variable.armor_texture_slot ? query.armor_color_slot(1, 1) : this", "b": "variable.armor_texture_slot ? query.armor_color_slot(1, 2) : this", "a": "variable.armor_texture_slot ? query.armor_color_slot(1, 3) : this" }
anybody know how to create render_controllers?
Most of us. Its a basic part of addon dev. Have you read the wiki?
How do you make a mob head look at the closest player ?
i think i figured it out but it doesnt seem to drop the equipped items on death
is there some sort of change i need to make to add support to that or
nvm i didnt figure it out
zombies have
"minecraft:equipment": {
"table": "loot_tables/entities/basic_zombie_equipment.json"
}
this
Is there any way to get the minecraft:color component to work with non vanilla mobs
Documentation says it only works for vanilla, but just curious if there's any possible use for it
In the animation added query target maybe
Anyone know what the conversion of query.ground_speed to minecraft:movement is?
ex a zombie has
"minecraft:movement" of
"minecraft:movement": {
"value": 0.23},
What does 0.23 translate to in terms of query.ground_speed?
Can i get help with making a large scale mob overhaul addon
I know little of coding but i have big ideas and roadmap, and im able to do textures and models
My ultimate desire with an entity is: right click it, be able to choose to press a number and based on that input switch that npc to another one.
Then at the same time my player texture changes to a png with nothing drawn in (invisibility texture) and the former npc gets killed. After the new npc animation is over or if I press a button all switches back to how it was (new npc gets killed and former npc spawns back) - wonder if all that is possible with scripting (as it may be the only way to do all that)
A better alternative (just thought of it) is that the switch to different npcs can occur based on what I am holding (item) that seems more matching to how the game is coded
I got
"component_groups": {
"jean:v2": {
"minecraft:skin_id": {
"value": 2
}
},
"events": {
"jean:v2": {
"add": {
"component_groups": ["jean:v2"]
}
},
and I do
video.triggerEvent("jean:v2");
I get this error
Can you maybe help you already did it
Is video even defined at all?
Is it possible to filter entity spawning on the is_daytime filter?
Hi everyone , can I ask how to constract code to be able my entity sleep in the night or day time,, 😊 thank you ....
What is the folders hierarchy for minecraft model and for moving head
I mean docs do exist tho 🤷
How to constract behavior sleeping at night
Entity sleep at night?
Check villager file
#1251749362736824370 message
Thanks but someone send me already construct thank you
How do I define it? As an property?
What are you trying to do originally?
change the skin texture with triggerEvent
I got the render controller setup to work I think
im not sure couldn't test it as it always said event not defined
How you want to set it?
skinId
Is it player?
Nono in scripts
entity.triggerEvent("jean:v2");
v2 meaning second skin
theres also v1 and the others
That's setting what I mean how you want to trigger the setting, sneaking jumping bla bla
Player?
nope its an custom entity
K wait
if you want we can get into a call and I can screenshare my current code
system.runInterval(() => {
for (const dimension of [ 'overworld', 'nether', 'the_end' ) {
for (const entity of world.getDimension(dimension).getEntities()) {
if (entity.typeId === '<custom id>') {
entity.triggerEvent('jean:v2');
}
}
}
});```
nono wait lol
It looks like this for example
thats not the issue
But the issue is that video isn't even defined at all
how do I define it
@patent heath you said this.
this is what I got.
I literally give you sample
Can you send your scripts?
I already have that and it give me that error
ye
import { world } from "@minecraft/server";
const video = world.getDimension("overworld").getEntities({ type: "jean:video" })[0];
video.triggerEvent("jean:v2");
Hmm, send the entity file
The scripts looks fine
anyone know?
how do you make an entity solid ?
In the player add stackable in a CG, add that with an event.
Add stackable to the entity
Yo guys whats the opposite of the "has_tag" filter?
Like when a target doesn't have a tag
value empty?
Ig ima give it a try then
Filters can use operators btw. So you can use !=. Though if youre trying to test if it doesnt have a tag at all i dont believe thats possible
"all_of":[ { "test":"has_tag", "value":"safe" }, //repeats for every team { "test":"has_tag", "subject":"other", "value":"" } ]
I copied it lol
do you get a content log error for that
I haven't tried it
You can also use a command if you need to /execute at @s[tag=""] run say hello
I wanna test if they dont have the tag i specified
Basically "safe"
Then use the != operator
https://bedrock.dev/docs/stable/Entities#has_tag take a look at the example section 🙂
"filters": {
"all_of": [
{
"test": "has_tag",
"value": "ship_voice_female",
"subject": "self",
"operator": "!="
}
]
}
}```
It should be in your IDE's autocomplete already.
Personally I do everything in the autocompletes for each thing to learn them
never heard of it
Personally I'd use bridgev2 on mobile. If you don't have syntex and auto complete you are at a massive disadvantage. As I can at any time see all the options for every field, which components can be used for which version and many many many more features.
When I was trying to do this in strait code my errror and failure rates where easily 20% of the time. Vs now it's 0.01% with a good IDE.
MC says: [Entity][error]-entity/picoleteiro.json | minecraft:client_entity | description | animation_controllers | animation_controllers | unknown child schema option type. Allowed types: 'array'
when my entity json is: ```{
"format_version": "1.8.0",
"minecraft:client_entity": {
"description": {
"identifier": "vvelha:picoleteiro",
"materials": {
"default": "skeleton"
},
"textures": {
"default": "textures/entity/npcs/picoleteiro"
},
"geometry": {
"default": "geometry.picoleteiro"
},
"scripts": {
"pre_animation": [
"variable.tcos0 = (Math.cos(query.modified_distance_moved * 38.17) * query.modified_move_speed / variable.gliding_speed_value) * 57.3;"
]
},
"animations": {
"parado": "animation.picoleteiro.parado",
"caminhando": "animation.picoleteiro.caminhando"
},
"animation_controllers": {
"controller.animation.picoleteiro": {
"initial_state": "parado",
"states": {
"parado": {
"animations": ["parado"]
},
"caminhando": {
"animations": ["caminhando"]
}
}
}
},
"spawn_egg": {
"base_color": "#FFFFFE",
"overlay_color": "#990101"
},
"render_controllers": [
"controller.render.skeleton"
],
"enable_attachables": true
}
}
}
and my animation controler is: ```{
"format_version": "1.10.0",
"animation_controllers": {
"controller.animation.picoleteiro": {
"initial_state": "parado",
"states": {
"parado": {
"animations": ["animation.picoleteiro.parado"],
"transitions": [
{
"caminhando": "query.is_moving == true"
}
]
},
"caminhando": {
"animations": ["animation.picoleteiro.caminhando"],
"transitions": [
{
"parado": "query.is_moving == false"
}
]
}
}
}
}
}
Try this client entity
{
"format_version": "1.10.0",
"minecraft:client_entity": {
"description": {
"identifier": "vvelha:picoleteiro",
"materials": {
"default": "skeleton"
},
"textures": {
"default": "textures/entity/npcs/picoleteiro"
},
"geometry": {
"default": "geometry.picoleteiro"
},
"scripts": {
"pre_animation": [
"variable.tcos0 = (Math.cos(query.modified_distance_moved * 38.17) * query.modified_move_speed / variable.gliding_speed_value) * 57.3;"
],
"animate": [
"controller"
]
},
"animations": {
"parado": "animation.picoleteiro.parado",
"caminhando": "animation.picoleteiro.caminhando",
"controller": "controller.animation.picoleteiro"
},
"spawn_egg": {
"base_color": "#FFFFFE",
"overlay_color": "#990101"
},
"render_controllers": [
"controller.render.skeleton"
],
"enable_attachables": true
}
}
}
and this animation controller
{
"format_version": "1.10.0",
"animation_controllers": {
"controller.animation.picoleteiro": {
"initial_state": "parado",
"states": {
"parado": {
"animations": [
"parado"
],
"transitions": [
{
"caminhando": "query.is_moving"
}
]
},
"caminhando": {
"animations": [
"caminhando"
],
"transitions": [
{
"parado": "!query.is_moving"
}
]
}
}
}
}
}
omg it worked!! ❤️
I was in panic mode because my entity had even become invisible - ty so much! I was using chatgpt to help me out hahahah - it did however kinda helped on some stuff though
There is the behaviour “look at player” but this turn the head on 2. Axis horizontal and vertical
I want to turn the head just on the horizontal axis and the vertical axis to be invisible on the model
I also want the body to be fixed
How can I have this
?
Send me your rp/entity
And bp/entity
Anyone ever made a custom entity that only spawns in villages? Can’t find spawn rules for villagers or iron golems
I found solution to make it turn just on y axis but I can't find how to make the body not move
here :
So I have a "spawn protection" thing that just turns off damage if they both have the same tag, but it only works for attacking and not sharpness, fire aspect, etc.
"minecraft:damage_sensor": {
"triggers": {
"on_damage": {
"filters": {
"any_of": [
{
"all_of": [
{
"test": "has_tag",
"value": "spawn"
},
{
"test": "has_tag",
"subject": "other",
"value": "spawn"
}
]
}
]
}
},
"deals_damage": false
}
},
it doesn't deal damage on punch, but with a sword it does
a sword with fire aspect, actually
sharpness doesn't deal damage
I cant seem to find the evoker fang behavior file