#Entities General

1 messages · Page 9 of 1

ruby cape
#

NVM I got it

reef oyster
#

how do I have an entity change sizes to fit within an area?

ember aspen
wanton oar
#

how can i make an armor stant to change its model and texture?

halcyon pawn
#
"shoot_head": {
                "queue_command": {
                    "command": "kill @s",
                    "target": "target"
                }
            }
```why is this not working?
eternal heart
#

hello does anyone here know how to make a GRABBING attack?

#

like when you attack the entity it will grab you and attack you

ember aspen
#

Use rideable and fake it.

unborn pier
#

Is it possible to run commands on animation controllers in Minecraft 1.18?

ember aspen
#

In BP AC yes.

eternal heart
#

How does that work

#

@ember aspen could u tell me

ember aspen
#

Did you read the wiki?

barren plover
#

Is it possible to make a entity, which only has a animation, when it has a specific tag or something?

unborn pier
eternal heart
eternal heart
ember aspen
#

How to fire a command in a BP AC example

eternal heart
#

I’m asking it for my coder, he told me to ask how to make a player can be grab by entity

#

when it got attacked

#

we’ve been tried many code and it didnt work

wanton dune
eternal heart
#

Using ride code

#

Thats what the coder said

eternal heart
#

Yeah

wanton dune
#

Just make the player able to ride the scorpion

#

By adding the rideable component

eternal heart
#

Hows the code

eternal heart
eternal heart
#

he wants u to dm him and tell him

eternal heart
#

Streepai wants to dm you

eternal heart
eager barn
#

Hi friends. Just a general question: Is it possible for us to make a coupling train for bedrock?
So it´s a train set with 5 entities (loco, flatcar, gondola, boxcar, passenger) and so they should function like minecarts, but being able to be coupled together when they touch?

ruby cape
#

What in the world

eager barn
ruby cape
#

It might require a few entities ngl

eager barn
#

so far it should just be like a minecart...

ruby cape
#

The "coupled" part might need to be a whole entity

#

Like a dummy entity

eager barn
# ruby cape The "coupled" part might need to be a whole entity

I´ll get back to the train in another time, I got a list I need to convert/port and finish first of a Park set with its rides (animated entities too) - the screenshot is not the final product. The final will be in 16x16 as these models I had made for a future Hytale game

restive aspen
#

what wrong with my entity flag 😭

reef oyster
#

how do I have an entity trigger events based on it's envirment? (aka how mush space it can move in)

ruby cape
#

Anybody know why my mounts inventory closes when I try and open it?

      "is_tamed": {
        "minecraft:type_family": {
          "family": ["mammoth_tamed"]
        },
        "minecraft:is_tamed": {},
        "minecraft:health": {
          "value": 250
        },
        "minecraft:interact": {
          "interactions": [
            {
              "play_sounds": "saddle",
              "on_interact": {
                "filters": {
                  "all_of": [
                    {
                      "test": "has_equipment",
                      "subject": "self",
                      "domain": "inventory",
                      "operator": "not",
                      "value": "saddle"
                    },
                    {
                      "test": "has_equipment",
                      "subject": "other",
                      "domain": "hand",
                      "value": "saddle"
                    },
                    {
                      "test": "is_family",
                      "subject": "other",
                      "value": "player"
                    },
                    {
                      "test": "is_sneak_held",
                      "subject": "other",
                      "value": false
                    }
                  ]
                },
                "target": "self"
              },
              "equip_item_slot": "0",
              "interact_text": "action.interact.saddle"
            }
          ]
        },
        "minecraft:rideable": {
          "seat_count": 1,
          "crouching_skip_interact": true,
          "family_types": ["player"],
          "interact_text": "action.interact.ride.mammoth",
          "seats": {
            "position": [0.0, 6, -0.2]
          }
        }
      },```
fading elm
#

Hi guys, how about bat behavior like a bat in minecraft , how could I get when it is sleeping vertically ?

#

Is there a code or animation ?

sterile rivet
# fading elm Is there a code or animation ?

"animation.bat.resting": {
"loop": true,
"bones": {
"Head": {
"rotation": ["query.target_x_rotation", "180.0f - query.target_y_rotation", 180],
"position": [0, 0.3, 0]
},
"body": {
"rotation": [180, 0, 0],
"position": [0, 0.3, 0]
},
"feet": {
"rotation": [0, 0, 0]
},
"rightWing": {
"rotation": [0, -10, 0],
"position": [0, 0, 1]
},
"rightWingTip": {
"rotation": [0, -120, 0]
},
"leftWing": {
"rotation": [0, 10, 0],
"position": [0, 0, 1]
},
"leftWingTip": {
"rotation": [0, 120, 0]
}
}
},

#

I am not sure

#

and there is the anim controller :
{
"format_version" : "1.10.0",
"animation_controllers" : {
"controller.animation.bat.move" : {
"resting" : {
"animations" : [ "resting" ],
"transitions" : [
{
"flying" : "!query.is_resting"
}
]
}
}
}
}

fading elm
#

Ok thank you

sterile flint
#

How can I trigger an entity event when the player right-clicks while riding the same entity?

#

I need to trigger an animation when the player is riding that entity and press right-click

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Or any key/click, doesn't have to be just rc

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W/o scripts

ruby cape
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@sterile flint you would have to first check if the player is riding the entity. Once that passes see if the player interacts with the entity. You can try the environment_sensor to detect if the entity has a mount and then use the interact component to test if the player interacted.

#

You can do this with scripts too using the after event playerInteractWithEntity. However this is under beta API

sterile flint
#

This is on the entity's json:

        "interactions": [
          {
            "interact_text": "Click derecho para girar al Gigante",
            "on_interact": {
              "filters": {
                "all_of": [
                  {
                    "test": "bool_property",
                    "subject": "self",
                    "domain": "gigante:spin",
                    "value": false
                  },
                  {
                    "test": "is_riding",
                    "subject": "player",
                    "value": true
                  }
                ]
              },
              "event": "gigante:spin_true"
            }
          }
        ]
      }```
#

It doesn't work as it is

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I know something's missing, beside the environment_sensor

#

If I add this:

        "triggers": [
          {
            "event": "self:example",
            "target": "self",
            "filters": {
              "test": "has_tag",
              "value": "example"
            }
          }
        ]
      }```
I have to trigger an event that adds a component group with the minecraft:interact component in it, right?
#
        "triggers": [
          {
            "event": "gigante:interact_on",
            "target": "self",
            "filters": {
              "test": "is_riding",
              "subject": "player",
              "value": true
            }
          },
          {
            "event": "gigante:interact_off",
            "target": "self",
            "filters": {
              "test": "is_riding",
              "subject": "player",
              "value": false
            }
          }
        ]
      }```
Something like this?
trim craterBOT
dusk tendon
#

Does adding the melee_attack component a second time just break the mob's attacking now?

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My mob worked fine a few versions ago

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Wait my other mob that does that still works

misty marten
#

why offset in minecraft:projectile doesnt work without a runtime_identifier?

lofty citrus
#

how do I test for a specific block on interact?

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for shears it's just shears so I got confused

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{ "test": "has_equipment", "subject": "other", "domain": "hand", "value": "stone" }

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?

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oh yeah it works

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can you have 2 interactions?

eager barn
#

https://www.youtube.com/watch?v=5SofbkWIvP4 - I´m just wondering, I love a train. This may be the only train addon that gets real close to what a train should be. My question is, since this is an old abandoned/discontinued addon and several game updates made it not work anymore, is it possible to do an addon like that again in the new version 1.20 or 1.21?

fringe coyote
#

Screw remaking it. Double it and make it better! (Yeah, it's possible to make it. Even more easier than before ig)

eager barn
barren plover
cursive geyser
#
{
  "format_version": "1.21.0",
  "minecraft:entity": {
    "description": {
      "identifier": "minecraft:villager",
      "is_spawnable": true,
      "is_summonable": true
    },
    "components": {
      "minecraft:is_hidden_when_invisible": {
      },
      "minecraft:type_family": {
        "family": ["villager", "mob"]
      },
      "minecraft:equippable": {},
      "minecraft:breathable": {
        "total_supply": 15,
        "suffocate_time": 0
      },
      "minecraft:health": {
        "value": 20,
        "max": 20
      },
      "minecraft:hurt_on_condition": {
        "damage_conditions": [
          {
            "filters": { "test": "in_lava", "subject": "self", "operator": "==", "value": true },
            "cause": "lava",
            "damage_per_tick": 4
          }
        ]
      },
      "minecraft:collision_box": {
        "width": 0.6,
        "height": 1.8
      },
      "minecraft:nameable": {
        "always_show": true,
        "allow_name_tag_renaming": false
      },
      "minecraft:inventory": {
        "inventory_size": 36,
        "private": true
      },
        "minecraft:physics": {
      },
      "minecraft:pushable": {
        "is_pushable": true,
        "is_pushable_by_piston": true
      }
    }
  }
}

i tried editing a villager's behaviors like this but when i go in game it behaves like a normal villager, any idea why?

wet oxide
#

How can I change the position of where the entity launches a projectile?

eager barn
#

So I put a Minecart in - actually my custom model train wagon. Put all files except an animation or animation controller nor a render controller. I get this error: ``` [Molang][error]-vvelha:t_box | | Error: accessing a variable that doesn't currently exist in this entity: variable.rail_offset

[Molang][error]-vvelha:t_box | | Error: unable to find member variable .x

[Molang][error]-vvelha:t_box | | Error: unhandled request for unknown variable '.x'

[Molang][error]-vvelha:t_box | | Error: unable to find member variable .y

[Molang][error]-vvelha:t_box | | Error: unhandled request for unknown variable '.y'

[Molang][error]-vvelha:t_box | | Error: unable to find member variable .z

[Molang][error]-vvelha:t_box | | Error: unhandled request for unknown variable '.z'

[Molang][error]-vvelha:t_box | | Error: accessing a variable that doesn't currently exist in this entity: variable.rail_rotation```
Any guess? I tried using both minecarts (normal and v.01) from the samples. I mean, my thought says, no need to use render or animation or anim controller since I guess the game uses the default minecart one

night kraken
#

Where do the files define how a TNT minecart instantly explodes? I was taking a look through the behavior pack entity file and there's no lines of code in there detecting if it fell from a high location

jolly bane
#
        {
          "wants": [
            {
              "item": "minecraft:chorus_flower",
              "quantity": 5
            }
          ],
          "gives": [
            {
              "item": "minecraft:golden_apple",
              "quantity": 64
            }
          ],
          "max_uses": -1
        }

Does anyone know how to change the lore of the golden apple and add item_lock?

cursive geyser
#

how do i make an entity drop its inventory on death

cursive geyser
#

how do i stop lightning bolts from creating fire and damaging players

winter olive
barren plover
lofty citrus
#

what are the different ways to change a texture of an entity?

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just like permutation in blocks

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I want to change it's texture in different states

fading elm
#

Can we access scoreboard data in a resource pack

fading elm
#

And how to make the blinking eyes of entity is it animation or texture

warm tendon
fading elm
#

For scoreboard

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In render controls

warm tendon
#

I mentioned the best method on how to do that

fading elm
#

Alright so we can

#

Thx

fleet void
#

One message removed from a suspended account.

fading elm
#

@warm tendon Another question, can I send data directly frim behavior pack to resource pack. Like I have a script that manages the inventory of the entity, I just want to show the block in it

#

I can do that by putting the uv to 0,0

warm tendon
#

The only way you can send data from a BP to an rp is through properties or dummy components

eager barn
#

working on the beetle

limpid wave
#

Does anyone know what "rarity" does in a spawn_rule weight element?

fading elm
warm tendon
#

No, but properties can

ornate quiver
#

Hello, good evening everyone, is there any component that I can add to the wolf to make it regenerate life points?

lofty citrus
#

what component can be read by query that could return 0 to 6 values?

#
{
  "format_version": "1.8.0",
  "render_controllers": {
    "controller.render.geode_pet": {
      "arrays": {
        "geometries": {
          "Array.geos": [ "Geometry.default", "Geometry.sheared" ]
        }
      },
      "geometry": "Array.geos[query.is_sheared]",
      "materials": [ { "*": "Material.default" } ],
      "textures": [ "Texture.default" ]
    }
  }
}
#

I need something similar to is_sheared

stable magnet
#

how do i change the spawn rates of a mob?

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I'm in the respective mob's spawn rules json file

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I just don't know what value to change

fading elm
#

Option1: function in tick.jsoj

ebon needle
#

Having a small issue with my entity. Everything works, except my entity wont play any sound and its loot doesn't drop. I've had this issue before but I cant remember how i resolved it. I suspect both problems are linked to one thing, but i dont know what it is.

full bobcat
#

Hello ! How can I define the size of the item held by an entity?

full bobcat
#

What's the property's name?

{
    "format_version": "1.8.0",
    "render_controllers": {
        "controller.render.minion": {
            "geometry": "Geometry.default",
            "materials": [ { "*": "Material.default" } ],
            "textures": [ "Texture.default" ]
        }
    }
}
foggy basin
unkempt otter
#

I'm trying to make my cows say something when they're summoned. I'm using the code

  "anger:on_death": {
      "queue_command": {
          "command": [
              "summon lightning_bolt ~-10 ~ ~",
              "summon cow ~-12 ~ ~"
          ]
      }
  },
  "anger:on_spawned": {
      "queue_command": {
          "command": [
              "say moo"
          ]
      }
  }

so when one cow dies another appears and it should say "moo"
I also use

  "minecraft:on_death": {
      "event": "anger:on_death",
      "target": "self"
  },

to get the death event to work, but I'm struggling to get the on_spawned event to work. Any help is appreciated.

full bobcat
#

What is the name of the property for defining the size of the item held by an entity?

{
    "format_version": "1.8.0",
    "render_controllers": {
        "controller.render.minion": {
            "geometry": "Geometry.default",
            "materials": [ { "*": "Material.default" } ],
            "textures": [ "Texture.default" ]
        }
    }
}
neat sky
lofty citrus
#
    "minecraft:entity": {
      "description": {
        "identifier": "si:geode_pet",
        "properties": {
          "property:ore_type": {
            "type": "int",
            "values": [
              0, //Coal 
              1, //Iron
              2,
              3,
              4,
              5,
              6
            ],
            "client_sync": true,
            "default": 0
          }
        },
        "is_spawnable": true,
        "is_summonable": true,
        "is_experimental": false
        },
#

why can it not read it ?

full bobcat
neat sky
gloomy rain
#

How to make mob can render from far distance?

stark grove
ember aspen
eager barn
#

So I´ve ben wishing to do a simple back and forth walking loop cycle to some of my npcs!
How can I achieve this in 1.20.81? (no scripting, unless it´s the only way) which json I have to work with? BP - I thought this logic would be simple... like move entity until (coordinate here) then back, then back again (forever)... but it seems when reaching the destination block something has to make it return huh? what could it be? a collision detection? if so, to what? I heard about dummy entity (is that the best way)? I wish there was an example of how that´s done (steps) 😄 thanks

wanton venture
#

Scripting is most likely the best way, but you could do it with commands too

eager barn
wanton venture
#

Yea to both

eager barn
#

ok I was checking it out and for the screenshot I sent, command blocks might be a faster approach!
just one question though I came from Youtube watching videos on the subject BUT all I saw was teleportation! so the movement is not like the npc will be actually walking it seems...
In java I remember setting up command blocks and the mob actually moving walking above the blocks....
I mean in bedrock will the npc or mob actually move/walk in sliding fashion? cause maybe the videos I saw were just too old (for a very old Bedrock version)

#

cause I realy am not looking for path finding but just straight path following (although in a back and forth loop, but I´ll make sure the path is clear)

#

the loop can be in a rectangular form, since straight back and forth is not easily doable because of how the moving blocks are placed under the earth

wanton venture
#

With commands it'll go through blocks like a ghost

eager barn
wanton venture
#

Like vexes

eager barn
#

what if I can just make an animation in blockbench of the npc walking back and forth then use that animation in-game as default or idle ? will the game render the walk cycle? much easier

wanton venture
#

Yeah, but that'll be in the client side, may cause some janky behaviors among with removing some features like entity being hurt that you could want to keep

eager barn
#

I see I see... yeah I play by myself always never MP and never server side so this will be great hahaha

wanton venture
#

Nice then

eager barn
# wanton venture Nice then

I actually had done this in BBS studio (a stand alone java pc program) that lets you see your animated models and place blocks to shape a place for them... but I never thought I could achieve the same result in Bedrock.. I just had a light shine on my head.. will see how it goes haha

wanton venture
#

Best of lucks!

eager barn
#

btw you should know this... remember the free 15 year Minecraft anniversary thingy? I downloaded that from the marketplace and boy I saw like lots of cool animations there! they might have just done all that in blockbench like I´m saying huh? cause I hear Mojang uses blockbench as well

wanton venture
#

Yeah, everything in BB

#

They used a bit of everything

full bobcat
#

How do you define a 3d icon for an item as if it were a block?

wanton venture
#

Screenshotting the block in blockbench and using it as the item texture

#

Attachable for in-hand render

#

No render will be shown in item frames, though, just the 2D screenshotted block

full bobcat
wanton venture
#

Yep

#

Is the only way, unfortunately

full bobcat
#

There's no other way?

#

Oh sad

#

Thanks anyway

wanton venture
#

You could use the block as an item tho 🤷‍♂️

#

What do you want to make it do?

eager barn
#

https://www.youtube.com/watch?v=47TtKNsC1jc - wow, this just may be the the best solution so I don´t have to use animation!

In this video, I will give you step-by-step instructions on how to make literally any mob/entity follow your desire path in Minecraft Bedrock...I am not 100% that it will work in java, but will work in Bedrock.
This video was actually a comment suggestion, so if you want to know something about Minecraft like this, Please - Please comment it dow...

▶ Play video
#

too bad the guy does not speak

wanton venture
#

You are using TP, so it will have the vex effect I mentioned

eager barn
#

I thought I saw the dog walk smoothly

wanton venture
#

There were no blocks on the way

#

If it's a specific pathfinding (not a dynamic one) you can implement a jump function

#

Static pathfindings are those in a specific position. Dynamic pathfindings are things like "no matter where you are, walk in circles of 360 degrees"

eager barn
#

tbh, the npc won´t be needing a ju... oh you mean this could serve like if I want to make the npc go up and down hills ig

wanton venture
#

yeah

#

TP is more handy for flat areas

eager barn
#

How can I change resize my own collision box? (player´s)

ember aspen
eager barn
#

navigation, preferred_path, and AI goals are all the great stuff... hope al that works in 1.20.81... I´m not updating until I learn scripting and so that will take a very long time til I update the game via the launcher

lofty citrus
#
     "permutations": [
        {
          "condition": "query.property('property:ore_type')==0",
          "components": {
            
            "minecraft:loot": {
              "table": "loot_tables/entities/coal_berries.json"
            }
          
          }
            
        },
        {
          "condition": "query.property('property:ore_type')==1",
          "components": {
            
            "minecraft:loot": {
              "table": "loot_tables/entities/iron_berries_g.json"
            }
          
          }
        }
      ],

added this to my entity and it started opening a trade menu on right click

kind charm
lofty citrus
#

nope

#

definetely not

#

look at this

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lol

#

watdahek

simple zenith
#

Is anyone know how to make angry mob like a piglin brute
(Angry to any player nearby)

trim craterBOT
warm tendon
#

I believe all if the necessary json is in its vanilla file

lofty citrus
#

does 0.02 means 2% in molang?

night kraken
eager barn
#

how can I change an entity´s texture by using something in hand and interacting with it?

ember aspen
# eager barn how can I change an entity´s texture by using something in hand and interacting ...

Presented by CyberAxe of www.OutLandishlyCrafted.com

Tip and Support Welcome, it take hordes of hours to provide free support.
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#minecraft, #bedrock, #mcpe, #indiegamedev, #blockbench, #animations, #portals, #prototype.

▶ Play video
#

You use queries to change the textures, bones, geos, materials or anything else you want.

full bobcat
#

Can someone help me ?

{
    "format_version": "1.10.0",
    "minecraft:client_entity": {
        "description": {
            "identifier": "olympia:entity.minion_gold",
            "materials": {
                "default": "alphatest"
            },
            "textures": {
                "default": "textures/entity/minions/minion_gold",
                "full": "textures/entity/minions/minion_gold_full",
                "sleep1": "textures/entity/minions/minion_gold_sleep1"
            },
            "animations": {
                "mine": "animation.minion_gold.mine",
                "sleep1": "animation.minion_gold.sleep1",
                "full": "animation.minion_gold.full"
            },
            "geometry": {
                "default": "geometry.minion_gold"
            },
            "render_controllers": ["controller.render.minion"]
        }
    }
}
{
    "format_version": "1.8.0",
    "render_controllers": {
        "controller.render.minion": {
            "arrays": {
                "textures": {
                    "Array.skins": [ "Texture.default", "Texture.full", "Texture.sleep1" ]
                }
            },
            "geometry": "Geometry.default",
            "materials": [ { "*": "Material.default" } ],
            "textures": [ "Array.skins[query.variant]" ]
        }
    }
}
lofty citrus
#

Can int_property be used to check for Entity properties?

lofty citrus
#

do you singlehandedly create your textures?

ember aspen
#

I pay for most the textures from an asset sign I use. Then I modify them to fit my needs.

lofty citrus
#

ahhhh I see

#

that's wise

#

hello uhh What filter should I use to chec for minecraft:properties?

#

tried using int_property

#

oh you need operators

marble yarrow
#

Hey guys, is there a way to create entities that can only be seen on the client side?

narrow bramble
#

how can I hide all the bones except the one needed by the entity, depending on the scoreboard?

fleet void
#

One message removed from a suspended account.

wanton venture
#

Most of animals have a similar system you can use for reference

#

Cows for example, which when feeding they grow

fleet void
#

One message removed from a suspended account.

#

One message removed from a suspended account.

fleet void
queen plume
#

What ties behavior to an entity? my entity can be summoned, model and texture appears, idle animates, but it doesn't move or do anything

eager barn
#

I created a custom train wagon as a minecart and all works well and I´m very happy BUT the model is always bouncing up and down like a boxing fighter! why? (bwt, all is good withthe BP as it is a clone of the regular minecart) - I tried puting cubes under the wagon so they made contact with the model and rails, but still the bouncing continues.
I even tried using just a cube as the model and it still bounces 😄

wanton venture
wanton venture
wanton venture
eager barn
wanton venture
#

Glad I was able to help!

#

That's a cool train

eager barn
#

Thanks yeah they are based off real ones. I´ll see to properly scale them down and make sure the aesthetic is Minecraft faithful (to the pixels and stuff).. these models I had made for Craftstudio and had a Hytale like aesthetic, so it needs readjustment - they´ll be part of the free Addon I ammaking for all of us (which a copy is alrady up- in mcepdl) - https://mcpedl.com/terras-capixabas/

wanton venture
#

There are many things in that image that doesn't really looks Minecrafty at all. I have always said that if you want to make your own style using Minecraft, it must be applied to everything

#

Not sure what yout goal is at all, but it seems like you are making your own style here, I like that

eager barn
#

Agree! yeah 😄 this model I had made for another game, but yeah I´ll be like transforming it to Minecraft style 😄 - I do love the minecraft style and am adhereing to it for all my models

wanton venture
#

Here's a tip: Those tree textures you got there are too realistic for an unit cube... I would fix that by making every tree be at least 3x3 and be bigger overall

eager barn
#

the tree textures you mean? cause they are 16x

wanton venture
#

Yeah

eager barn
#

maybe cause I used likea real texture off an image I got years ago

wanton venture
#

They look real from here lol thats crazy

eager barn
#

here is a closer view as you can see they are still 16x

#

it´s supposed to be a banana tree

#

I guess you are like saying that I should cartoon it some more with less colors so it looks more pixelated - (if that´s it) a technique I can use is called color quantization! that will also work - or I can just edit it all throughout and stuff, thanks for the suggestion though

wanton venture
#

That looks really cool anyway I like that style

#

Looks like a palm, I likey

eager barn
#

soon I´ll be updating it to include all the advancements - I´ll see to put the Addon also on my website so I don´t have to wait for mcepdl all the time.. sometimes they take days to accept an update - to check out all the models and there are hundreds, use the namespace vvelha - vehicles are not in yet on that version though, but I´ll let you all know when I release.. I am still adjusting several details including substituting spawn eggs for actual profile pictures of npcs for example and there are dozens of new npcs added so..
just so you and everyone knows, my whole take on the game (Minecraft) is a Roblox type town simulation set in the modern era (so 70s til 2000s basically) so there are no monster fights or the like with medeval stuff.. think if it a mix between GTA gameplay and TheSims without the violence 😄

wanton venture
#

Super nice, keep the good work going! 💪

eager barn
#

this more or less shows how it´s at now with plenty of stuff that can be seen

eager barn
#

can I add a stepping sound to my custom minecart? here are my configs but I hear no sound even after a total restart (the ogg is named rail.ogg - here is the sound definitions

            "category": "neutral",
            "sounds": [
                "sounds/rail"
            ]
        },```
and here the sounds.json ```    "vvelha:t_plataforma": {
                "events": {
                    "step": "t_plataforma.step"
                },
                "volume": 15,
                "pitch": [
                    0.9,
                    1.0
                ]
            },```
#

adjusted the train size! now that it looks just great size-wise, I´ll start editing its texture and geometry since this was actually a 50% downscale in Blockbench... (scaling unfortunately reduces the geometry, so what was 1 pixel becomes 0.5.. so I´ll have to make corrections on both the geo box sizes and texs to match).

queen plume
wanton venture
#

No

queen plume
#

I have a behavior file in the resource pack, but the mob is doing nothing, so was wondering what assciated that file to the mob, is it just the file name, or identifier?

eager barn
#

working on optimizations, wow! so many blocks are gone now! this is such a breath of fresh air 😄 (unoptimized: left, optimized: right - wip) - so far the right optimized has only 2 - yes I said 2 boxes!!!! 😮

pliant oak
#

how do i select which bones of a model to show or hide for entities and attachables?

#

ok, it's part_visibility for entities, but how do i do it for attachables?

queen plume
eager barn
#

One last shot so I go to sleep (27 minutes past midnight here) showing 2 optimized wagons (flat car and passenger car) tomorrow I hope to optimize the rest: locomotive, gondola and box car. - gone > 🛌
The 4 optimizations being made on all the freight wagons and the diesel locomotive are:
1- a 50% downscale resize of the previous/old unoptimized models
2- a total model remake with the least blocks possible
3- texture down/resize and proportional edits
4- proportional geometric adjustments.

pliant oak
queen plume
pliant oak
queen plume
#

I get node has too few of children

jolly bane
#
{
                    "wants": [
                        {
                            "item": "minecraft:chorus_flower",
                            "quantity": 64
                        }
                    ],
                    "gives": [
                        {
                            "item": "minecraft:shulker_box"
                        }
                    ],
                    "max_uses": -1
                },

shulkers for example how do I get preload loot
I have a nbt loot but idk how to use it with this code

iron swift
#

I have an entity that should only exist if it stands on sand

#

And will immediately despawn of the block below it is not sand

#

What is the best method to do that?

#

BP Animation?

#

Or is there a component for that?

jolly bane
#
                {
                    "wants": [
                        {
                            "item":"minecraft:crossbow"

                        }
                    ],
         "gives": {        
                  "Block": {          
            "name": "minecraft:chest", 
            "states": {            
              "minecraft:cardinal_direction": "east"
            }, 
            "version": 3
          }, 
          "CanPlaceOn": [          
            "minecraft:bedrock"
          ], 
          "Count": 1, 
          "Damage": 0, 
          "Name": "minecraft:chest", 
          "WasPickedUp": 0, 
          "tag": {          
            "CustomName": "§8Kit", 
            "Findable": 0, 
            "Items": [            
              {              
                "Count": 1, 
                "Damage": 0, 
                "Name": "minecraft:iron_helmet", 
                "Slot": 0, 
                "tag": {                
                  "RepairCost": 1, 
                  "display": {                  
                    "Name": "§8Kit"
                  }, 
                  "ench": [                  
                    {                    
                      "id": 0, 
                      "lvl": 2
                    }, 
                    {                    
                      "id": 1, 
                      "lvl": 1
                    }
                  ]
                }
              }
            ]
           }
         }          
      }

does someone know why this will not work?

eager barn
#

my new female npc model 🥰

reef oyster
#

how do I have an entity always look at where it's going?

eager barn
#

guys, is it possible in 1.20.81 to make a custom bed into which I can lay down but not mess with time! just so I can have my player lay there (so i can appreciate the sleeping animation, like we can with villagers)! I wish sleeping in MC were something you chose to skip or not the night (not an auto night skip)

wanton venture
#

You could teleport the player to the bed when interacting with it, play the sleeping animation, put it on a state where moving is impossible, recreate the bed GUI and animations, and that's about it

#

I don't think there's an easier way to do that, but there might be 🤷‍♂️

queen plume
#

Is there a way to make an entity drop an item when it is hit by a player?
Someone in the commands channel suggested spawning an invisible armor stand, giving it an item, and killing it, but I feel like theres gotta simpler way than that 😭

kind charm
queen plume
dark lantern
#

hey im having a problem with my dungeon generator entity not running 100% of the time with two events, anyone know what's wrong? The issue applies to east and west, nothing else, which strikes me as odd because it shouldn't be possible

#

note: this was not a problem until i implemented the animation for a timer

warm tendon
#

If you put the item in the loot table

reef oyster
#

how do I activate an attack animation when an entity attacks?

earnest flare
#

One message removed from a suspended account.

queen plume
dark lantern
#

so nobody knows?

halcyon pawn
#

guys idk if s a bug but i´m addin the nameable component to an entity and it doesnt shows the name.

    "minecraft:nameable": {
        "allow_name_tag_renaming": true,
        "always_show": true
    }
}```
idk if it has go do that i alter the nametag by scripts
#

do yoh know what´s the issue? the entity has a visible model and a colision box of 1x1 blocks

gloomy hemlock
#

if the entity doesn't have client side, it'll never show the nametag

halcyon pawn
#

it has

#

that´s why im so confused to why the name doesnt shows

limpid wave
#

Please, can anyone explain how the delay_filter works on spawn_rules?

for example:

    "min": 600,
    "max": 660,
    "identifier": "minecraft:pillager_patrol_easy",
    "spawn_chance": 20
}``` 

is it: between 600 and 660 seconds of being stationary in a location, there is a 20% chance of spawning the identifier?
dark lantern
#

i think so

split swift
#

can I override the color of a texture from render controller ?

split swift
#

How

gloomy hemlock
#

overlay_color

split swift
#

thanks

fleet void
lean matrix
#

Why does minecraft write that variable.Random is an unknown variable?

  "format_version": "1.8.0",
  "render_controllers": {
    "controller.render.test_jellyfish": {
      "arrays": {
        "textures": {
          "Array.skins": [ "Texture.default", "Texture.default1", "Texture.default2", "Texture.default3", "Texture.default4", "Texture.default5" ]
        }
      },
      "geometry": "Geometry.default",
      "materials": [ { "*": "Material.default" } ],
      "textures": [ "Array.skins[variable.Random]" ]
    }
  }
}```
misty marten
#

How can I stop my entity from looking at its target?

#

I already deleted look_at_target even, but it still looks at its target

#

and I don't mean an animation, I mean that the entity looks on the server

wanton venture
vestal mantle
misty marten
#

I dont have any other

vestal mantle
#

Hmm, remake your testing world.

#

That's happened to me before

misty marten
#

oki

#

thx

vestal mantle
#

Gl

fleet void
final wharf
#

Is it possible to create entities with collision in the latest update

dapper plaza
#

did you find one?

halcyon pawn
crystal spire
#

Do these frogs look bigger than normal to You?

#

I Made "giant frogs" but i summoned regular Minecraft frogs and they look the same

crystal spire
#

Success

#

Left: giant
Right: vanilla

finite snow
#

how to make a render controller texture override another render controller texture

#

whilst keeping the other's properties like light_color_multiplier or overlay_color

ember aspen
#

Turn them on and off with a query.

ember aspen
dark lantern
#

and there was no difference in those two specifically that i could see

#

no content logs either

#

you can check yourself if you like, the files are posted after all

ember aspen
# dark lantern it’s working for the other 5

try changing the vars for what does work and make sure the logic is sound

"animate": [
{ "north": "q.property('gen:timer_id') == 1 && q.property('gen:animating')" },
{ "east": "q.property('gen:timer_id') == 2 && q.property('gen:animating')" },
{ "south": "q.property('gen:timer_id') == 3 && q.property('gen:animating')" },
{ "west": "q.property('gen:timer_id') == 4 && q.property('gen:animating')" },
{ "east_straight": "q.property('gen:timer_id') == 5 && q.property('gen:animating')" },
{ "south_straight": "q.property('gen:timer_id') == 6 && q.property('gen:animating')" },
{ "west_straight": "q.property('gen:timer_id') == 7 && q.property('gen:animating')" }```
dark lantern
#

just not 100% of the time for some reason

ember aspen
#

What do those do?

#

Are you firing the animation with a command or RP

dark lantern
#

they load a new track for a new room

dark lantern
#

im adding properties

ember aspen
#

You can only fire 1 server side aniamtion at an entity at a time. The next 1 fired will stop the previous

dark lantern
#

then why is it not a problem with the other 5?

ember aspen
#

I assume they aren't overlapping

dark lantern
#

ive loaded the structure 15 times

#

its only those two events

dark lantern
ember aspen
#

Not sure, but I'm very confident in this statement about command based animations. Both my Pirate ship and space ships ar limted by this issue. I have have all animations in the RC and only 1 fired by command at a time or they jank. You can see it in my space game when I feed the dog, thats a RC animation fighting a command animation, I can only fire 1 of them at a time

dark lantern
#

even then

#

only one gets fired per entity

ember aspen
#

hmm

#

Not sure then. I'd take what works and start replacing what doesn' until it does

#

I don't see anything oviously wrong

dark lantern
#

so you don’t see any syntax issues?

ember aspen
#

nope, I just skimmed it for basic issues

#

maybe feed it to the addon checker

#

I've never used it but maybe it will identify the issue

dark lantern
ember aspen
#

We have a chrome/firefox extension if you forget alot

dark lantern
#

lol

ember aspen
dark lantern
# ember aspen

“found feature or feature_rules in an add-on, which is not supported”

#

bruh what how is that an error 💀

ember aspen
#

lol

#

report it to oss

dark lantern
#

whats the link again 💀

#

i didn’t stay

#

lmao

#

it doesn’t like function files either

#

doesn’t like structure files either wtf

#

aaaand now it’s yelling at me for the manifest when there’s nothing wrong with it

#

ain’t nothing on the stuff that doesn’t work

#

but everything on the stuff that works

#

what the hell

#

it doesn’t like negative numbers for y values either

dark lantern
#

the checker doesn’t show animations

dark lantern
#

it wont show it

ember aspen
dark lantern
#

i had it set to 128 😅

#

anyways

#

its not showing any problems with the events or animation stuff in the entity

#

and it doesn’t show the animations folder at all

#

so idk

ember aspen
#

I've never used it so I dont' know

dark lantern
#

i checked the command blocks and theyre all correct

#

the checker doesn’t like molang strings i see

#

it doesn’t like my “neck” event in particular which works completely fine

#

the only difference i saw was that those two timers used two decimal places

dark lantern
#

can

#

i

#

kill Mojang?

#

the problem was the second decimal place 💀

#

removed it and it worked flawlessly

ember aspen
#

odd

dark lantern
# ember aspen odd

the only other possibility is that the time between the timeline and the end of the animation was less than what it was for the rest

ember aspen
#

yeha but I check it, it should have been fine

dark lantern
#

well

#

clearly it isn’t lol

#

guess its a bit of an odd bug then

#

found an issue with one of my command blocks

#

how has the structure even loaded

fleet void
#

One message removed from a suspended account.

quiet ore
#

How possible is it to make a clone of a minecart that is effectively just a retexture with the speed increased 4x?

But also is a different type of minecart?

I got it to work and turn on rails, but it won't angle when going up inclines and seems to always drop a regular minecart when broken, even if I set a different loot table.

To get it to turn I had to make my own animation because the variables from the vanilla minecart animation are not available even when using the runtime identifier.

*looks like to get a custom minecart to actually work fully you have to override one of the vanilla minecart

crystal spire
#

how to make it so when an entity uses a melee atack on a player it plays an animation ( i want my frog to use the eat animation when it meele attacks)

ember aspen
#

Can you edit player?

quiet ore
#

Is it possible to use the guardian's laser without the guardian runtime identifier?

tepid hedge
#

Does anyone know if it is possible to have more than 1 timer in an entity?

ember aspen
tepid hedge
#

OK thanks

crystal spire
#

now how to make an entity play a sound when it attacks...
success, how i did it: https://www.youtube.com/watch?v=_S8znMQwkEs

Hello Everyone again. Hope you all are doing great and learnt something from this video!

Song Credits:
Music:
Vexento - Particles
https://youtu.be/4BBZ2VHUitk
https://www.youtube.com/c/Vexento/featured

Vexento - Touch
https://youtu.be/TOG0mCgzsMY
https://www.youtube.com/c/Vexento/featured

Official MCBE Packs
https://docs.microsoft.com/en-us/...

▶ Play video
crystal spire
#

interestingly, frogs wont try to eat players (even when set as attackable target)

reef oyster
#

how do I have an entity attack other entities using a dynamic tag? anti{player} example: antiAustindounut

spring root
#

you can animate npcs in the npc dialogue chat box window, but can you play particles in the dialogue as well? i cant seem to get them to work

ember aspen
#

Are you firing a /particle command?

spring root
#

first i tried that, then i tried via an animation with an effect and locator etc, both not workin, only shows in the world, not in the dialogue box

ember aspen
#

oh, yeah it wont.

#

particle layer is behind the ui layer

#

This is a massive bummer for my space game

spring root
ember aspen
#

As everything I'm doing is on the player head so I can't put particles inside my locations

#

Have you seen it I use NPC menus alot

spring root
#

i have not

ember aspen
spring root
#

holy balls

ember aspen
#

about 75% in a show the inside of the space stations. Those are on the players head.

#

I wanted to show fog and lighting in those and in the ships but I can't get the particles to show on that layer

spring root
#

thats pretty rediculous nice work xD

ember aspen
#

thanks, I think it's just the start. IMO most people are using <%5 of bedrock engine ability

#

I hope to show more what it can do in the space game

strong sleet
#

hello, was just curious if anyone could help me, as this seems to be a small issue. all the animations for my entity work except for the attack animation, which refuses to play during the delayed attack animation (i.e. my entity just stands still for attack). any ideas? ill post the images.

#

also im using bridge v2

rain egret
strong sleet
#

Right here good sir. and thanks for answering

strong sleet
pliant oak
#

can we disable the spawn egg of an entity?

#

custom entity

ember aspen
pliant oak
#

thank you

frigid charm
#

I want to make the zombie attack the block (there is an entity that the zombie attacks inside this block)
But he just stares at the block if another one is on top and if there is nothing on top he hits the block first but then climbs on top of it and can't hit it anymore

pliant oak
#

how to get read of the "property doesn't have a valid actor" error message?

#

it happens when i give properties to the player file

#

if throws when i join the world, and open the pause menu

pliant oak
#

it also comes up when i load any custom skin on the screen

#

original is the name of my skin

untold viper
#

Is there a way to make item not pickable?

#

oh ig i need a dummy entity

pliant oak
flat marten
#

I gave an entity can_climb but it still can't climb out of a hole with the ladders i've placed 😮

ivory willow
#

does anyone know how to go about removing an entity from the players shoulder? I'm using the rideable component in the player.json to add my custom entity to ride on the players shoulder but when I sneak or jump its impossible for it to get off? I looked through the parrots json file and tried copying over the component groups there but that didn't work either

ember aspen
#

/ride

#

or tp it off on jump sneak

#

you could also use a item or many other ways

fervent moat
#

Hey, I haven't been following entity news in a while. Are entity event still ok? They aren't in experimental right?

fervent moat
#

thx

misty marten
#

How can I stop the default damage animation on my entity? My entity twists when receiving damage

ivory willow
# ember aspen ```/ride```

thank you sm! sorry for all the questions, how do I use commands within a json file? I can't see how this works on the wiki or do you have to do another way?

ember aspen
#

in an event with queue_command

ivory willow
#

ah amazing thank you!

reef oyster
#

how do I have entities use ranged weapons? if it has bow and arrow or a crossbow and firework it can fire the correct projectile.

unborn pier
#

How to detect that the player has no items in his hands?

#

Detect main hand and off hand

warm tendon
#

You can use "!query.is_item_equipped(0) && !query.is_item_equipped(1)". The 0 checks the main hand, the 1 checks the offhand

wanton venture
#

How can I make an entity stay in the same position always?

#

Not fall specifically

warm tendon
#

There's probably a better way performance wise, but what I've always done is have it spawn another entity in its spawn location, and always teleport to the closest one of that entity using an animation

wanton venture
#

oof

#

I would love to have a component or sum

ember aspen
ember aspen
ember aspen
wanton venture
#

Thank you!!

unborn pier
#

@ember aspen Sorry to bother,I would like to ask if it is possible to give the player a custom button that allows the player to perform a specific action such as a back flip or a side jump or a lie down when the player presses the button?

ember aspen
#

Not a custom button. You can use a combo or query yes with a RP AC.

strong sleet
#

hello all, sorry to interrupt, but i had an urgent post in entities https://discord.com/channels/523663022053392405/1259313975309504542 that I was hoping someone could answer? involves scale and collision boxes. I feel like its a quick fix, but I've been stuck on it for days. and it does impact the future of my addon bosses if it doesn't work. could anyone help a brother out real quick? very frustrated atm.

#

please let me know if this is bad etiquette here. I'm not trying to be rude, im just very desperate.

crystal spire
#

Omg making custom entities takes SO lomg 😢

strong sleet
# crystal spire Omg making custom entities takes SO lomg 😢

Listen man, I apologize if I’m being too pushy/over dramatic, I get it. just newer to this, and trying to make sure my question isn’t ignored. Couldn’t find any documentation on this issue even though I looked in multiple websites and servers, and it frustrated me. But you don’t have to mock me.

crystal spire
#

I wasnt talking about You dude

strong sleet
#

My bad lol.

crystal spire
#

What if You make a different, bigger entity, with bigger hitbox, and change from one eintity to the other when the scaling up animation ends?

#

It's a workaround

#

I don't know how You would change from one eintity to the other, but maybe its a start?

#

Or make a component group for the hitbox before the scaling up and one after the scaling up and add/remove the components accordingly

#

That second idea sounds more doable

strong sleet
#

I’ve done something similar, but I’ll for sure give it a try. Sorry again about the misunderstanding. 😅

strong sleet
#

Thanks for getting back to me.

molten sapphire
#

Hello brothers, I need help.

ember aspen
unborn pier
reef oyster
#

you probably did something wrong with the render controller, are all your files named correctly?

covert canopy
#

Hey, someone already helped me but thank you, I didnt put the render_controller at RP/entity

#

I forgot to put the "controller.render.default"

reef oyster
#

oh

covert canopy
#

:'v I thought I needed to make a render_controller also, idk what this is yet but I'll take a look

ember aspen
unborn pier
#

Is it possible to detect pressing the back key and jumping at the same time?

ember aspen
unborn pier
#

How to Detect Jumping

ember aspen
#

!Query is on ground

unborn pier
#

That sound good, thank you!

unborn pier
# ember aspen !Query is on ground

Can I customize an on/off button so that when the player presses the on switch, the player enters a specific state in which the player backs up and jumps to trigger a specific action?

#

And I can detect that the player has entered that particular state.

covert canopy
ember aspen
#

molang

wanton venture
#

Why are my bones not being hidden when minecraft:variant is 1?

"part_visibility": [
                { "leaves_1": "!(query.variant == 1 || query.variant == 2 || query.variant == 3)" },
                { "leaves_2": "!(query.variant == 2 || query.variant == 1 || query.variant == 3)" },
                { "leaves_3": "!(query.variant == 3 || query.variant == 1 || query.variant == 2)" }
            ]
ember aspen
#

add *

#

leaves_1*

#

Why is it !(....

wanton venture
#

idk I started messing with conditions to see if I could fix it

ember aspen
#

query.v == 1 && query != 2 && query !=3

#

query.v == 1 || !query == 2 && !query == 3

#

but Id just do query.v== 1

#

you shouldnt need others

wanton venture
#

What I want to do is hide leaves_1 if q variant is either 1, 2 or 3

#

Added the wildcard, nothing still

#

And yes the rc is deffo connected because I put * to false and it was invisible

#

Not even setting a bone to false is doing anything

#

wtf

ember aspen
#

are the bone names correct?

#

Show the geo

wanton venture
ember aspen
#

lol

#

you're silly

#

the entire point of the * wildcard is to include all the subbones. You need to name all subbones leaves_1_bone18...

#

leaves_1_bones19...

#

Only cubes in the named bones are hidden NOT all subbones unless they include the wildcarded word

wanton venture
#

what a trashy system

ember aspen
#

You don't want subbones to be included

#

Thats why we have wildcards

wanton venture
#

I want it so, if variant is 1, 2 or 3, all subbones in leaves_1 should be hidden

ember aspen
#

If you setup your project with a material template. You can simply name the boen _glass, _colored, _hidden_v1... _hidden_v2...

ember aspen
#

in this case leaves_1

wanton venture
#

setting leaves_1 to false is doing nothing

#

That's what I am trying to explain here

ember aspen
#

because teh subbones aren't named right

wanton venture
#

Why do I have to call every bone

ember aspen
#

What cubes are in leaves_1 isn't hidding

ember aspen
wanton venture
#

No cubes in leaves_1

ember aspen
#

yep

#

so nothing would be hidden

wanton venture
#

Can't the game understand that if I hide a bone, everything in that bone should be hidden

#

Isn't that clear enough, bro

ember aspen
#

why are youmaking this so hard. Just change bone18 to leaves_1_bone18

wanton venture
#

some systems drive me crazy

wanton venture
ember aspen
#

Then you'd have to unhidden all the subbones by name

#

that way worse

#

If you setup your geo projects in a standard naming this is rare an issue.

#

But yes if you want to toggle lots of bones on/off you need to name them all correctly

wanton venture
#

Okay thanks

#

I'll give that a shot now

reef oyster
#

can I change how armor is rendered on a custom entity?

wanton venture
#

yup, just create new attachables and models

reef oyster
#

how do I hide a chest piece if an entity is wearing a chestplate

molten sapphire
molten sapphire
reef oyster
molten sapphire
untold gyro
#

this was probably asked before but I can't seem to find it; does anyone know how to spawn items when an entity is throw? how would I make a snowball that spawns a snowball item where its been thrown

#

Im using the snowball as a reference but Im personally trying to get a rock to spawn shards when its thrown at a hard surface

glossy walrus
#

There is a method to the madness, if you have ever looked at the sniffer behaviors you'll notice there are timer flag components.

#

You can use 3x of those, each has its own dedicated query too which is nice.
**
query.timer_flag_1
query.timer_flag_2
query.timer_flag_3**

  1. Does not have a query!

And the default normal timer too.

#

I try staying away from behavior animation timers because on sometimes these either skip frames or dont even load on some os's for some reason... So, I try avoiding those when possible.

#
eager barn
#

Friends, this may be too darn easy for most of you! I have a cutsie hoping frog (sapo in portuguese) I made, so happy about it - but the poor little thing when he is about to hop back to base, he moon hops 😄 - can anyone see the animation for me in blockbench to pinpoint the nasty bug? thanks a lotsie -
I mean in blockbench it´s all fine but in bedrock it moon hops, meaning it does not turn its body (root) like it does in Blockbench

wanton venture
#

You may want to show a video of the animation issue in game and in blockbench

eager barn
eager barn
crystal spire
#

i forgot how to do this sht, can someone remind me what i need to do to make the animations be used?

#

they are referenced in animation the animation controller

warm tendon
#

Add json "scripts":{ "animate":[ "general" ] }

to your file

#

this will tell it to play the animation controller

ember aspen
#

Just like an animation but you call the AC. Then you call the animation in the AC

wanton venture
#

Let's say I have 5 items to spawn an entity. Would it be possible for me to detect with which one it was summoned to then add a component group?

ember aspen
#

on the spawn /Summon command use the cg flag to select which CG to use.

midnight egret
#

what does additional_slots_per_strength in invertory do

crystal spire
wanton venture
#

How can I make this work?

"on_interact": {
                            "filters": {
                                "test": "has_equipment",
                                "subject": "other",
                                "domain": "hand",
                                "value": "minecraft:air"
                            },
                            "event": "kai:test_pickup",
                            "target": "self"
                        }
#

Run event when player interacts with empty hand

wanton venture
#

This works:

{
                        "on_interact": {
                            "filters": {
                                "test": "all_slots_empty",
                                "subject": "other",
                                "domain": "hand"
                            },
                            "event": "kai:test_pickup",
                            "target": "self"
                        }
                    }
last chasm
#

Hello there, is it possible to have multiple projectile component group in the same file ?

ember aspen
last chasm
loud hatch
#

Howdy,
I have added a custom entity and animated it in blockbench. The animation controller was added through blockbench. The animation works as its supposed to, changing from idle to move, except for the legs which do not work.? Lost.

untold viper
#

scripting is the only way ig(at least it's the easiest) if you want it for all entities in general

reef oyster
#

I need help, I want an entity to know who is an enemy and who is an ally, they are meant for a multiplayer server that has wars so they need to accommodate multiple sides and players.

lapis steeple
#

Does anyone knows how can i make a working chair? I rlly wanna know lol

lapis steeple
wanton venture
#

Can I check if an entity is on a specific block to trigger something?

#

found!

ember aspen
# lapis steeple Entity

Simply use riding/rideable then. Check the wiki or ms docs for the component info. You can look at the vanilla BP for examples

ember aspen
crystal spire
#

I Will make a it into a question as to not flood this chat with code

ember aspen
#

lol

gloomy hemlock
crystal spire
#

sorry i took too long to post the code and video of the entity in blockbench, i was having dinner

supple ermine
#

Hello I'm having an issue with the multitexture material / I don't understand why there is only 2 array possible.
Does some one have an idea to get more array available with the material.json ?
I tried to modify the material by changing the index to 7 but the render controller play only the 2 first entries

  • I've made several other try.
ember aspen
# supple ermine Hello I'm having an issue with the multitexture material / I don't understand wh...

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Tip and Support Welcome, it take hordes of hours to provide free support.
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ember aspen
supple ermine
# ember aspen https://youtu.be/Akzq3_AbP30

ty but this is not what I looking for. This video just add a texture on a visible part added with an array geo

I looking for how to overpass this limit of 2 array by managing the multitexture component in the material.json

ember aspen
#

There is no 2 array limit. I don't know what you're talking about

#

Multitexture in my understanding is to stack texture

supple ermine
#

if you have time would you be able to help ? I can do a stream in private in order to not spam here. will be quick

ember aspen
#

Sorry I can't help 1 on 1. I can help here though.

#

To give you an idea. My space game player has 58 RC's

supple ermine
#

render array

"textures": [
"Array.base[v.base]",
"Array.jacket[v.jacket]",
"Array.hair[v.hair]",
"Array.glasses[v.glasses]",
"Array.weapon[v.weapon]",
"Array.pants[v.pants]",
"Array.boots[v.boots]"
]

rp/entity

            "initialize": [
                "v.base = math.random_integer(0, 2);",
                "v.hair= math.random_integer(0, 7);",
                "v.glasses = math.random_integer(0, 7);",
                "v.weapon = math.random_integer(0, 4);",
                "v.jacket = math.random_integer(0, 7);",
                "v.pants = math.random_integer(0, 5);",
                "v.boots = math.random_integer(0, 2)+math.random_integer(0, 1);",
                "v.ticking_delay = math.random(0.3, 0.6);"
            ]

and the vanilla material (entity_multitexture_alpha_test) play only the 2 first entry in the rendercontroller

crystal spire
ember aspen
ember aspen
#

STOP using multitexture!

#

If you need to apply a different material per texture you add a material array

reef oyster
#

how do I have an entity ignore other entities/players with a tag but attack those without the tag and have the tag share a name with the "owner"

crude gust
#

Any ideas why my entity can't jump up a block? Like other mobs do (e.g. zombies, they follow you and can auto-jump a block).
I have the following components setup:

"minecraft:collision_box": {
                "width": 0.7,
                "height": 0.7
            },
"minecraft:movement.amphibious": {
                "max_turn": 20
            },
            "minecraft:buoyant": {
                "apply_gravity": true,
                "base_buoyancy": 0.4,
                "simulate_waves": false,
                "big_wave_probability": 0,
                "big_wave_speed": 0,
                "drag_down_on_buoyancy_removed": 0,
                "liquid_blocks": [
                    "water"
                ]
            },
            "minecraft:movement": {
                "value": 0.25
            },
            "minecraft:underwater_movement": {
                "value": 0.05
            },
            "minecraft:navigation.walk": {
                "can_jump": true,
                "can_swim": true,
                "is_amphibious": true,
                "can_pass_doors": true,
                "can_walk": true,
                "can_break_doors": true
            },
            "minecraft:jump.static": {},
            "minecraft:can_jump": {},
reef oyster
ember aspen
#

try to filter those condictions in the damage controller. Then sync up the player and damage controllers.

hybrid bough
#

are the causes different from the has_damage strings in the damage sensor

#

it looks like entity_attack works for cause but not attack, but its the other way around for has_damage

#

(It looks like the Blockception schema also erroneously uses the list of strings for both the cause and has_damage properties as well(

reef oyster
ember aspen
#

Did you check ontent logs?

reef oyster
ember aspen
#

show your entity file

crystal spire
#

Also they are still always making the walking animation, its the only animation they have but they should only do it when q.movement_speed is "true" or "valid"

#

i made my animation controller like this because is saw someone had a similar problem of their entity playing all animations always and they said they fixed it like this```js
{
"format_version": "1.10.0",
"animation_controllers": {
"controller.animation.rat.general": {
"initial_state": "idle",
"states": {
"idle": {
"transitions": [
{"walking": "q.ground_speed"}
],
"blend_transition": 0.2
},
"walking": {
"animations": ["walk"],
"transitions": [
{"idle": "!q.ground_speed"}
],
"blend_transition": 0.2
}
}
}
}
}

fading elm
#

Anyone wanna like be besties with me and code entities behaviours while I design them cuz im ass at coding but had some cool ideas °3°

#

If so much in dms plz

ember aspen
# fading elm Anyone wanna like be besties with me and code entities behaviours while I design...

https://youtu.be/N1REGY6DFaQ
You might check this out.

Presented by CyberAxe of www.OutLandishlyCrafted.com

Tip and Support Welcome, it takes hordes of hours to provide free support.
HTTP://www.OutLandishlyCrafted.com

#minecraft, #bedrock, #mcpe, #indiegamedev, #blockbench, #animations, #portals, #prototype #live

▶ Play video
fading elm
tropic halo
#

can anybody help me get mobs to spawn with a 1/20 chainse with armor using mcpacks

ember aspen
#

When the mob spawns use the on spawn event to randomly add the armor?

little cloud
#

check out the zombie or skeleton server-side entity file to see how to implement it

ember aspen
#

can you prove those files are there? in that folder

reef oyster
# ember aspen what is the error you are getting?

[Actor][error]-soldier time | actor_definitions | C:/Users/#####/AppData/Local/Packages/Microsoft.MinecraftUWP_8wekyb3d8bbwe/LocalState/games/com.mojang/development_behavior_packs/Charles soldiers | charles:rocket | minecraft:entity | components | minecraft:wind_burst is not available in non-vanilla content

[Actor][error]-soldier time | actor_definitions | C:/Users/#####/AppData/Local/Packages/Microsoft.MinecraftUWP_8wekyb3d8bbwe/LocalState/games/com.mojang/development_behavior_packs/Charles soldiers | charles:rocket | minecraft:entity | ERROR: Entity 'charles:rocket' failed to load from JSON

[Molang][error]-charles:soldier | MolangScriptArg::get<>() called on incompatible type

[Rendering][error]-charles:soldier | Render Controller: controller.render.soldier is missing its default texture

ember aspen
#

Looks like it's there to me, maybe don't use default in the other name too

ember aspen
#

Could you change this to something more basic and see if that fixes it. Or better yet only have the default with no array and make sure it works, then add the array and others in

#

try making array not Array

#

for both. case does matter in alot of places

reef oyster
#

I removed " + query.is_charged * 2" and it worked in a way.

eager barn
#

When you guys have made a skin in blockbench and have turned it into an NPC entity in Bedrock, have you noticed that the seating is off? well for me if I sit for example on a car that can pull in entities, I sit fine, but my NPCs have their head above the roof: their passenger seat is higher than the player even though the height number is the same for both npcs and player.
My common sense tells me I should position the global body pivot for all the npcs to the default Minecraft one. Problem is, I don´t know what height number that is.... has anyone solved this? I´m not even sure if moving the pivot is the answer

#

here we can see the global root pivot is on the feet... maybe it´s gotta be in the middle of the body?! nonetheless I´ll do a check here

ember aspen
#

those matter most

#

You can use the plugin for sitting/riding to get the right positions.
Or on riding simply have the car scale them down a little or have the entiity scale it's self down on riding

forest pasture
#

hello everyone, I'm working on a rideable entity. What does the minecraft:push_through component does? I've been changing it and I can't get a grasp of it purely through testing

eager barn
#

as you can see, I mean the seats are ok like the passengers seat in the right places. The only problem I am having is with the height. As you can see all seat heights are the same, that´s why I was wondering it if was the pivot, but I changed the pivot and still nothing happened... I also changed the height for the collision but that did nothing.... the other things you said I do not know how to do in the json... so... so far I´ll leave it like this

ember aspen
#

Animations are fake. Client side. The collsion boxes matter

#

You can add family queries to the positions to off set them I beleive if you must. See the vanilla rideable entities

lime reef
#

any idea what could be causing this?

"test:entity_emissive": {
        "+states": ["DisableDepthWrite"],
        "+defines": ["USE_EMISSIVE"],
        "-states": ["DisableCulling"],
        "depthFunc": "Always"
      },
ember aspen
#

Are you disabling the depth write then setting depth func to always?

I know nothing about materials but that doesnt' seem logical

#

Why are you editing materials anyways. In 5 years I'm only found 2 reasons to do that.

dawn coyote
#

hi there, do someone if using the minecraft:inventory is some way to filter what kind of items can be stored within the entity?
or is there any sensor that can test for item type and the nexecute some event?

ember aspen
#

BP AC with queries

#

commands with filters

forest pasture
#

Is there a component that allows or eliminates the ability for an entity to walk out of a water surface when it has a rider? Like the horse does? So far the entity's behaviour on water works like a boat

crude gust
reef oyster
#

how do I give an entity a tag named after a player and how do I make it attack entities with an enemy tag but not entities with the playername tag?

crude gust
#

I assume, other things with tags can be done via scripting

forest pasture
eager barn
#

what vanilla entity could come close to a beach crab behavior?

lapis steeple
#

Anyone knows how can i low the speed of an entity animation? When i test them in game they are played with 100% speed lol (it's an armor stand)

molten sapphire
#

How have you currently implemented locators in the entity?

"locators": {
  "lead": { "head": [0, 14, -6] }
}
ember aspen
#

I'd have to look up the code

ember aspen
molten sapphire
eager barn
#

So I noticed my animations are twisted awkward (wrong rotations and such). I am suspecting Bedrock only accepts bedrock legacy models in order for the animations to play right on the entity´s limbs?

lime reef
solar tendon
#

im working on a NA train/railroad mod and i want to create custom, smooth track that have good turns and switches. i play on hive and noticed how their train runs. how does this work? is it using something like preferred_path?

sleek siloBOT
#
dud3344

This forum is for all things entities: - Behaviors - Projectiles - Spawn Rules - Client Entities - Entity Models - Animations - Animation Controllers - Render Controllers This post will always be readily available for general discussion. Ask questions in their own posts, please. https://cdn.discordapp.com/emojis/937567566442922084.png

tepid hedge
#

How can an entity be born with the player's skin?

ember aspen
#

cant' I know of.

iron swift
#

how can i remove this?

#

i tried set the .lang to a space

#

but minecraft still display a space

crude rapids
#

How to make 1min tick speed

eager barn
#

any animation rules/guideline out there? in blockbench the animation plays as intended, but not in Bedrock, problems on body and limb rotations for example and I´d like to make sure about naming and hierarquy - is there a need for a root bone, does it have to be called root? those type of things

ember aspen
ember aspen
eager barn
ember aspen
#

I have some timelapses and real-time of me making and animating hordes of content

marble dust
ember aspen
#

did you check your content logs?

marble dust
#

Yes

marble dust
ember aspen
#

Load this in blockbench and show all the animations on the time line and if there are any errors listed in bb

eager barn
# ember aspen I think this is a good 101 place to start https://youtu.be/z3rv-r7FMRU

I found my issue after burning some neurons here and doing anim tests on a cube... turns out it was the anim controller querying is alive that was doubling the math on the animations...
so for example if in an anim I had a cube rotated 45 degrees, in-game it would be 90 degrees... so removing query is alive fixed it.
Also I was able to fix my frog rotation when I just did the following: switched LeftArm to left_arm and so on on the other body parts.
bedrock is a finnicky monster 😄

ember aspen
#

Great news. You got this

marble dust
#

Here are some screenshots and yeah, there are no errors.

Also, I’m on mobile but I do have a slight clue into making bedrock resource packs.

ember aspen
#

sorry for the animations

#

not AC

marble dust
#

Here, for each arm as well
Left arm

#

Also I can see the warning on the screenshot you sent, may I have a look?

ember aspen
#

We need to see the timeline

ember aspen
#

Smooth frames MUST ALWAYS be surrounded by linear!

marble dust
#

Oh

#

Alright let me fix that

ember aspen
#

and I beleieve it's always -this never this

#

however, I could be wrong

marble dust
#

How about this?

ember aspen
#

yep and at the end too

marble dust
#

Already did that a while ago

#

Still doesn’t work. Probably need to check the entity files…

ember aspen
#

Can you play the animation with a command

marble dust
#

Not sure how to do that. And even so, I can really seem to find the command.

marble dust
#

Also should clarify that I’m making a sort of patcher for another resource with the consent of the creator.

ember aspen
#

player model?

#

Animations are NOT interchangable with mobs in 99% of cases

marble dust
#

True but this is for the zombie.

#

Problably need to lower the arm on blockbench.

ember aspen
#

Using player model as an example What does this mean

marble dust
#

Fixed it now but what I mean is the player model (me btw) is what it supposed to look like

marble dust
#

Well now what? The animation works fine but it’s not viewable on the zombies.

timber wolf
#

Anyone know why my entity is not attacking me?

      "ent_angry": {
        "minecraft:angry": {
          "duration": 100,
          "broadcast_anger": true,
          "broadcast_range": 20,
          "calm_event": {
            "event": "minecraft:on_calm",
            "target": "self"
          }
        },
        "minecraft:on_target_escape": {
          "event": "minecraft:on_calm",
          "target": "self"
        },
        "minecraft:attack": {
          "damage": [
            3,
            6
          ]
        },
        "minecraft:on_target_acquired": {},
        "minecraft:behavior.nearest_attackable_target": {
          "priority": 1,
          "entity_types": [
            {
              "filters": { "test" :  "is_family", "subject" : "other", "value" :  "player" },
              "max_dist": 32
            }
          ]
        }
      },
#

the component group is being successfully triggered. Theyre just not walking towards / attacking me

fringe coyote
#

are falling block hardcoded?

fading elm
#

Hi can I ask how to edit skin and geometry in persona without using iobit application

ember aspen
#

Cant. They are protected.

last chasm
#

Hello, I have a custom projectile with multiple component group. When spawning it with an egg everything is working. However, when I try to summon it with command or via script the projectile is summoned but it immobile and dont seem to have a component group.

#

Here is my code

ember aspen
last chasm
ember aspen
#
    "minecraft:spawn_entity": {
        "entities": [
            {
                "spawn_method": "born",
                "spawn_entity": "minecraft:ender_dragon"
            }
        ]
    }
}```
last chasm
ember aspen
#

why does there need to be. This works fine.

#

Just copy the stuff in entity spawn event to entity born event.

last chasm
#

because I will have two entities

ember aspen
#

?

#

Just use events and commands

#

why are you messing around with that crap

#

queue_command in events and spawn all the stuff you want

#

or use a BP AC

wanton venture
#

Is it possible to make an entity unable to spawn in a range from another of its own?

ember aspen
#

In the spawn rules yes

wanton venture
#

Can you show me an example of one that does this please?

#

Currently, they generate with "low" chances, but nothing stop my entity to spawn next to another

kind charm
wanton venture
#

Oh right, thanks!

lofty citrus
#

hey is collision box still present in 1.20 format?

#

I can't find in in microsoft docs in entity

#

how do I make an entity disable it's hitbox?

iron swift
#

custom_hit_test doesn't rotate with the entity?

kind charm
iron swift
#

is there an alternative?

ember aspen
#

We really really need a collision, hitbox update, shadows

fading elm
ember aspen
#

Using iobit to decompile Bins is a violation of TOS and a crime in most counties. It's very clearly stated in the agreement you signed for Xbox, and Minecraft Bedrock.

fading elm
#

You mean it's illegal ?

ember aspen
#

Yep in most countries

tropic plaza
#

is there a way to run on death components or in game commands when a entity dies

ember aspen
#

Its really important in game dev you don't ask despawn/dead things questions. So trying to query an entity when it dies isn't a good idea.

You will get a random result

There are a few options around this. Depending on your use case and what you need to do

ember aspen
#
  1. is JS
  2. is a fake death system
  3. is a fake health system
  4. is a no death system
    5)....
lofty citrus
#

hey uh how do I disable entity culling?

#

I have this gigantic entity that disappears without even being completely out of vision

harsh fern
#

uhhh my entity is apparently broken

ember aspen
ember aspen
harsh fern
#

in bridge it says "Property namespace:component_group_name is not allowed." whenever i try to add or remove a component group using events

lofty citrus
#

My first was a giant entity with no hitbox and you are inside the entity serving as the barrier

#

visually

#

you know kind of like this

harsh fern
#

tryna make something similar to the silverfish ai angry calm thingy

lofty citrus
#

what's the problem though??

#

component not being removed?

harsh fern
#

it says its wrong idk

lofty citrus
#

send entire json here

harsh fern
#

well i have a bigger problem than that, i cant even see the entity

lofty citrus
#

lol

#

you gott debug it from the top then

harsh fern
#

i have no clue if my code even works, just testing bc i cant get much help with behavior

harsh fern
lofty citrus
#

open a thread then

harsh fern
#

no thanks

#

i have to fix the invisibility tho..

lofty citrus
#

can you spawn it?

harsh fern
#

completly invis, no shadow and the spawn egg is invisible too

lofty citrus
#

no texture?

harsh fern
harsh fern
lofty citrus
#

no logs?

harsh fern
#

ive been looking

#

hold on

lofty citrus
#

hey people is selection box present in entities?

#

@ember aspen
sorry for the ping but your probably the only I know I could ask for this,
is it possible to have collision box but disable the hitbox? so that I can't hit the entity.

ember aspen
#

Sure. but you should instead modify the damage sensor to filter out what you don't want to hit it. Vs messing with collision.

#

Collisinos keep you in the world and on things.

#

Damage sensors detect attacks...

lofty citrus
#

how would you filter out everything?

#

oh lol

#

Im already looking at it

#

thanks cyberAxe

ember aspen
#

lol

#

I'm about to make a video about a video about a video I made. So in a few level of reality below you. I can provid e an example soon

#
    "minecraft:damage_sensor": {
        "triggers": [
            {
                "cause": "entity_attack",
                "damage_multiplier": 0.0001,
                "on_damage": {
                    "filters": {
                        "all_of": [
                            {
                                "any_of": [
                                    {
                                        "test": "has_equipment",
                                        "subject": "other",
                                        "domain": "hand",
                                        "value": "olctd:move_tool"
                                    }
                                ]
                            }
                        ]
                    },
                    "event": "olctd:move_tool_event_left"
                },
                "deals_damage": false
            },
            {
                "deals_damage": true,
                "cause": "projectile",
                "on_damage": {
                    "event": "olctd:open"
                }
            },
            {
                "cause": "entity_attack",
                "deals_damage": true,
                "on_damage": {
                    "event": "olctd:open",
                    "filters": {
                        "all_of": [
                            {
                                "none_of": [
                                    {
                                        "test": "has_equipment",
                                        "subject": "other",
                                        "domain": "hand",
                                        "value": "olctd:move_tool"
                                    }
                                ]
                            }
                        ]
                    }
                }
            }
        ]
    }
}```
#

This isn't a great example

#

but see how you can setup filters for stuff or say deal_damage false

#

change it to deals_damage false for cause entity_attack...

#

that should be it

#

you can also turn off any
or just one cause.. or list them in an array. Up to you

lofty citrus
#

yep thanks

harsh fern
lunar lynx
fading elm
ember aspen
#

What do you mean

fading elm
#

I mean I just want to have my player a custom geometry like something for example a sheft cap on my head or something like a farmer cap or I want to add 3d nose ear and fingers for my hands

wanton venture
#

Can we make a mob steal an item from the player inventory?

ember aspen
#

commands

wanton venture
#

Are there no components for that?

#

oof

ember aspen
#

Why not use JS

wanton venture
#

Because if there was no need to reinvent the wheel I wouldn't lol

ember aspen
#

Oh my, using JS is like reinventing the wheel. But I'm told daily its as easy as doing Component. Compoent Group, Events..

harsh fern
night kraken
#

Is it possible to make solid entity hitboxes that players/other entities collide with?

trim craterBOT
ember aspen
#

Yes but there is a cost to it

night kraken
ember aspen
#

The player when they have stackable on then pushes all entities aroun and collisdes with lots of stuff.

Other entities will also push it around then.

So say you have a table for example and you want the player to be able to stand on it. When they get close to it they will push it around too.

it's a pain. Some people put barrier blocks in side the table to stop this instead...

#

Most of my furniture is stack able, you can see it in DF and other places.
But I moved more and move away from adding stackable to player because of side effects

night kraken
#

Could I have the entity manipulate a block with a custom hitbox?

ember aspen
#

I'm not sure what you mean by this

night kraken
#

Have the entity create a custom block at its position (in my case, it doesn't move) and use the block's hitbox to allow collisions

loud sable
#
"minecraft:damage_sensor": {
    "triggers": [
        {
            "on_damage": {
                "filters": {
                    "any_of": [
                        {
                            "all_of": [
                                {
                                    "test": "has_tag",
                                    "subject": "self",
                                    "value": "spawn"
                                },
                                {
                                    "test": "has_tag",
                                    "subject": "other",
                                    "value": "spawn"
                                }
                            ]
                        }
                    ]
                }
            },
            "deals_damage": false
        },
        {
            "on_damage": {
                "filters": {
                    "any_of": [
                        {
                            "all_of": [
                                {
                                    "test": "has_tag",
                                    "subject": "self",
                                    "value": "cpslimit"
                                }
                            ]
                        }
                    ]
                }
            },
            "deals_damage": false
        }
    ]
},

Why will this cancel hits with spawn tag but not cpslimit tag?

#

Also tried putting the cpslimit test in the "any_of" filter on the first one

night kraken
loud sable
#

well I have a way to add the tag and remove it

#

but the tag itself doesn't cancel damage

#

just tested, the spawn tag does cancel it

#

if both have the tag

#

wait why is it "other" that makes it work

#

weird

eager barn
#

I have night time animals (frog/firefly/moth) that I´d like to only be visible and sound at night!
My idea is to switch to a fully transparent texture (invisible) and back depending on the brightness value.
There is a logic in place in the behavior json but what it does is totally despawn the animal... (when the next night comes they are not there because they have been destroyed/despawned)
so is this possible without js? I mean to change the despawn to change texture instead?
Unless they could auto-respawn at same location they were at when manually placed

ember aspen
#

yes

eager barn
#

Hey Cyber! when I have a chance (a bit of time) I´d like to invite you to come visit my exotic, ever growing and much different world!

ember aspen
#

Sure. I'd love to see it. I'm swamped in projects right now in prep for a offgrid vaction starting thursday. But when I get back would be a great time for it.

ember aspen
reef oyster
fading elm
eager barn
dawn coyote
# wanton venture Can we make a mob steal an item from the player inventory?

not sure if you found a way to do that, but I have something similar with APIs + entity animations, basically I could set different hit attacks with the entity and based on the attack it can generate different damages, effects, etc... so you can create something similar to define the hit attack instead add damage to steal a random item from inventory and add to this inventory

wanton venture
#

Good thinking! Yes I was thinking to do my own system, I'll see what to do. Thank you!

unborn pier
iron swift
#

how can i make both animated texture with transparent?

#

@proud wharf sorry for ping but i remember u're the best dev when it comes to material

#
{
    "materials":{
        "version":"1.0.0",
        "custom_animated:entity":{
            "+defines":[
                "USE_UV_ANIM"
            ]
        }
    }
}

#

i have the animated texture working but cant get it to support transparent

proud wharf
#

custom_animated:entity_alphablend

iron swift
#

since it supports both animated texture and transparency

ember aspen
#

Or assign only the bones which need those materials those materials. This is the most performant way to do it. Materials are costly don't assign them to the entire model.

proud wharf
#

Actually that would be even more costly. Materials are rendered in one draw call, if you had different materials on the model, each would take a single draw call, while if it is the same uniform material, the entire entity can be rendered in one draw call. Bones also matter, only 8 bones at a time can be rendered with a drawcall, but the number of elements in a bone doesn't matter.

ember aspen
#

The cost of the material for blend, additive and others seems higher in my test by alot.

#

Even more so on massive HD models. but good to know.

proud wharf
#

It is higher yeah, but it's even worse if you mix and match different materials on the entity.

ember aspen
#

Also for custom blocks with custom geos I'd love to see too (ie different material per face)

proud wharf
#

No, it just makes sense. If you want to test it yourself, make an entity with a few bones, assign different materials to bones one of which is alphablend, then measure performance against an entity where all bones are assigned to alphablend

ember aspen
#

In the normal bedrock on a highend system it's pretty hard to see any changes unless you scale it very high. I'd have to hav a different version of bedrock for that.

#

In UE5 and other game engines it's the other way around. It's critical you only apply materials to the areas that need it

#

Going forward with RTX/Deffered isn't it even more critical each bone has the correct material applied to it so the lighting correctly works?

iron swift
#

i have this set up

#

then use property to change the offset

#

But it doesnt work at all

proud wharf
iron swift
#

if so, can u share some propotype

proud wharf
#

Wdym by that

iron swift
#

well, the correct method of entity to change their texture is through texture array

#

but i want to use script to change them by modify the offset value in the render controller

ember aspen
#

Entity property in the offset, then change entity property with JS?

iron swift
#

yep

ember aspen
#

Personally I use commands and animations instead.

iron swift
#

but that doesnt work

ember aspen
#

Does offset allow mojang?

iron swift
iron swift
ember aspen
iron swift
#

there's a guy who make a tivi addon with animated entity using molang in the offset

ember aspen
iron swift
#

i just trying to copy his technique but add the js

ember aspen
#

Yeah i've made some hour+ long videos with UV_anim "offsets"

ember aspen
#

Or is it using the PBR data

proud wharf
#

In RTX and deferred materials largely don't matter, because the main cost comes from doing light calculations per pixel. Deferred earned its name because it defers lighting calculations, by rendering geometry data into multiple buffers like color, MER, normals etc, and then doing calculations on the entire screen at the very end. So when you have overlapping models, only the closets pixel will do expensive lighting calculations. Transparency is a different story tho, you can't defer calculations of transparent pixels, so in deferred, transparent things calculate light every time they are rendered. I'm not sure about RTX, but I don't think it makes much of a difference there.

ember aspen
#

So you don't assign materials at all?

#

It's been ages since I did rtx and I can't remember the process

proud wharf
#

I meant that materials don't matter for performance

#

Except for transparent things in deferred

ember aspen
#

emissive?

#

blend?

#

Does it apply the same for block vs entities?

proud wharf
#

If something is transparent in any way, it's expensive in deferred. If it's not, then it's very cheap to render.

proud wharf
ember aspen
#

Even emissive?

#

thats normally the most costly

proud wharf
#

If it's emissive and transparent yes, if it's just emissive then it doesn't matter

ember aspen
#

nice, thats cool

#

thanks for the info. Sadly I'll forget by the time I'm ready to do deferred.

Cyberaxe Bookmark Deferred performance

#

I'd really like to do deferred for my space game. I think it could really take it to the next level. But its alot of work

#

How do particles and deferred work?
My planets are particles atmopheres

#

Which are mostly alpha or additive

#

and is the performance hit you're talking about only client side, or does the server feel any of this?

proud wharf
#

Client side

ember aspen
#

I use alot of alphas and additive in my materials, but 90% of it is to replicate lighting effects. So if I could remove those. I'd only need it for normal alpha stuff which wouldn't be alot.
https://youtu.be/4ZXgSa0YXfY

Presented by CyberAxe of www.OutLandishlyCrafted.com

Tip and Support Welcome, it takes hordes of hours to provide free support.
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proud wharf
ember aspen
#

I use triliner because I'm doing HD. have you tried deferred with it? does it cause the pixel dust/cloning effect like you see in UE5 systems?

#

RTX also had

proud wharf
#

Idk, but it should work in deferred the same as it does without it

ember aspen
#

I wonder if it's a performance hit or not vs bilinear everyone uses by default

wanton venture
#

Can I make my entity spawn in daylight but not if there is no-daylight light around?

ember aspen
#

the envirormental sensor

#

is localised

#

light level. So have 2 filters

ember aspen
wanton venture
#

The thing is after I add that they dont spawn in day

ember aspen
#

can you show the code

wanton venture
#
"minecraft:brightness_filter": {
          "min": 7,
          "max": 15,
          "adjust_for_weather": false
        }
#

I'm playing with values to see if I find something that works

ember aspen
#

yeah I don't think that will work then.

I'd spawn them invisible. Do a light check on spawn with enviromental sensor then if x die if y uneffect

#

If you need to do it for vanilla

make a custom entity, that doesnt' have RP assets.
It's spawns checks light level then if x spawn vanilla mob

#

This way you can still use the population system.

wanton venture
#

The problem here is that any light check in the game looks for both, sky and blocks

#

There seems to be no way to separate them, which is what I need

ember aspen
#

vs what

#

If they are in a dark room it doesnt' care about the sun

#

enviromental sensor

#

should be local

wanton venture
#

Not what I'm talking about

ember aspen
#

Thats teh check I'm says

#

Spawn an entity during the day. Have the entity check with an enviromental sensor the local light level.

If it's x then spawn your mob.

#

or put that in your custom mobs

wanton venture
#

Wont work

ember aspen
#

why not?

wanton venture
#

Let's say I have torches all around. The enviroment sensor will do the check and will be validated

#

That's exactly what I don't want

ember aspen
#

huh?

#

You set the light level you want to check for right

#

so you say if 1 spawn

#

if 7 don't spawn

kind charm
wanton venture
#

How?

kind charm
#

Isnt there a daytime filter?

wanton venture
#

for spawn rules? doesnt seems so

ember aspen
#

I thought you carred about light level not time of day

#

If you care about time of day do the same thing but in the enviromental sensor use is day..

#

if day spawn if not day don't