#Entities General

1 messages · Page 8 of 1

lunar lynx
#

In functions

jade quiver
#

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?

vagrant forum
#

hey, did you ever figure this out please?

knotty patio
#

How do you set a custom animation for emerging

obtuse wave
#

is it possible to make entities emit light without using light blocks?

wanton dune
#

You really need to use light blockqq

obtuse wave
#

hmmm, thanks

muted gazelle
#

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?

wanton dune
#

Make the entity knockback the player at radius of 1.

muted gazelle
wanton dune
wanton dune
# muted gazelle Is that the minecraft:behavior.knockback_roar component?

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
        }```
muted gazelle
wanton dune
keen creek
#

"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.

quartz steeple
#

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

wet oxide
#

How can I make an entity's equipment visible?

golden vigil
#

Set enable_attachables to true in the client entity file

golden vigil
#

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.

golden vigil
#

Thanks

cloud creek
#

Is there any application to set custom hit easier

#

The hitboxes

wanton dune
#

there is plugin called Hitbox + Seat Position

cloud creek
wanton dune
fast kraken
#

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

wanton dune
#

If you try to use container inventero and put slot that accepts specific items only it would sucks the items and disappear

#

Lmao

fast kraken
#

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

wanton dune
#

Cause you can do it before but sucking the item or it disappears

timber wolf
#

@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?

kind charm
#

No

timber wolf
kind charm
#

Animated textures will only occur if you're close enough, be too far away and the LOD system kicks in making your block static

fast kraken
#

Is there a way to make an entity not attack specific players?

#

The player list can change at any time

radiant field
fast kraken
#

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

radiant field
fast kraken
#

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

restive jasper
#

How to make my entity immune to explosions?

ruby cape
#

@restive jasper try the damage sensor component and null out the explosion damage with the filters

solar cliff
#
      "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

wanton dune
solar cliff
# wanton dune 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

solar cliff
#

it doesn't remove them when it hit blocks. I tested with

world.afterEvents.entityRemove.subscribe((event) => {
    console.warn(event.typeId)
})
wanton dune
solar cliff
#

yeah that was the solution, thanks. didn't realize I could just be checking all this from script api

wanton venture
#

How can I delay the call of an event in the event itself?

warm tendon
#

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

untold viper
#

why this happens?

#

i have animations defined in entity file

untold viper
#

Hmm\

#

Now they just dont work

#

No errors

quiet ore
#

Does regional difficulty exist on bedrock?

sterile rivet
#

How can I disable the player pvp when he has tag nopvp with damage sensors?

safe drum
sterile rivet
safe drum
#

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

untold viper
#

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

distant sky
#

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.

sterile rivet
fast kraken
reef oyster
#

Question, is there a way to allow entities to be picked up like how fish and axolotls can be picked up with buckets?

kind charm
reef oyster
kind charm
# reef oyster 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

barren creek
#

a couple chonkers sitting

kind charm
#

Ooh

#

Very nice

barren creek
reef oyster
#

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.

distant sky
#

you would just have to remove the bucket component group after it spawned and then add the one for the chicken behavior

distant sky
languid sentinel
#

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

reef oyster
languid sentinel
proper ravine
#

Is it possible to make custom dyeable armor?

safe drum
safe drum
proper ravine
#

aight

lofty citrus
#
{
  "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

reef oyster
languid sentinel
reef oyster
languid sentinel
#

I dont think I see anything odd there. what about the render controllers?

reef oyster
languid sentinel
# reef oyster

the 'T' in texture.warped ain't capitalized like the rest

reef oyster
languid sentinel
drowsy swift
#

sup guys

reef oyster
drowsy swift
#

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

languid sentinel
# reef oyster

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

reef oyster
languid sentinel
reef oyster
languid sentinel
#

are you using the appropiant filter test? try replacing is_biome with has_biome_tag

languid sentinel
reef oyster
visual orbit
#

how do i change the player health value?

reef oyster
visual orbit
#

i tried this

visual orbit
#

not work

#

idk what i doing wrong

reef oyster
#

you need to make a new world from my expirience for changes to player.json to be in effect.

visual orbit
#

let me try
it work, thxs bao_mob_t_hoglin

languid sentinel
languid sentinel
languid sentinel
#

nope, this one would check every tick

drowsy swift
languid sentinel
drowsy swift
#

thanks but i already did it, so ty

quiet ore
#

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?

cinder socket
blazing galleon
#
            "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...

torpid crown
#

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

reef oyster
winter olive
barren creek
#

what do you guys think of this entity

quiet ore
#

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 😦

quiet ore
quiet ore
wanton dune
languid sentinel
lofty citrus
#
"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.

quiet ore
wanton dune
lofty citrus
wanton dune
#

Wait I misunderstood sorry

lofty citrus
#

it still attacks me

#

is fine

wanton dune
#

Try putting is_family

lofty citrus
barren creek
#

can you force a player to ride an entity somehow? I'm wondering how I could get a player grab attack working

wary radish
barren creek
wary radish
barren creek
barren creek
wary radish
#

or you use @p, which can sometimes get the wrong player

barren creek
#

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?

wary radish
#

Yes, you call the event on the player when it is attacked by your entity

barren creek
#

is there a way better than using "@p"

wary radish
#

Don't forget to give the player back the ability to walk if it kill the entity or stop riding it

wary radish
barren creek
#

yeah

#

is it already targeting me without having to specify?

#

I've never added an attack sorry if im asking dumb questions

wary radish
#
"events": {
  "on_attack": {
    "queue_command": {
      "command": [
        "ride ...",
        "inputpermission ..."
      ],
      "target": "other"
    }
  }
}

target other must get the attacked entity

barren creek
#

soooolid

wary radish
#

so you can use @s

barren creek
#

and this would run every succesful attack?

#

yeah right

#

you're al ife saver my dude

#

a life

wary radish
#

No problem, I think on_attack in behavior.melee_attack only happens on successful attacks

barren creek
#

sweet! just wondering cause i'll probably add a chance for it to just attack the player normally

barren creek
#

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?

dusk tendon
#

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

barren creek
#

"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"
    }
  },
dusk tendon
#

Yea

barren creek
#

this what I have and it doesnt throw errors or work though

#

he just attacks me

dusk tendon
#

Change "target": "other" to "target": "target" maybe

wary radish
#

@e[type=enders:eyeless,c=1]

barren creek
#

i can run the event successfully

#

if that helps

#

with commands

#

but it still does nothing

#

i added c=1

wary radish
#

Did you put the event in events or inside the component?

barren creek
#

its under events

dusk tendon
#

what about target target

barren creek
#

that didnt work either

#

but it was stable

dusk tendon
#
      "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?

barren creek
#

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

wary radish
#

c=1 is required if there is more than one entity

barren creek
#

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

wary radish
#

You can use /say test to see if the event works

barren creek
#

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

dusk tendon
# barren creek 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

barren creek
#

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

torpid crown
torpid crown
barren creek
#

its in the behavior file

torpid crown
#

thanks

#

im a super noob at this lol

dusk tendon
#

Did it?

barren creek
#

you need to use target

#

in the event

#

but i should have it in a second

dusk tendon
#

Yay

barren creek
#

thanks you guys

#

im so hppy

#

happy

#

turned out pretty good just gotta figure out how to make him attack me

dusk tendon
barren creek
#

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

dusk tendon
#

Go to the person's profile and press "send friend request" or something

#

If that's what you mean

barren creek
#

yessir thank you

last chasm
#

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

last chasm
#

Okay thank you

last chasm
#

The inventory still not showing

fast kraken
# last chasm 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
}

last chasm
last chasm
fast kraken
last chasm
frank lantern
#

is there a score property yet in player jsonm?

violet vector
#

is there a way i can toggle armor visibility through scripting

dawn coyote
#

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?

safe drum
#

if ur talking about armor hud, its only possible with json ui

violet vector
#

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

fast kraken
distant sky
#

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?

torpid cove
#

Only works in resource packs

fading elm
#

How to make charged creeper drop item?

#

Custom item

distant sky
torpid cove
#

Then it doesn't work at all

distant sky
solar jungle
#

my ambient sound isnt moving

fading elm
#

How to make charged creeper drop a custom item?

wanton dune
#

Or the entity JSON of the creeper

reef oyster
#

is it possible to have two of the same mob doing a social animaion like in jwe2?

bronze sorrel
#

Help

#

Why doesn't knockback resistance worl

#

I set the value to 1 and it still takes kb

quiet ore
#

Should the mount have behavior.mount_pathing or the mob riding have it?

quiet ore
#

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

wanton dune
#

Guys it possible to make an entity don't have collision like an item but the entity is still in the world.

reef oyster
wanton dune
reef oyster
#

"minecraft:physics": {
"has_gravity": false,
"has_collision": false
},

#

found on vex

wanton dune
#

So in short you can't make entity have no selectable collision, like you can't...

reef oyster
#

"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

wanton dune
wanton dune
raven wadi
quiet ore
#

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.

dawn coyote
#

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?

reef oyster
#

how to I have parts of a entity not appear or appear depending on what compont groups the entity has?

quartz heron
#

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

halcyon pawn
#

can you use entity properties on filters?

wanton dune
nova plume
#

how to cancel all damage except "none" ?

wary radish
# nova plume 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
    }
  ]
}
nova plume
wary radish
#

and also suicide damage type was changed to self_destruct

nova plume
violet vector
#

Can part of an entities' texture be translucent?

nova plume
wary radish
nova plume
wary radish
#

Ok

nova plume
dawn coyote
#

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

heavy wraith
#

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.

wanton dune
#

Also did you use the component minecraft:nearest_attackable_target?

kind charm
#

I don't think that's possible, ,they can only attack other entities

heavy wraith
#

I did use the "minecraft: nearest_attackable_target"
Used is_block and then block then operator == and then "minecraft: lightning_rod

heavy wraith
#

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.

wanton dune
heavy wraith
#

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

kind charm
cinder socket
kind charm
rigid kiln
#

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?

sleek kettle
#

Could somebody help me out with entity sensors?

#

I have a page about my problem in the Entity help forum

barren creek
wanton dune
barren creek
#

Yeah you can call events with the balloonable component

bronze sorrel
#

How can I make a entities name tag visible even when the player is not looking at the entity

wanton dune
bronze sorrel
#

How can i make an entity immune to damage

wanton dune
#

learn to read docs.... but here

"minecraft:damage_sensor": {
    "triggers": {
      "cause": "all",
      "deals_damage": false
    }
}```
bronze sorrel
#

"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

wanton dune
bronze sorrel
#

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
                }
            }
        },
wanton dune
bronze sorrel
#

Oh wiat it does trigger

#

It's just to weak

fading elm
reef oyster
crimson yarrow
#

Anyone know how to change the direction of the axis of a cube without having to rotate it in any way?

reef oyster
#

does anyone know how to have a entity put the thing it's attacking on fire?

barren creek
#

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

ruby cape
#

any methods on spawning a tamed vanilla entity?

dawn coyote
#

hi, another question regarding taming, can a mob tame another mob?

gloomy hemlock
#

no

dawn coyote
#

is there I way to test/filter the mob that have spawned another mob?

warm tendon
ruby cape
#

Like skeleton

warm tendon
#

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

ruby cape
#

🤔

#

Okay I'll give that a try

wanton dune
#

Which is cool and pretty funny

ruby cape
reef oyster
#

how do I get this thing to stop freezing entities and "laging" the game

ruby cape
reef oyster
ruby cape
reef oyster
ruby cape
reef oyster
ruby cape
reef oyster
ruby cape
#

I mean idk tbh. Maybe Minecraft can't handle that scale of a model?

#

Try reducing your render distance?

dense citrus
#

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?

kind charm
dense citrus
#

Ah

#

Is there no way to stop this?

#

Without spawning another entity

kind charm
#

Not sure, but likely you can't

wanton dune
dense citrus
#

Ah, I see. Thank you nonetheless.

#

I was planning for a tamed creeper with repeating explosion

#

Not a one time kill thing

#

Hmmm

kind charm
dense citrus
#

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

kind charm
dense citrus
#

how do I make the tamed creeper immune tho

#

hmmmmmmm

kind charm
#

Add a damage sensor that gets added when its tamed that makes it immune

dense citrus
#

aaa

#

Ok

#

Sounds like a lot of work, but start sooner, finish sooner I guess.

#

I also has to avoid changing the vanilla creeper....

stark scroll
#

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

warm tendon
#

Job blocks are harcoded sadly

stark scroll
#

Damn

crimson yarrow
#

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.

barren creek
#

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

solar jungle
#

why is my patrol followers not attacking what the captain is attacking

dense citrus
#

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.

dense citrus
#

Can someone give me an example for a damage sensor entity component that disables entity explosion damage

#

Ide bridge is lacking

#

😔

reef oyster
dense citrus
#

Ey, thank.s

reef oyster
#

the projectile is not doing anything other than being lunched and dealing damage and I don't know how to fix this

reef oyster
#

please help I realy don't know what needs to be changed.

heavy wraith
#

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.

kind charm
heavy wraith
#

@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!

pliant oak
#

why does the inventory of my custom entity is titled Unknown despite giving the entity a name in the a .lang file?

reef oyster
rancid ivy
#

How do i make a sparkling spot texture like the warden

reef oyster
violet vector
#

how can i change a entity's texture based on tags

pliant oak
violet vector
pliant oak
#

are you giving the entity tags with command blocks?

pliant oak
violet vector
#

Thank you

violet vector
pliant oak
#

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

violet vector
#

Alr

prisma sentinel
#

how do i turn the balloons tga file into a png?

dawn coyote
#

hi there, is it possible to execute events from the client animation controllers like we do from the server side?

wanton dune
#

Tga to png.

reef oyster
#

[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?

prisma sentinel
reef oyster
#

how does the animations for the enderdragon work?

quiet ore
#

Is it possible to access dynamic properties in components?

torpid cove
#

No

rancid ivy
#

im trying to do that but it doesnt work

#

i want it to go from dim to glow but in a smooth transition

quiet ore
#

Is it possible to pass a variable from scripting API to a component?

torpid cove
#

Yes

pliant oak
quiet ore
#

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?

hearty hatch
#

is there a way to disable 3D audio while maintaining attenuation for an entity's damage sound?

sleek kettle
#

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

quiet ore
#

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.

reef oyster
#

how do I have a flying entity pick up other entities simular to how boats and minecarts work?

sleek kettle
#

and specify which entities can ride it

reef oyster
#

I did this but it's not pulling in my custom entities

sleek kettle
#

is it pulling in the player?

#

if so, your problem may be the custom family type

reef oyster
solar jungle
#
"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

sleek kettle
reef oyster
sleek kettle
#

is it fine if I dm you?

reef oyster
trim rover
#

where to get list of entity components

reef oyster
#

how does "minecraft:custom_hit_test" work?

pliant oak
#

how do i change the death animation of an entity?

kind charm
pliant oak
#

That simple?

pliant oak
#

wait, what if i link an empty animation controller to the entity? will it overwrite the default death animation?

quiet ore
#

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

quiet ore
#

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

kind charm
quiet ore
#

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 😩

dawn coyote
#

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"] },

quiet ore
safe drum
#

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?

quiet ore
# safe drum How to make that, when your hitting any entity with a specific sword, the entity...

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

A reference document detailing the 'damage_sensor' entity component

safe drum
wanton venture
#

Yes it can

pliant oak
wanton venture
#

That means you did something wrong

pliant oak
#

i also tried to apply the animation in scripts/animate as well but the result stayed the same.

pliant oak
#

the other animations work.

wanton venture
#

It doesn't looks like you even tried to follow the tutorial

pliant oak
#

is it really not possible?

wanton venture
#

Do you want to play a custom death animation yes?

pliant oak
#

yes

wanton venture
#

Follow the tutorial you was given

pliant oak
#

i am confused

wanton venture
#

What are you confused with?

pliant oak
#

we are talking about this right?

wanton venture
#

Yes, that's the page

pliant oak
#

what did i do wrong lol?

wanton venture
#

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

pliant oak
#

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]

wanton venture
#

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

pliant oak
wanton venture
#

The answer is "Yes, you can, follow these steps to do so"

pliant oak
#

and the workaround (tp the entity to the void) is what i was originally using

wanton venture
#

And what is your issue now?

#

I don't know at what point you are

pliant oak
#

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

wanton venture
#

You don't have to do that

#

You can just replace the vanilla death animation with your own

#

That wiki page says how

pliant oak
#

oh, so that's the key part? i cancel the death of the entity, play my animation, and despawn it instead?

wanton venture
#

Correct

pliant oak
#

still sad

wanton venture
#

Cancel vanilla death > play your own > Despawn it

pliant oak
#

i want the entity to die

wanton venture
#

There's no visual difference

pliant oak
#

it has an inventory which i want dropped

wanton venture
#

I had no issues with loot but idk 🤷‍♂️

pliant oak
#

how do you make it drop its inv?

wanton venture
#

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

pliant oak
#

the items stored within the entities container =/= loot

wanton venture
#

Is it dropped when dying?

wanton venture
pliant oak
#

where do you set that?

wanton venture
#

In the health component

pliant oak
#

that's convenient, it will look and function the same as a death animation.

wanton venture
pliant oak
#

i set it to 1 but the entity still died

pliant oak
#

i know, but wasn't the entity supposed to stay alive, so i can proceed to the next step?

wanton venture
#

Did the entity died as in despawning of the world?

pliant oak
#

it died just like the cow in the video

wanton venture
#

Then you probably did something wrong

#

The component is minecraft:health

pliant oak
#

oops

pliant oak
wanton venture
#

Glad I could help

wanton dune
#

Wait, can you cancel fatal death using damage sensor or nah?

cinder socket
#

you can

wanton dune
cinder socket
#

very sad times

kindred ferry
#

is it possible to overwrite vanilla spawn rules?

wanton dune
ruby cape
#

Any way of replicating the beam from the guardian?

#

For the player?

cosmic crown
#

How do I prevent the damage from the fire aspect enchantment to the player?

night tiger
#

does anyone know what happens if you set two behaviors to be the same priority? Does it randomly choose between them?

cosmic crown
night tiger
#

I'm having a hard time finding the damage cause list rn but you should be able to google for it

cosmic crown
#

Thanks a lot.

night tiger
#

np

cosmic crown
#

@night tiger
¿So?

night tiger
#

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

night tiger
#

Is there an easy way to reset an entity's attack target?

barren creek
#

maybe remove the component

#

and re add it

#

the targeting component

marble yarrow
#

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?

unique dragon
#

what's additional_slots_per_strength

raw talon
#

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"
                    ]
                }
            },
untold viper
#

is there a limit on the amount of entity's textures?

raw talon
#

this chat is dead

barren creek
#

Dude waited 13 minutes to complain lmao

untold viper
raw talon
halcyon pawn
#

how do you use entity permutuations?

kind charm
halcyon pawn
#

damm

halcyon pawn
#

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 _

wary radish
ruby cape
#

How to spawn tamed entity?

sleek kettle
#

can anyone help me with overriding an attack?

quiet ore
#

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.

fleet mural
#

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

pliant oak
#

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.

warm tendon
#

Why do you need the entity to be inside a block?

pliant oak
#

reasons

warm tendon
#

I mean, I'm not entirely sure how you'd accomplish that, but there may be some alternative way to get what you want

pliant oak
#

i am using an entity to give the block an inventory, when i make the block solid, the entity gets pushed to the side

warm tendon
#

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

pliant oak
#

collision?

#

isn't that necessary to interact with the entity?

warm tendon
#

No

#

At least from my experience

#

You need a collision box, but you don't need it to have block collision

pliant oak
#

are collision box and collision different?

warm tendon
#

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
      }```
warm tendon
pliant oak
#

ah, gotcha

#

it worked thank you

fleet mural
#

Brb any of you know any solution to my problem

marble yarrow
#

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?

barren creek
#

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

reef oyster
#

how do I have a mob always spawn with frostwalker boots?

eager barn
#

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?

dawn coyote
#

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?

untold viper
#

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

sleek kettle
#

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?

reef oyster
#

how do I have a mob attack all players exept one (the one who named it)

eager barn
#

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!

kind charm
eager barn
#

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,```

eager barn
#

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?

eager barn
# kind charm I believe its just and object so `{}` and not `true`

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

fervent root
#

Is there a solution to the problem of black textures when entities are filled?

dawn coyote
#

hi there, what is the component that allows entities to move-up on blocks automatically like horses do?

barren creek
#

Variable max auto step i believe does that

dawn coyote
#

thx, got it

dawn coyote
#

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

reef oyster
#

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)

marble yarrow
#

Hey, is there any way to put face_dimming on entities?

#

(remove shading of the faces)

lime reef
#

bruh i have 3 permutations on the player what am i supposed to do now

kind charm
#

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

lime reef
#

i was already aware thanks to the tweet but still it's pretty annoying

dawn coyote
#

hi there, why when using minecraft:is_tamed with an entity it doenst use random_stroll anymore? it stay stopped and dont walk around

wanton venture
#

Sounds like a priorities issue

ember aspen
dawn coyote
#

no, it doesnt even have component to sit

ember aspen
#

Can you show the BP entity file for this entity?

dawn coyote
ember aspen
#

If a component doesnt' work, my first test is to move it to CGs and toggle it on/off

hearty hatch
#

Is there any way to make a moving entity play sound from its position continuously?
Trying to put a radio in a car.

ember aspen
#

change channel to UI

hearty hatch
ember aspen
#

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.

hearty hatch
#

Wdym attach it to a rider?

#

I haven't actually messed with any of the new mobs lately 😅

vestal anvil
#

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

ember aspen
#

I'm just giving options. I'm not saying they are good ones

hearty hatch
distant sky
#

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}
]
}
}

hearty hatch
#

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"
                        }
                    ]
                }
            }
        }
    }
}
warm tendon
distant sky
ember aspen
unborn pier
#

How to make the axe invisible in the hands of the vindicator without affecting the display of axes in the hands of other entities

finite plover
#

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

ember aspen
#

Can you show the error

simple zenith
#

Heya can some one help me i want to make entity like zombie but cant transform to drawned or being a baby zombie

wanton venture
#

You can use the vanilla entity file for the zombie

dapper cargo
#

anyone knows how to make entity dont show texture_pack, only name

#

@ember aspen

ember aspen
#

have an empty texture

#

dont have an RP Entity file

dawn coyote
#

hi there, is it possible to make a entity to glide instead of fall?

reef oyster
#

how do I have an animation "drag" a bit? (so the tail moves according the the movement but its a little behind)

reef oyster
ember aspen
reef oyster
ember aspen
#

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)"
}```
reef oyster
#

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

unborn pier
#

No, you can make a scaled animation frame for the rightitem group with a zoom value of 0

#

thank you for your help

reef oyster
ruby cape
#

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

dawn coyote
night tiger
#

is it possible to make custom emotes as part of a mod or do you have to buy them through the marketplace?

gloomy hemlock
#

u can do ur own using forms (scripting), making animations, and with an item or command, open the emotes menu

night tiger
#

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

finite plover
#

nether spawns dont work right?

reef oyster
# dawn coyote it kinda worked, but can I increase the horizontal speed? so it can glide like a...

"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

heavy wraith
#

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.

eager barn
#

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": {}
    }
}```
ember aspen
#

Add stackable to the player in a CG.

eager barn
#

oh great but what´s a CG? made me think about CGI 😄

ember aspen
#

Component group

eager barn
#

oops did not work... I did it like this:

            "minecraft:stackable": {},
            "minecraft:type_family": {
                "family": [
                    "furniture"
                ]
            },```
ember aspen
#

Which is NOT what I said to do is it

eager barn
#

oh to the player okeeyyy hee

ember aspen
#

Thats also NOT in a CG

eager barn
# ember aspen 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

ember aspen
#

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.

ruby cape
#

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

reef oyster
#

how can I have an entity change sizes based off how much space it has to move around in?

reef oyster
quiet ore
#

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

ember aspen
#

I've never tried it before it was an idea. So maybe thats just how it is

wanton dune
ember aspen
#

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

ruby cape
ruby cape
wanton dune
#

Being killed?

ruby cape
#

Nope

#

Collisions are probably bugging each other out

#

Like how Cyber says, I need to test

ruby cape
#

i added the components and removed collision. Doesnt seem to work. Is there a way to prevent this entity from being dismounted?

unkempt otter
ruby cape
#

how to make the player bounce?

lofty citrus
#

but there is an on hit here......

ruby cape
#

The website is outdated And inaccurate

#

You have to technically create your own notes for documentation. That's what I did

lofty citrus
#

lmao

#

wiki.bedrock.dev is much more Accureate

patent holly
#

How do I summon a wolf with an on-tame condition from the owner who did /spawn?

lofty citrus
#

read this

ornate quiver
#

Hello, good morning everyone, could someone help me solve some problems in my addon, I don't understand why it doesn't work.

trim craterBOT
ornate quiver
dawn coyote
#

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?

ember aspen
#

No not really

unkempt otter
# untold viper No 😦

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
        }
    ]
}
reef oyster
#

how do I have an entity transform into another entity and keep/add components?

quiet ore
#

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"... }?

wanton dune
#

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

quiet ore
#

Is there a way to add a variable in entity behavior that an animation controller can read?

ember aspen
#

Entity properties

ruby cape
#

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

ember aspen
#

You can also query scoreboard and just fake it.

quiet ore
reef oyster
#

how do I have an entity endlessly target one player and no matter where you go it will find you?

ruby cape
eager barn
#

I´m like checking out some skin tones (and choossing between the best) to use on my MC (entity) skins... good ay?

reef oyster
#

how do I have an entity with a long neck look around using the full long neck and head?

frigid charm
#

How can I increase an entity's hit box when it takes damage?

ember aspen
#

Put the collision or hitboxes in a CGs with different sizes and swap them out on damage with events or a BP AC.

frigid charm
#

I already did this but it doesn't work

ember aspen
#

Always remove before adding. Make sure none are in components and all are in CG's

frigid charm
ember aspen
#

You're not using CG correctly.

frigid charm
#

What would it be like?

ember aspen
#

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

frigid charm
#

It will take me a while to translate :-:

#

I understand how it works, thank you

wanton dune
#
"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.

ember aspen
#

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.

reef oyster
#

[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?"

ember aspen
#

All textures must be defined in the RP entity file and in the RC. You are missing some of them.

wanton dune
ember aspen
#

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.

lime reef
#

what materials should i use if i want to make an entity transparent and emissive at the same

lime reef
crimson cipher
#

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

proper ravine
#

Is there any examples of filters in projectile entities?

crimson cipher
sterile iron
#

Sorry

#

XD

#

My bad

reef oyster
floral hornet
#

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?

lofty citrus
#

what material did you people use on your geo.json?

honest ferry
#

I cant fix them

honest ferry
#

Please dont ignore

gloomy hemlock
#

well

  • u don't elaborate
  • there are 4 files, we don't want to see 4 files with no information
lofty citrus
#

lmao

#

debug it first by yourself and pinpoint the file that causes the issue

#

or use the console errors and send it here

honest ferry
#

No worries

#

I already know you guys wont help

#

Also i fixed it

gloomy hemlock
wanton dune
gloomy hemlock
#

yes, i search that before

#

xd

wanton dune
wanton dune
gloomy hemlock
unborn pier
#

How do I generate a random number of experience balls with minecraft:spawn_entity component?

unborn pier
#

?

#

Did someone just get back to me?

sterile rivet
#

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 ?

cursive geyser
#

is there a way to give a villager the equippable component? i tried giving them armor through scripts but it throws an error

cursive geyser
#

cause i assumed a player would have it but i cant find anything like mineraft:equippable on it

kind charm
#

Did you check the docs?

cursive geyser
#

i didn’t

kind charm
reef oyster
heavy wraith
#

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.

sterile rivet
#

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 ?

dawn coyote
#

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" }

lofty citrus
#

anybody know how to create render_controllers?

ember aspen
#

Most of us. Its a basic part of addon dev. Have you read the wiki?

sterile rivet
#

How do you make a mob head look at the closest player ?

cursive geyser
#

is there some sort of change i need to make to add support to that or

reef oyster
#

zombies have

#

"minecraft:equipment": {
"table": "loot_tables/entities/basic_zombie_equipment.json"
}

#

this

hollow panther
#

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

ember aspen
quiet ore
#

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?

long pelican
#

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

eager barn
#

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

patent heath
#

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

patent heath
wanton dune
quiet ore
#

Is it possible to filter entity spawning on the is_daytime filter?

fading elm
#

Hi everyone , can I ask how to constract code to be able my entity sleep in the night or day time,, 😊 thank you ....

sterile rivet
#

What is the folders hierarchy for minecraft model and for moving head

fading elm
#

RP under entity folder

wanton dune
#

I mean docs do exist tho 🤷

fading elm
#

How to constract behavior sleeping at night

wanton dune
#

Check villager file

fading elm
#

#1251749362736824370 message

fading elm
patent heath
wanton dune
patent heath
#

I got the render controller setup to work I think

#

im not sure couldn't test it as it always said event not defined

wanton dune
patent heath
#

skinId

wanton dune
#

Is it player?

wanton dune
patent heath
#

entity.triggerEvent("jean:v2");

#

v2 meaning second skin

#

theres also v1 and the others

wanton dune
patent heath
#

ah only via script

#

just like that

wanton dune
patent heath
#

nope its an custom entity

wanton dune
#

K wait

patent heath
#

if you want we can get into a call and I can screenshare my current code

wanton dune
patent heath
#

nono wait lol

wanton dune
#

It looks like this for example

patent heath
#

thats not the issue

wanton dune
patent heath
#

its still thi

patent heath
wanton dune
patent heath
wanton dune
#

Can you send your scripts?

patent heath
#

I already have that and it give me that error

patent heath
#
import { world } from "@minecraft/server";

const video = world.getDimension("overworld").getEntities({ type: "jean:video" })[0];

video.triggerEvent("jean:v2");
wanton dune
#

The scripts looks fine

patent heath
#

imma send it to you in dms

#

@wanton dune you see my dm?

sterile rivet
#

how do you make an entity solid ?

ember aspen
#

In the player add stackable in a CG, add that with an event.
Add stackable to the entity

sterile rivet
#

ok

#

what filters do I need ?

wicked scaffold
#

Yo guys whats the opposite of the "has_tag" filter?

#

Like when a target doesn't have a tag

ember aspen
#

value empty?

wicked scaffold
#

Ig ima give it a try then

kind charm
wicked scaffold
#

"all_of":[ { "test":"has_tag", "value":"safe" }, //repeats for every team { "test":"has_tag", "subject":"other", "value":"" } ]

#

I copied it lol

ember aspen
#

do you get a content log error for that

wicked scaffold
#

I haven't tried it

ember aspen
#

You can also use a command if you need to /execute at @s[tag=""] run say hello

wicked scaffold
#

Nah i do my stuff using scripts

#

Ima do a scriptevent command

wicked scaffold
#

Basically "safe"

kind charm
wicked scaffold
#

Idk how to

#

I never made or edited an entity file in my life

kind charm
ember aspen
#
    "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

wicked scaffold
#

I code on acode on mobile

#

But thx

ember aspen
#

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.

eager barn
#

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"
}
]
}
}
}
}
}

wary radish
# eager barn MC says: ```[Entity][error]-entity/picoleteiro.json | minecraft:client_entity | ...

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"
            }
          ]
        }
      }
    }
  }
}
eager barn
#

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

sterile rivet
#

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

#

?

fading elm
#

And bp/entity

foggy basin
#

Anyone ever made a custom entity that only spawns in villages? Can’t find spawn rules for villagers or iron golems

sterile rivet
loud sable
#

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

ruby cape
#

I cant seem to find the evoker fang behavior file