#Entities General
1 messages · Page 9 of 1
how do I have an entity change sizes to fit within an area?
Put scale/collision in CG and toggle them off/on with events
how can i make an armor stant to change its model and texture?
"shoot_head": {
"queue_command": {
"command": "kill @s",
"target": "target"
}
}
```why is this not working?
hello does anyone here know how to make a GRABBING attack?
like when you attack the entity it will grab you and attack you
Use rideable and fake it.
Is it possible to run commands on animation controllers in Minecraft 1.18?
In BP AC yes.
How?
How does that work
@ember aspen could u tell me
Is it possible to make a entity, which only has a animation, when it has a specific tag or something?
thx
no i meant could u give me an example of the script
Whats this?
How to fire a command in a BP AC example
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
With using player.json or without.
its a sea scorpion, and i wanna make it when its near you it will attack and grab you
Using ride code
Thats what the coder said
Ohh I get it
Yeah
Hows the code
Could i give u the code and can u edit it?
Oh you guys are friend right, streepai?
he wants u to dm him and tell him
Hey cody
Streepai wants to dm you
So I should make it rideable?
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?
What in the world
haha it´s an attempt to make a little train 😄
It might require a few entities ngl
so far it should just be like a minecart...
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
what wrong with my entity flag 😭
how do I have an entity trigger events based on it's envirment? (aka how mush space it can move in)
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]
}
}
},```
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 ?
"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"
}
]
}
}
}
}
Ok thank you
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
Or any key/click, doesn't have to be just rc
W/o scripts
@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
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
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?
Mmmm is not working...
Intro: https://wiki.bedrock.dev/animation-controllers/animation-controllers-intro.html
Running commands: https://wiki.bedrock.dev/animation-controllers/entity-commands.html
Does adding the melee_attack component a second time just break the mob's attacking now?
My mob worked fine a few versions ago
Wait my other mob that does that still works
why offset in minecraft:projectile doesnt work without a runtime_identifier?
how do I test for a specific block on interact?
for shears it's just shears so I got confused
{ "test": "has_equipment", "subject": "other", "domain": "hand", "value": "stone" }
?
oh yeah it works
can you have 2 interactions?
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?
Download mcaddon: https://www.mediafire.com/file/cxx26j552gy7f2w/trains2.mcaddon/file
Download zip: https://www.mediafire.com/file/xy9s0wkkunvw2vm/trains2.zip/file
Subscribe and like :)
Screw remaking it. Double it and make it better! (Yeah, it's possible to make it. Even more easier than before ig)
I agree! wow That´s great news! 🥳
Hello, can someone tell me why the entity is invisible?
{
"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?
How can I change the position of where the entity launches a projectile?
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
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
{
"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?
how do i make an entity drop its inventory on death
how do i stop lightning bolts from creating fire and damaging players
You're missing the render controller, materials etc
Thanks, now it works, but I can't rotate the y rotation, how can I fix that?
what are the different ways to change a texture of an entity?
just like permutation in blocks
I want to change it's texture in different states
Can we access scoreboard data in a resource pack
And how to make the blinking eyes of entity is it animation or texture
You can't directly. You can use entity properties though. Have a timer that constantly runs an event that sets a property to the value of the scoreboard with q.scoreboard. Then query for the property in the resource pack
I want to check
For scoreboard
In render controls
I mentioned the best method on how to do that
One message removed from a suspended account.
Script api
@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
The only way you can send data from a BP to an rp is through properties or dummy components
working on the beetle
Does anyone know what "rarity" does in a spawn_rule weight element?
The dummy component can have string data???
No, but properties can
Hello, good evening everyone, is there any component that I can add to the wolf to make it regenerate life points?
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
how do i change the spawn rates of a mob?
I'm in the respective mob's spawn rules json file
I just don't know what value to change
Yea
Option1: function in tick.jsoj
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.
Hello ! How can I define the size of the item held by an entity?
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" ]
}
}
}
Sending the code/error will help
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.
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" ]
}
}
}
You are probably looking for "minecraft:render_offsets", but it's only supported for old versions
"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 ?
Ah ok and is there an alternative to be able to set the size of the items held by my entity?
Maybe you can try playing an animation that would reduce the size of the rightItem bone. I haven't tried it myself though.
How to make mob can render from far distance?
you cant... it is hard coded.beleive me i would love to know how to do this. but right now it is 70 blocks sphere. and you cant change it.
Particle LOD system
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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
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
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
Scripting is most likely the best way, but you could do it with commands too
ok, anywhere I can learn specificlly about how this can be done with scripting? thanks! oh btw, will scripting also work in 1.20.81?
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
With commands it'll go through blocks like a ghost
like a ghost? 😄 oh by the way this may be the best option I´ll write
Like vexes
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
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
I see I see... yeah I play by myself always never MP and never server side so this will be great hahaha
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
Best of lucks!
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
How do you define a 3d icon for an item as if it were a block?
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
But if I do that, the texture will be high-resolution, which will make my pack heavy.
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...
too bad the guy does not speak
You are using TP, so it will have the vex effect I mentioned
I thought I saw the dog walk smoothly
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"
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
How can I change resize my own collision box? (player´s)
Spawn a "target" invisible entity where you want it to go. Then have your entity target it and go to it. Then when it gets there have the target move to the new spot. The wiki talks about this method
This is limited to about 30 blocks
yay, after some searching i found what you talked about! thanks: https://wiki.bedrock.dev/entities/entity-movement.html#navigation-abilities
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
"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
Do you have the trading component?
Is anyone know how to make angry mob like a piglin brute
(Angry to any player nearby)
Downloadable from: https://github.com/Mojang/bedrock-samples/releases
bedrock.dev archive: https://bedrock.dev/packs
GitHub (RP & BP) : https://github.com/bedrock-dot-dev/packs
Example particles: https://aka.ms/MCParticlesPack
Java Edition's Vanilla Packs: https://mcasset.cloud/
I believe all if the necessary json is in its vanilla file
does 0.02 means 2% in molang?
A 0.02 chance is a 2% change in mathematics yes
how can I change an entity´s texture by using something in hand and interacting with it?
Presented by CyberAxe of www.OutLandishlyCrafted.com
Tip and Support Welcome, it take hordes of hours to provide free support.
https://www.patreon.com/outlandishlycrafted
#minecraft, #bedrock, #mcpe, #indiegamedev, #blockbench, #animations, #portals, #prototype.
You use queries to change the textures, bones, geos, materials or anything else you want.
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]" ]
}
}
}
Thanks
Can int_property be used to check for Entity properties?
your works are one heck of a treasure pile
do you singlehandedly create your textures?
I pay for most the textures from an asset sign I use. Then I modify them to fit my needs.
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
Hey guys, is there a way to create entities that can only be seen on the client side?
I believe everyone does
how can I hide all the bones except the one needed by the entity, depending on the scoreboard?
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Most of animals have a similar system you can use for reference
Cows for example, which when feeding they grow
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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
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 😄
A button?
The behavior pack entity file
Add minecart runtime identifier and see if that fixes your issue
yayy! that fixed it! you´re Da Master! 😎 Thanks! - this just made me want to make some awesome freight train carts!!!!
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/
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
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
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
the tree textures you mean? cause they are 16x
Yeah
maybe cause I used likea real texture off an image I got years ago
They look real from here lol thats crazy
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
glad you like it! feel free to check out my Addon! it comes with the textures and all - https://mcpedl.com/terras-capixabas/
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 😄
Super nice, keep the good work going! 💪
this more or less shows how it´s at now with plenty of stuff that can be seen
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).
The one with materials, textures, geometry, etc?
No
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?
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!!!! 😮
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?
If you find out please let me know lol, trying to make an invisible armor mod
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.
i just game them an animation that sets the scale to 0
Have you tested it on helmets? 😮 My problem was everything I did still deformed headshape if you had marketplace items on like hats or masks
no, it works on held items so it might as well work on helmets
{
"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
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?
{
"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?
my new female npc model 🥰
how do I have an entity always look at where it's going?
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)
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 🤷♂️
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 😭
You can use scriptapi to detect entity hit then spawn an item
will that work for market place stuff? I've never done scripting, can that all be done in json
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
You can also use /loot in a queue command response to the event
If you put the item in the loot table
how do I activate an attack animation when an entity attacks?
anyone know what’s wrong?
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You can also use a queue command with "loot spawn ~ ~ ~ loot <YOUR ENTITY LOOT TABLE>" 😮
Whatever works for you
so nobody knows?
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
is it your entity visible? i mean, it has a model?
if the entity doesn't have client side, it'll never show the nametag
yeah
it has
that´s why im so confused to why the name doesnt shows
anyone…?
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?
i think so
can I override the color of a texture from render controller ?
yes
How
overlay_color
thanks
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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]" ]
}
}
}```
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
Not sure
Remove the component that makes the entity look at things.
@vestal mantle
I dont have any other
Gl
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Is it possible to create entities with collision in the latest update
did you find one?
solid colision? no unless you use the boat runtime
Do these frogs look bigger than normal to You?
I Made "giant frogs" but i summoned regular Minecraft frogs and they look the same
please…? anyone…?
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
Turn them on and off with a query.
Are you sure the BP anim timer is setup right.
it’s working for the other 5
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
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')" }```
the real kicker is that the two events and timers still work
just not 100% of the time for some reason
they load a new track for a new room
event
im adding properties
You can only fire 1 server side aniamtion at an entity at a time. The next 1 fired will stop the previous
then why is it not a problem with the other 5?
I assume they aren't overlapping
if the problem is this it just wouldn’t make sense
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
hmm
Not sure then. I'd take what works and start replacing what doesn' until it does
I don't see anything oviously wrong
so you don’t see any syntax issues?
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
oh god what was the address again 😅
lol
“found feature or feature_rules in an add-on, which is not supported”
bruh what how is that an error 💀
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
it’s saying there’s a limited radius for tick_world of 6, is this true?
the checker doesn’t show animations
which means if there’s an issue with animations
it wont show it
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
I've never used it so I dont' know
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
cyber
can
i
kill Mojang?
the problem was the second decimal place 💀
removed it and it worked flawlessly
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
yeha but I check it, it should have been fine
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
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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
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)
Can you edit player?
Yes, but it's generally a bad idea because it causes conflicts with other add ons
Is it possible to use the guardian's laser without the guardian runtime identifier?
Does anyone know if it is possible to have more than 1 timer in an entity?
no, you can only have 1 on at a time. Use BP AC instead
OK thanks
Success
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/...
interestingly, frogs wont try to eat players (even when set as attackable target)
how do I have an entity attack other entities using a dynamic tag? anti{player} example: antiAustindounut
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
Are you firing a /particle command?
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
oh, yeah it wont.
particle layer is behind the ui layer
This is a massive bummer for my space game

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
i have not
You're in for a ride
https://youtu.be/4ZXgSa0YXfY
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Tip and Support Welcome, it takes hordes of hours to provide free support.
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#minecraft, #bedrock, #mcpe, #indiegamedev, #blockbench, #animations, #portals, #prototype #live #spacegame #fullgame #addon #addons #marketplace
holy balls
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
thats pretty rediculous nice work xD
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
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
And where is the target?
Right here good sir. and thanks for answering
Message above, sorry forgot to hit reply button.
disable spawnable in BP entity
thank you
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
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
it also comes up when i load any custom skin on the screen
original is the name of my skin
you can load a structure with an item with a really long pickup time
I gave an entity can_climb but it still can't climb out of a hole with the ladders i've placed 😮
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
Hey, I haven't been following entity news in a while. Are entity event still ok? They aren't in experimental right?
Entity events are ok yes
thx
How can I stop the default damage animation on my entity? My entity twists when receiving damage
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?
in an event with queue_command
ah amazing thank you!
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.
How to detect that the player has no items in his hands?
Detect main hand and off hand
You can use "!query.is_item_equipped(0) && !query.is_item_equipped(1)". The 0 checks the main hand, the 1 checks the offhand
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
You just have to develop it out. Check the wiki on projectilies
check for air
Remove gravity, add knockback protection, remove movement
Thank you!!
@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?
Not a custom button. You can use a combo or query yes with a RP AC.
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.
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.
I wasnt talking about You dude
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
I’ve done something similar, but I’ll for sure give it a try. Sorry again about the misunderstanding. 😅
Hello brothers, I need help.
This is a horrible way to do it.
Simply use CGs and events.
what combo? Is it possible to press the back button and the jump button at the same time to trigger a backflip?
you probably did something wrong with the render controller, are all your files named correctly?
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"
oh
:'v I thought I needed to make a render_controller also, idk what this is yet but I'll take a look
There are more than 20 combos. You can use anything you can detect. Queries, filters...
I want a player's action to trigger an Steve action in the game.
Is it possible to detect pressing the back key and jumping at the same time?
Yep. Detect movement direction.
Detect moving backwards and detect jumping?
How to Detect Jumping
!Query is on ground
That sound good, thank you!
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.
Is it molang or scripts using javascript ?
molang
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)" }
]
idk I started messing with conditions to see if I could fix it
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
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
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
what a trashy system
I want it so, if variant is 1, 2 or 3, all subbones in leaves_1 should be hidden
If you setup your project with a material template. You can simply name the boen _glass, _colored, _hidden_v1... _hidden_v2...
So simply name all subbones with the word you're using to filter them
in this case leaves_1
setting leaves_1 to false is doing nothing
That's what I am trying to explain here
because teh subbones aren't named right
Why do I have to call every bone
What cubes are in leaves_1 isn't hidding
because it's a bone hidding system
No cubes in leaves_1
Can't the game understand that if I hide a bone, everything in that bone should be hidden
Isn't that clear enough, bro
why are youmaking this so hard. Just change bone18 to leaves_1_bone18
some systems drive me crazy
that would ruin the feature
because I have to define like 30 bones
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
can I change how armor is rendered on a custom entity?
yup, just create new attachables and models
how do I hide a chest piece if an entity is wearing a chestplate
Rendering controller.
There are many ways to do it depending on your ingenuity and your current architecture.
what query or something like that do I have to check so a cloak gets hidden?
Here is the syntax to hide parts based on a molang query:
There are alternative methods such as geometry transmutation, variants, etc. But it's engineering.
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
Not true actually, there are 4x that you can use at the same time!
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**
- 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.
https://learn.microsoft.com/en-us/minecraft/creator/reference/content/entityreference/examples/entitygoals/minecraftbehavior_timer_flag_1?view=minecraft-bedrock-stable
2.
https://learn.microsoft.com/en-us/minecraft/creator/reference/content/entityreference/examples/entitygoals/minecraftbehavior_timer_flag_2?view=minecraft-bedrock-stable
3.
https://learn.microsoft.com/en-us/minecraft/creator/reference/content/entityreference/examples/entitygoals/minecraftbehavior_timer_flag_3?view=minecraft-bedrock-stable
4.
https://learn.microsoft.com/en-us/minecraft/creator/reference/content/entityreference/examples/entitycomponents/minecraftcomponent_timer?view=minecraft-bedrock-stable
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
You may want to show a video of the animation issue in game and in blockbench
you´re right it makes no sense to send a good file when you can´t see the issue in the game 😄 - silly me 9although i did describe the problem... I have a funny feeling it might have to do with the linear interpolation - although I changed to smooth and the problem persisted so. maybe no...
here
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
Add json "scripts":{ "animate":[ "general" ] }
to your file
this will tell it to play the animation controller
Just like an animation but you call the AC. Then you call the animation in the AC
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?
on the spawn /Summon command use the cg flag to select which CG to use.
what does additional_slots_per_strength in invertory do
oh yeah that was it lol, i forgor, thnxs
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
This works:
{
"on_interact": {
"filters": {
"test": "all_slots_empty",
"subject": "other",
"domain": "hand"
},
"event": "kai:test_pickup",
"target": "self"
}
}
Hello there, is it possible to have multiple projectile component group in the same file ?
I don't see why not, try it. Only 1 can be on at a time I assume
Here is my file but it's only working when I spawn the projectile with an egg. When spawning with an item it's just floating in the air as well when spawning with a slash command
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.
scripting is the only way ig(at least it's the easiest) if you want it for all entities in general
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.
Does anyone knows how can i make a working chair? I rlly wanna know lol
Entity or block.
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
This is really basic so I don't have guides on it. Not really much to guide. Add the component. When riding have player play riding animations.
Okay, i will try it, THX!
Wth is wrong with My freaking rat
I Will make a it into a question as to not flood this chat with code
lol
lol
sorry i took too long to post the code and video of the entity in blockbench, i was having dinner
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.
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Your pivots are messed up.
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
There is no 2 array limit. I don't know what you're talking about
Multitexture in my understanding is to stack texture
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
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
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
how so? the animations look right on bb
Looks like to me you are using the wrong geo for the animations. or changed the pivots after you made some aniamtions. Or are applying to animations at once and 1 isn't right for that geo
You keep thinking multi texture means more than 1 texture in arrays!! IT DOES NOT!
It means more than 2 textures applied to 1 cube/bone at the same time!
STOP using multitexture!
If you need to apply a different material per texture you add a material array
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"
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": {},
filters is what I'd try
what filter will help tho, I can't just have a static tag that it targets or ignores
try to filter those condictions in the damage controller. Then sync up the player and damage controllers.
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(
what did I do wrong
Did you check ontent logs?
yes somhow the defult texture is missing and I don't know how
show your entity file
Why are these little freakers jumping on the dirth path
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
}
}
}
}
}
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
https://youtu.be/N1REGY6DFaQ
You might check this out.
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I'm just looking for a friend I can make along the way
can anybody help me get mobs to spawn with a 1/20 chainse with armor using mcpacks
When the mob spawns use the on spawn event to randomly add the armor?
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loot table
check out the zombie or skeleton server-side entity file to see how to implement it
what is the error you are getting?
can you prove those files are there? in that folder
[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
Looks like it's there to me, maybe don't use default in the other name too
nothing changed 😦
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
I removed " + query.is_charged * 2" and it worked in a way.
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
Check the collision box size
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
great advices! thanks 🙂
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
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
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
any idea what could be causing this?
"test:entity_emissive": {
"+states": ["DisableDepthWrite"],
"+defines": ["USE_EMISSIVE"],
"-states": ["DisableCulling"],
"depthFunc": "Always"
},
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.
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?
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
I guess, you can do it via environment sensor and events with component groups. Test if is_in_water and call an event that adds group with minecraft:behavior.move_to_land.
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?
In "minecraft:behavior.nearest_attackable_target" you can set filters has_tag, if I remember.
I assume, other things with tags can be done via scripting
Thank you, I ended up solving it by modifying the liqud y offset to a smaller number and that let me do it
what vanilla entity could come close to a beach crab behavior?
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)
How have you currently implemented locators in the entity?
"locators": {
"lead": { "head": [0, 14, -6] }
}
Blockbench has a retiming options or you can run some math code in anim_time to do it.
I'd have to look up the code
In the geo using blockbench
wiki and MSDocs and blockbench.net wiki all explain how
I know. I already located it. Now I need to experiment, I'm documenting.
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?
i have to since the objective is to see the entity trough the walls
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?
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
How can an entity be born with the player's skin?
cant' I know of.
how can i remove this?
i tried set the .lang to a space
but minecraft still display a space
How to make 1min tick speed
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
Empty glyph
Most of this is up to you.
but yes root is needed.
I have some guides on animations you could watch.
great! I´ll take a look on the YT channel 🙂
I have some timelapses and real-time of me making and animating hordes of content
I think this is a good 101 place to start https://youtu.be/z3rv-r7FMRU
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I’m trying to add a new animation to the zombie but no matter what I try, the animation doesn’t show on Minecraft bedrock.
Here is the animation controller and the animation file:
did you check your content logs?
Yes
Yes
Load this in blockbench and show all the animations on the time line and if there are any errors listed in bb
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 😄
Great news. You got this
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.
Here, for each arm as well
Left arm
Right arm
Also I can see the warning on the screenshot you sent, may I have a look?
We need to see the timeline
You shouldn't have any warnings at all
Smooth frames MUST ALWAYS be surrounded by linear!
How about this?
yep and at the end too
Already did that a while ago
Still doesn’t work. Probably need to check the entity files…
Can you play the animation with a command
Not sure how to do that. And even so, I can really seem to find the command.
Nvm got it to wrong. But the arms are raised for zombies.
Using player model as an example but it’s quite high. Maybe it’s a bedrock thing.
Also should clarify that I’m making a sort of patcher for another resource with the consent of the creator.
Using player model as an example What does this mean
Fixed it now but what I mean is the player model (me btw) is what it supposed to look like
Well now what? The animation works fine but it’s not viewable on the zombies.
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
are falling block hardcoded?
Hi can I ask how to edit skin and geometry in persona without using iobit application
Cant. They are protected.
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
You have to use the right Events.
minecraft:entity_spawned doesn't support summoning with / command ?
"minecraft:spawn_entity": {
"entities": [
{
"spawn_method": "born",
"spawn_entity": "minecraft:ender_dragon"
}
]
}
}```
there is no other way than using this component ?
why does there need to be. This works fine.
Just copy the stuff in entity spawn event to entity born event.
because I will have two entities
?
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
Is it possible to make an entity unable to spawn in a range from another of its own?
In the spawn rules yes
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
You could just check for entity spawn, get surrounding entities, the remove it if its too close
Oh right, thanks!
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?
custom_hit_test doesn't rotate with the entity?
It does not
is there an alternative?
We really really need a collision, hitbox update, shadows
But iobit didn't work well in my pc
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.
You mean it's illegal ?
Yep in most countries
is there a way to run on death components or in game commands when a entity dies
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
- is JS
- is a fake death system
- is a fake health system
- is a no death system
5)....
hey uh how do I disable entity culling?
I have this gigantic entity that disappears without even being completely out of vision
uhhh my entity is apparently broken
cant sadly. Just have to work around it
Check content logs. Show code or images.
in bridge it says "Property namespace:component_group_name is not allowed." whenever i try to add or remove a component group using events
oh....
How would you create a barrier?
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
tryna make something similar to the silverfish ai angry calm thingy
it says its wrong idk
send entire json here
well i have a bigger problem than that, i cant even see the entity
i have no clue if my code even works, just testing bc i cant get much help with behavior
ive been looking for like 1h 30m, everything is fine
open a thread then
can you spawn it?
completly invis, no shadow and the spawn egg is invisible too
no texture?
yeah but i just hear it suffocating
nope
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.
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...
how would you filter out everything?
oh lol
Im already looking at it
thanks cyberAxe
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
yep thanks
ok i can see it now but it still just suffocates to death for some reason
anyone help me in https://discord.com/channels/523663022053392405/1263315376536813608
So how can I make my own customized geometric/texture skin ? Is there's a way ?? Thank you
What do you mean
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
Can we make a mob steal an item from the player inventory?
commands
Why not use JS
Because if there was no need to reinvent the wheel I wouldn't lol
Oh my, using JS is like reinventing the wheel. But I'm told daily its as easy as doing Component. Compoent Group, Events..
ok it just doesnt move, nothings working i give up
Is it possible to make solid entity hitboxes that players/other entities collide with?
Intro: https://wiki.bedrock.dev/animation-controllers/animation-controllers-intro.html
Running commands: https://wiki.bedrock.dev/animation-controllers/entity-commands.html
Yes but there is a cost to it
What's that
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
Could I have the entity manipulate a block with a custom hitbox?
I'm not sure what you mean by this
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
"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
If the entity itself (not the damager) has the tag cpslimit then it should prevent it
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
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
yes
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!
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.
I love the palm trees. Those are epic. Super jelly
why it not attack?
What addon are the palm tree brother can you share it if you don't mind thank you
it´s here in the showcase channel! all the help I get here in the forum from Cyber, Smokey and anyone else goes into it: https://discord.com/channels/523663022053392405/1260004037437165589 - so when they help me they are helping this super huge addon (with over 400 models and more coming) get better for all of us! 🥳
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
Good thinking! Yes I was thinking to do my own system, I'll see what to do. Thank you!
How do I make the player's head controlled by the player's perspective?
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
custom_animated:entity_alphablend
i realize i could just use player animated
since it supports both animated texture and transparency
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.
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.
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.
It is higher yeah, but it's even worse if you mix and match different materials on the entity.
Do you have any testing to show this I can see
Also for custom blocks with custom geos I'd love to see too (ie different material per face)
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
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?
have u ever made an entity that dynamically change its texture using script?
i have this set up
then use property to change the offset
But it doesnt work at all
Not really, lighting is applied per pixel, not per bone. Tho, in deferred, transparent materials are quite costly and it's best to avoid them
have u ever done any dynamic change texture?
if so, can u share some propotype
Wdym by that
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
Entity property in the offset, then change entity property with JS?
yep
Personally I use commands and animations instead.
but that doesnt work
Does offset allow mojang?
that complicate the whole process though
yes?
Without JS this is pretty easy IME
there's a guy who make a tivi addon with animated entity using molang in the offset
It's how I do character creators https://youtu.be/3KrxnVG_R6I
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i just trying to copy his technique but add the js
Yeah i've made some hour+ long videos with UV_anim "offsets"
But how the pixel reacts is based on the bones assigned material isnt' it.
It's not good to hear alpha is so costly people avoid it. Thats very sad.
Or is it using the PBR data
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.
So you don't assign materials at all?
It's been ages since I did rtx and I can't remember the process
I meant that materials don't matter for performance
Except for transparent things in deferred
If something is transparent in any way, it's expensive in deferred. If it's not, then it's very cheap to render.
In deferred yes, it applies to everything
If it's emissive and transparent yes, if it's just emissive then it doesn't matter
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?
Client side
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
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They work great, custom materials are respected properly unlike in RTX
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
Idk, but it should work in deferred the same as it does without it
I wonder if it's a performance hit or not vs bilinear everyone uses by default
Can I make my entity spawn in daylight but not if there is no-daylight light around?
and yes I think even in the spawn rules there is a light level check. Thats how torches are used
The thing is after I add that they dont spawn in day
can you show the code
"minecraft:brightness_filter": {
"min": 7,
"max": 15,
"adjust_for_weather": false
}
I'm playing with values to see if I find something that works
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.
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
vs what
If they are in a dark room it doesnt' care about the sun
enviromental sensor
should be local
Not what I'm talking about
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
Wont work
why not?
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
huh?
You set the light level you want to check for right
so you say if 1 spawn
if 7 don't spawn
Then...just make them spawn in the day time only?
How?
Isnt there a daytime filter?
for spawn rules? doesnt seems so