#Entities General
1 messages Ā· Page 10 of 1
I want my mob to spawn in daylight only. Not torch light or any other light source block
And all filters seems to filter both light sources like they are the same
On spawn filter is-day if night die silently
I don't see how this can work without both checks simultaneously
If not daytime then despawn?
and enviromental sensor if light x level despawn
Isn't that what you wanted?
You're over thinking
If daylight > Spawn
If block light > Not spawn
Both together
yep both filters
And when I do the block light check, the daylight check will be unnefective
when I check for light, im instantly checking for daylight too
it's NOT daylight it's dayTIME
That's the problem im talking abiut
You're mixing 2 things together, spawn rules and filters
stop doing that
Simply spawn the entity any time.
Then when it spawn. Run 2 filters
done
Wait....so you need daytime and daylight?
Im so confused
no TIME
read my message
is_daytime has nothing to do with light
Kai, you're the one being confusing right now dude
It's based on the query time of day
If is day, my entity should spawn in blocks where there is no block light around
daytime checks for the time, not light level
Yes so 2 filters on spawn
I'm basing myself of what VS code is saying?
So you need natural light level 7 then?
hours is time not light level
Yes...that means the time not the light level
okay
seems to be a boolean
0.0/1 is midnight
yes query.time_of_day is 0_1
Returns true if the time is between sunrise and sunset
which is this in the math 0.25 to 0.75
if you're using a query.
Another option is run a /execute if block check for light blocks
How can I make both filters work together?
This is what I want, hopefully i'm making myself clear..
My mob should spawn during day, but if there are torches or any other light source block, even though is day, it should not spawn.
That is why I believe this won't work. If I do the check using only is_daytime, my entity will be able to spawn even if there are torches around. That's not what I want."
If I also include a light_level filter, it will despawn my entity on daytime...
Hopefully that makes sense..
Is brightness and light level the same?
In a function list the area you want to check for light blocks or torches
execute if block ~~~ minecarft torch run kill @s
If there are any of those blocks then die or fire event on entity to die instantly
EntitySpawn -> loop through 15x15x15 -> grab any light source -> remove
ScriptAPI
That will not be good for performance
2 options
Mine works great for performance.
omg, see, I wasnt crazy
You can use light level, but it's easier to scan for the blocks in this case
Is the only way
light level checks for daylight too
In Minecraft there are two lights:
Sky
Block
light_level checks for both at the same time
So if I put an entity in a purely dark room the filter for light_level doesn't read the room but instead read the sun?
Why is there light level and brightness?
no
I have no idea
Yes it's total light level
They assume you only care about torches and light blocks if they are doing something
and apparently is_brighnest checks for another brightness that is not the one of spawn rules (???)
or what does this even means
If they are not over powering the sun then correct you aren't reading them you're reading the sun
lol
I love 0.0f
The root of my problem derivates from the fact that no vanilla mob does what I want
https://bedrock.dev/docs/stable/Entities#minecraft%3Abehavior.avoid_block
Why not use this then trigger a despawn event?
One issue I see is that players will still see the entity for a moment while the game checks for the block
I'm making the entity invisible and without AI till I made the real spawn
An issue as well is youll need ti write separate filters for each light level blocks since a mushroom shouldnt make your entity despawn if its within 15 blocks
mushrooms emit light?
Light level 1
Because of things like this, there should be a filter for block light and daylight in the spawnrules
Lava?
It would make things way easier, but welp
lantern
Yeah, I literally have to check for like 15 blocks
there are more underwater right
Ideally Mojang wouldve made a proper api without json but it is what it is
You really like C++
Give us blueprints
of them all I've been forced to use I like c# the best
Can't wait to see your reaction when they release the Python API
Thats likely server-5.0.0
It would have been easier for me to learn than JS for sure
I pretty much love the simplicity of Python
They said dev costs would be too high to add more
all is so.. logical
And I sent creeper armies to their offices
anyway
Hopefully this will be a fast task š
oh even worse, I need separate CG lol
Doesn't seems to be working:
"minecraft:behavior.avoid_block": {
"tick_interval": 1,
"search_range": 15,
"search_height": 15,
"target_selection_method": "nearest",
"target_blocks": [
"minecraft:torch",
"minecraft:soul_torch"
],
"on_escape": [
"kai:despawn"
]
}
ah
Thank you!
Kinda strange that didnt gave any errors
hm
Not even this worked:
"minecraft:behavior.avoid_block": {
"priority": 1,
"tick_interval": 1,
"search_range": 8,
"search_height": 4,
"walk_speed_modifier": 1,
"sprint_speed_modifier": 1,
"avoid_block_sound": "retreat",
"sound_interval": {
"range_min": 2.0,
"range_max": 5.0
},
"target_selection_method": "nearest",
"target_blocks": [
"minecraft:torch"
],
"on_escape": [
{
"event": "kai:despawn",
"target": "self"
}
]
}
And I just changed the block id and event
event works good at its own, not sure why it is not working
If you want to give an entity a custom spawn egg texture that is not colored, you gotta create a new item?
Just a new texture, item not required
What's the use of the texture index?
Spawn eggs are an array
Oh no, check the item texture json
Is it possible to update UV with a script/animation/behavior? Like changing the face of a mob without duplicating the entire texture?
You might want to look into texture layering. Here's a tutorial: https://wiki.bedrock.dev/entities/render-controllers.html#texture-layering
How do I make an entity that can ride the player but only with the /ride command?
I don't want it to ride the player every time it walks near to the entity
Turn off pull in.
Hello, while I was doing one of my events, I put the add-on into Minecraft and it came out that the event was not analyzed within the entity, could someone help me or give me a possible solution?
Check the docs. Its a flag of rideable.
I get my response there, what I want to do is that when it interacts there is an event, okay. And within that event there is a "run_command" that executes a command, but the problem is that it gives an error
And I sent you that link so you can see what the proper setup is since you're not following it
its queue_command now. NOT run_command
Currently that still works, plus on Mojang's part that change is unnecessary
It should only work on exp mode.
I already tried it too but no, it still gives me an error
"the event was not analyzed within the entity"
I also tried it like that but it doesn't work
Or watch a guide, or check the vanilla files. Youre not setting up your file right.
Like ive said before, your json is wrong. Please read the link i sent @elder moss
ok...
I need the component groups?
If its for rideable then I can't use it
I don't want to use player.json
I did something else to deal with it
hi there, is it possible to change dynamically the UV mapping on the geo based on the entity properties?
Yes
Thats how we do animated textures. https://youtu.be/HLgH7j65E4g
Presented by CyberAxe of www.OutLandishlyCrafted.com
#Bedrock #guides #howto #AnimatedTextures #UVAnim #HowtoGuide #Minecraft #BedrockDev #IndieDev #UVTexture #UVAtlas #blockbench
We move the UV around.
is there a component for entities to not show red when hit, like they dont show hurt?
and also i want to make a on interact event, how would i do something like that?
You can change it in the RC
Note you can also put Molang in these fields for hordes of fun.
^
Add interact compoent to the entity. Then fill out all it's flags
I'm animating a player, how do I get the player's head controlled by perspective?
just like look at target
your awesome thanks so much!
@ember aspen Do you know how to solve my problem?š„²
Here I am.
I managed to solve the problem because it did not analyze the event, it turns out that a key was missing and the code detected that the events were inside the components, but it is now fixed.
@ember aspen @kind charm
š
How can I do this:
when player hits the entity with a wooden sword, make a count "sword damage * 0.5" and the entity receives the damage from that count
pls ping me if u know
Damage sensor, filter and damage_multi
^
Thank you very much, if it's not too much trouble could you send me their wiki?
This is not the settings you need, but here are some examples. JSON{ "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" } ] } ] } } } ] } }{ "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" } ] } ] } } } ] } }
@ember aspen yo, sorry for the ping
can i put querys like this ?
do the docs have those optiosn?
Anyone know how to fix entities doing this? referencing the vanilla wheat texture on an entity
I think you meant to use #1067876857103536159 ?
entity_alphatest
hm
Must be due to face dimming and ambient occlusion
Yeah I think so but I don't know how to do custom materials
Just in case, make sure you actually need to use entities for what you want. If you want to implement new mechanics to vanilla crops, is most likely you can do it on stable (assuming is a requirement) with scripting
I assumed entities would be easier as I need to animate, I can't really go into what it's for but yeah pretty sure I need entities for that
I don't think there is, I looked and didn't find anything
Yeah you have to use what they give you. Did you check out my example above. I use bridge so I just pick from the drop down menu of what can be done.
What I wanted to do requires a query, because I wanted to test if the item whose mob was attacked has tag x
and from what I saw, there is no filter that tests item tags
I see
Would you have any ideas?
I don't. I haven't used item tags
No problem, thank you very much for your help
You got this. Maybe there is a JS solution.
Just saw Veka mentioned it in another place so, try usifn a block material from https://wiki.bedrock.dev/documentation/materials.html
Seems like it's the emissive property that would make it work but I tried everything with that and no luck
So I found that using "filter_lighting": true in the render controller works... but only with fancy graphics off š
God I love BAO discord. Just found it all in the search bar! For anyone else trying to make it so entities are not shaded or look the same as vanilla blocks etc. You need to do the following:
- Set "filter_lighting": true in the render controller. This makes it so the entity will not glow at night, you can put ignores lighting if you want this.
- Add a custom material with "-defines": ["FANCY"]
Amazing!
hey, my layered textures wont work and i think its because the top ones are being maskedonto the lwoer ones, but the lower ones have alpha pixels in those spots so the top one doesnt map on. anyone know how i can not mask and instead just directly overlay?
this is basiclly the issue i am having too! did you manage to fix it?
One message removed from a suspended account.
One message removed from a suspended account.
Thereās work arounds like give the bone an animation opposite to the arm, or better duplicate the bone, remove it from the arm, and then toggle its visibility when the animation starts
Sorry thatās a rough idea, someone else might have a better solution
Hi I want to change the default camera
Only a little bit is there a way to do that?
Is holiday creator features still being removed? cuz i haven't heard in ages anythin abt it
how do i set up a bp animation controller that constantly runs so i can constantly update a variable?
wait nm its easy sry mb
Sadly yes. You'll have to replace all of your item and block events with custom components.
Here's an intro to scripting; https://discord.com/channels/523663022053392405/1203174431971876934
And here's a few pages about custom components:
You havent been paying attention then We talk about it almost daily.
And it will be FUN
Okay, I've encountered something that turns a chicken (and a cow) into OCD kids... I accidently made a block that propells you forward. Once the animal walks over it, it becomes an obsession to keep going back and forth over it... if it were real, I can see kids doing that.. wondering if it broke the entities and they abandoned their normal behavior. Here is 30 secs of the behaviour. Then I did a cow to see if it was an anomaly.. cow is now doing same thing. They go back to normal when I log off and back on.
I am assuming the entity is trying to get to a specific block, and yours is between it, forcing the entity to walk back and forth
https://wiki.bedrock.dev/entities/dummy-entities.html
My dummy entity is flying away if i catch it with a fishing rod lol
Any ideas?
I do not think there is a get to this block component
I have but i thought that it would be removed in 1.20.10
Can entity events call scripts?
Using the queue command to use scriptevent yes
trying to get my custom entity to shoot a gun that i have given it in its equipment. Ive reused the projectile that the player uses when they fire the gun, which requires a spawn_entity component to fire it. how do i integrate this event into the ranged_attack behaviour? i.e make the entity shoot like the player would
"minecraft:behavior.ranged_attack": {
"priority": 0,
"attack_interval_min": 1.0,
"attack_interval_max": 3.0,
"attack_radius": 15.0
},
"minecraft:shooter": {
"def": "dystopia:musket_blast"
}
"minecraft:spawn_entity": {
"entities": [
{
"min_wait_time": 0,
"max_wait_time": 0,
"single_use": true,
"spawn_entity": "dystopia:musket_blast",
"num_to_spawn": 1
}
]
}
currently he doesnt shoot at all
assuming i need an animation controller to run the event
made one, no luck. entity still doesnt even try to attack me
does the shooter def need to be an item? rn mine is an entity projectile
I already changed to gravity true but my entity still has no gravity and flies up if I kill it.. any guess?
"has_collision": false,
"has_gravity": true
}
},```
I restarted the world and even the whole MC and still no change - the following is its BP, btw
ok i“ll remove the rest of details to see (no difference) funny stuff indeed
damn
what“s the command to kill? I mean maybe bacause I need to kill all instances of it, so I“d like to kill only that specific entity - it“s name is: vvelha:portao_antigo
nah it moves up only if I kill it and it is sticking to walls 9no gravity) if I place it there.. I“ll kill now all instances ]and see
entities are annoying...
have been sat here for 10 hours trying to get a ranged attack to work
also you should change your format_version to 1.18.20 if you can
10 hours - painfull
yep... very
has the gravity fixed
wouldnt mind checking the animation - that might be bugged and therefore throwing out a visual error
not fixed, ok great advice will check the animation.. there is the regular animatiomn file and the animation controller..
this here is the animation... { "format_version": "1.8.0", "animations": { "animation.portao_antigo.walk": { "loop": "hold_on_last_frame", "animation_length": 0.25, "bones": { "bone": { "rotation": { "0.0": [0, 0, 0], "0.25": [0, -87.5, 0] } } } } } }
it“s a simple open door animation
let me see asfaik only the bp file has interact stuff in it will double check
"format_version" : "1.10.0",
"animation_controllers" : {
"controller.animation.portao_antigo.move" : {
"initial_state" : "walk",
"states" : {
"walk" : {
"animations" : [ "walk" ],
"transitions" : [
{
"default" : "!query.is_sheared"
}
]
},
"default" : {
"transitions" : [
{
"walk" : "query.is_sheared"
}
]
}
}
}
}
}
``` here it is seems it has some kind of anim control depending on ..
is it a moving entity?
no it“s just a gate (door)
ok, so mayb for now just teleport it into place
you might have to do that anyway to align it
run an animation controller that constantly tps it to its position
tp @s ~ ~ ~
facing whichever way, you can even have to teleports, one to face east west one to face north south depending on its initial direction
hey sorry to bump, if anyone can help me sort out this ranged attack would be amazing, have been stuck for hours.
well I am using a snap on rotation so it auto aligns when placed which is this here :clever thing a friend of mine sent me: { "format_version": "1.10.0", "animation_controllers": { "controller.animation.snap_rotation": { "initial_state": "default", "states": { "default": { "transitions": [ { "north": "query.cardinal_facing_2d == 2.0" }, { "south": "query.cardinal_facing_2d == 3.0" }, { "west": "query.cardinal_facing_2d == 4.0" }, { "east": "query.cardinal_facing_2d == 5.0" } ] }, "north": { "on_entry": [ "/tp @s ~~0.1~ 180" ] }, "south": { "on_entry": [ "/tp @s ~~0.1~ 0" ] }, "west": { "on_entry": [ "/tp @s ~~0.1~ 90" ] }, "east": { "on_entry": [ "/tp @s ~~0.1~ 270" ] } } } } }
ohhhh, your one step ahead
well there you go thats the problem
tp @s ~ ~0.1 ~
that incrementally increases its y-value by 0.1 every animation cycle
try ~ ~ ~
can you believe chatgpt fixed it for me?
I gave it my BP file and it corrected some stuff in it and now it works has gravity and even opens when I interact with it š
here is what it detected:
There are a few issues with the JSON structure and the components in your Minecraft entity definition:
Incorrect Nesting: The "animations" and "scripts" sections are incorrectly nested inside the "description" section. They should be at the same level as "component_groups", "components", and "events".
Missing "minecraft:entity" Closing Bracket: The closing bracket for "minecraft:entity" is incorrectly placed, causing a JSON structure error.
Invalid Component "minecraft:physics": The "minecraft:physics" component should not contain "has_collision" and "has_gravity" properties. This component does not exist in Minecraft Bedrock Edition.
"vvelha:portao_antigo_started" Component Group: You have a component group with only an empty "minecraft:is_sheared" component. This might be intentional for your logic, but itās worth double-checking if itās necessary.
Health Value: The health value seems quite low (0.3 and 0.5). Ensure this is intentional for your entity.
yeah chatgpt has been great helping me many times hahah
what did you ask it
All I said to it is simply: any problem here?
But maybe because it knows me from long ago (conversations) so maybe you may need to tell it is regarding minecraft bedrock entity json, so it corrects it based on its MCbed knowledge
now that I got it correct I will be doing all these gates and doors I need for my town sim addon
awesome man
gpt didnt work for me unfortunately
its not a syntax error so its a bit trickier for ai to work it out
ah... right... š
Done withe the 1x2 blocks! now onto the garage versions!
done with the beach! very happy
Anyone got experience with ranged_attack? Iām a bit stuck.
#1266356109275562024 message
Late response, so I may be too late, but that's just how Minecraft's pathfinding works.
Entities like passive mobs have random stroll components so they don't sit around doing nothing. The component basically makes them move to a randomly selected spot in a designated radius, only canceling the destination if they aren't able to move for a couple of seconds.
So yes, your blocks are interfering with this, causing the walking back and forth issue. The mob isn't being stopped from moving, so this random stroll doesn't get canceled until either a higher priority movement component is activated (such as fleeing when attacked, or being attracted by food), they reach the random block they're trying to get to, or you relog (and thus resetting the components).
Is the randomly selected spot where the block is then?
Most likely
They might have to cross over that block to reach it, only to get launched away, thus repeating the sisyphean cycle
SO if I wanted to "fix" it, I could add a onStepOn custom component that could run a trigger event on the mob to <insert event here that they all have>
It sounds like a very scuffed idea, but it could work, so long as the random stroll component gets interrupted.
Not feasible, unless I want to alter all mobs JSON. I do not see event callable related to behavior.... good thing this is just something accidently discovered and not needing to really be solved. Thank you for answering
Yeah that was my thought process as well, hence calling it scuffed.
The closest idea I could think of was dealing 0 damage to the mob with entity_attack damage, and that might trigger the flee behavior. Still a scuffed idea of course (mobs lacking the flee component would not be deterred), but there's only so many alternatives I can think of that don't involve JSON.
Glad to help where I could though.
Can I make multiple animation controllers and then write a trigger condition to each animation controller that disallows the animation controller if the condition is not met?
I think if you do it correctly, the conditions within the animation controller can handle that. You can combine that with toggles of property states, which you can alter from calling an event.. But y ou cannot turn off an animation controller.
Can anyone point out the error here that causes the mob to turn into a balloon when hit?
how to put queue_command in behavior?
What attribute status? Can I give the player a custom state and then detect it in the animation controller, and if so how do I do that?
query.property Takes one argument: The name of the property on the entity. Returns the value of that property if it exists, else 0.0 if not.
Also invovles messing with player.json tho, in order to add the state
This is to query whether the entity has an attribute, right?
No... properties.. those you define in the BP json file of the enitityjs "description": { "identifier": "dw623:tnt_guard", "is_spawnable": false, "is_summonable": true, "is_experimental": false, "properties": {"bit:despawn":{"type":"int","range":[0,1],"default":0}} },example - You can query those in the animation controller
When creating a player animation controller, can I customize several attributes (such as A, B, C, D) for the player? I can theoretically customize an unlimited number of attributes. Then, I can define a UI interface with several buttons. When a button is activated, the corresponding attribute will be added to the player. In the animation controller, I can then check for the presence of this attribute.
oh,i see
But if you do, the query should always return 1.
I carefully reviewed your code. You defined a property named bit:despawn, and its value can only be 1 or 0, with a default of 0.
Is that right?
I'm sorry, I don't see any highlights.
Yes, but there are int and bool too...
highlight on query definition
#1070606638525980753 message
I understand, but if I define a property for an entity, it will always exist. If I check for this property, it should always be detected and always return 1
Yes
wait.. not one....
the VALUE
that one happened to be 0 or 1... I could have used true/false or black/blue
read the MS Learn link above, explains propties
Sorry, gotta ignore that request. This is not FB and help I give is within this discord so that all may benefit. Happy to help you here.
okey,very ty for u kindness
I also have a question, if I define a variable v. example = q. example _ a && q. example _ b in the entity file, do I need to define it again in the animation controller? Or can I call it directly?
Reading Properties with Molang
This is further down on that link.... you can use molang in the AC
"query.property" takes one argument ā the full name of a property ā and will return the value of that property, or will send a content error message and return 0 if no property with that name is found.
For example, "(query.property('example:fuel') > 5) ? query.property('example.fuel') : 1" will return the value of the "example:fuel" property if it is over 5, otherwise it will return 1.
"query.has_property" takes one argument ā the full name of a property ā and will return 1 if that property exists, otherwise it will return 0. This query is useful to avoid errors in situations where the entity being inspected might not have a property with that name.```
You will have to @ ding me if asking me specifically a question because I do not hang out in here much... and look in occasionally, so I may not see the questions right after our conversations if you did not use REPLY.. and this will be the case if I do not reply.
ty for your kindness again!I'm afraid I'll bother you if I just @ you. If you don't mind, I'll @ you next time.
That is fine. It is not a bother.
How to put command in a entity behavior
Hi everyone goodmorning here from the Philippines, I made a bat entity and I just want it to have more hunging / resting animation than flying , what components should I use or adjust ? Thank you guys
Hi, I made my mob climb onto its owner's shoulders when he touches it, but when it comes to getting down, it doesn't come down. Even crouching and jumping
pls someone
Works?
how do i make an entity step up 1 whole block? similar to how players walking towards a slab automatically steps them up
i'll check, thanks
is anyone aware of a method for an entity to exist but only be visible to certain players?
Distance from what?
The player? The entities themselves?
The distance from the player
Thanks!
My entity has min health set to 1, so when running /kill it's health comes to 1... however
I'm doing this and the event is yet, not being triggered. Why?
"minecraft:damage_sensor": {
"triggers": {
"on_damage": {
"filters": {
"any_of": [
{
"test": "has_damage",
"value": "fatal"
},
{
"test": "actor_health",
"operator": "<=",
"value": 1
}
]
},
"target": "self",
"event": "kai:death_event"
}
}
}
add target self to each of the filters
Same results
"minecraft:damage_sensor": {
"triggers": [
{
"cause": "all",
"deals_damage": true,
"damage_multiplier": 0.1
},
{
"cause": "fall",
"deals_damage": false
}
]
}
}```
where is your cause?
I haven't needed it for fatal_damage
How would the cause look like for actor_health?
It's a sensor, it's asking you which sensor to monitor.
Projectiles, entity attacks, fire...
all of them.
If you simply want to trigger something when those above happen then use an entity sensor
not damage sensor
hm
nope
I normally fill out everything in the drop down list
Not working either
I already said /kill
I'm seeing it's health and it becomes 1 after running it
try /effect instant_damage or fatal poision, maybe
death is 0 though
Id try to kill it normally so the sensors can work
I'll trust the code
i was testing some rotating animations i made for some decorations and just one pose works, i rlly don't know why, can anyone help me lol
I can send a screenshot of the code
post it
Do i tag u?
You need to set your namespace in bridge so it's not bridge:....
How are you firing these animaitons?
I see no Animation controller or script to fire them
which script should i put there?
How are you changing the animations
Do you want all those to always play?
super*
yeah i guess, its an armor stand, i just want them to play whe i presa "pose"
when i press*
oh, sorry, I can't help with those. I'm not sure how they work
ouch its okay!
How can I make the event from an entity sensor be ran in other target?
you call an event from them in queue command..
/event
How do I make an entity that I am riding look with the players look direction automatically and fast like the horse?
Thank you!!!
Make sure you test that with many mobs around.
In it's animations you add queries
Is there a query to check if a specific item is In the head slot?
has_equipment
How does it work I couldn't find it on the wiki or docs
For example:
"filters": {
"test": "has_equipment",
"subject": "self",
"domain": "head",
"value": "minecraft:diamond_helmet"
},
"event": "kai:give_effect",
"target": "self"
I was thinking more of a query for like a render controller or animation controller
Hey! @kind charm I would like to 'stop my players movement' in this case. including physics.
so just stop mid air basically
any idea?
Edit the player.json file and add/remove a component group that contains the physic component?
sorry moved the question to scripting
How can I set offset for a entity nametag?
Or if its not possible, how can I turn off the nametag?
How can I make a projectile with the behaviour of an arrow, I know how to make a projectile but the model is always looking up and I don't know how to make it point the rotation it was shot from
Can someone help?
Guys what is 200 in second in mob effect in projectile?
Is there a way to run a command once when the condition aline with the animation controller. E.g I have a sprinting animation controller and when I start sprinting it only runs the command once even though I'm still sprinting
has anyone found a way to make throwable projectiles like a snowball NOT hit the player when they throw it?
ive tried offsetting and its still not spawning correctly
how to summon entity with random properties count?
Hey would anyone know why I'm getting these errors?
[Animation][error]-entity/silverfish.entity.json | minecraft:client_entity | description | scripts | animate | animate | unknown child schema option type. Allowed types: 'array' ```
I also can't seem to get animations for my mob to work it just slides around
how do I have an entity that can have it's inventory messed with with a custom UI? I also need to be able to set the entities 'team' in the ui and stuff and thats why I can't use the default thing for it
How can you detect when a player interacts with an entity with an empty hand?
damage sensor
Damage sensor?
Yes, interact is for right click
damage sensor is for left.
If does damage is false then it's simply interact too
Can you show me an example please
I need right click, like when picking up a fish with a bucket
Aside from scripting? There is the interact component
Why didn't you ask that upfront
"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"
}
]
}
]
}
}
}
]
}
}```
with items
Did you try no filter?
You shouldn't need a filter if it's an empty hand
Why a damage sensor?
I need interaction
Not hit
I've never said offhand
If you want left click too, then use damage sensor
And I also mentioned from the beginning that is interact with emty hand lol
My question is, how do I test for empty hand
I must have miss read it.
interact with no filter
you could still add a filter for family player. But no other mobs can interact so thats not realy needed
What filter
This:
"test": "has_equipment",
"domain": "hand",
"subject": "other",
"operator": "==",
"value": "minecraft:air"
Doesn't works
So it will only trigger with an empty hand if I don't use any filter
Nope
Not working
Show the interact "code"
No filters like you mentioned
"minecraft:interact": {
"interactions": [
{
"on_interact": {
"event": "kai:interact",
"target": "self"
}
}
]
}
"8": {
"interact_text": "Pick up Chair",
"on_interact": {
"target": "self",
"filters": {
"all_of": [
{
"test": "is_sneaking",
"subject": "other",
"value": true
}
]
},
"event": "olctd:give_spawn_egg"
}
}
}```
try this
it's not rideable or have inventory right!!!!!
or equipable..
You can't stack these
unless you use items to interact with
ageable with specific item
That's not empty hand
I suppose there is no way to test for that
Disable ageable
and test
Then try reording your components so interact is on top. Order of operations matters
If that doesnt' work. Fitler NOT the items you feed the agaable
These are not the problem Cyber, the problem is that there seems not to be any filters for this
I need a filter
why
Because I cannot test if the hand is empty
There is NO other way to interact than with a hand
I don't think that is your isue
you have something else interfearing with it
That is not what is being discussed
I have never said the interact component is failing
You ONLY want empty hand
It is working, with any items. This is NOT what I want
That's correct
that you hold and don't want to work yep
Not the solution I want
Tell mojang
It's much easier if you make a custom item for the logic.
Which is why you see me doing that
Lighter starts fire, key opens door
I wonder why this won't work
"filters": {
"all_of": [
{
"test": "any_slot_empty",
"subject": "other",
"domain": "hand",
"operator": "=="
}
]
}
maybe, there are some other filters I've thought about trying for this
You need someone smarter than I
any_slot_empty is for equipment slots, sure, but in theory the hand is also an equipment slot because hand_eqquiped component š¤
I'll mark this as dumbly impossible and move to scripting
There has to be some simple way to do it, we just don't know it. I'm sure someone here does, if they'd like to share it
ok, BP AC detects air with query.
Then adds tag to player. Saying empty hand.
The interact filter checks for tag emtpty hand..
Wont work in marketplace addons
š
there is something, some component. that I can use, that if I hit a mob with a certain item, for example a stick, it will not cause damage to the entity
minecraft:damage_sensor & has_equipment filter
For exemple this?
"minecraft:damage_sensor": {
"triggers": {
"on_damage": {
"filters": {
"test": "has_equipment",
"subject": "other",
"domain": "hand",
"operator": "==",
"value": "minecraft:stick"
}
},
"deals_damage": false
}
}
How can I disable the hitbox entirely for an entity? I've set the collision box width and height to 0, but the entity still interacts with projectiles and stuff
under physics turn off collision. or damage sensor try turn off damage for projectile maybe
How can I detect an entity in the air?
Check if its not on ground
this way?
@ember aspen
I don't know why this is happening
It is blinking very quickly, and the video did not accurately capture this scene
If its blinking then your states in the AC arent waiting for the animtion to finish.
At query.any_animation_finished to the return state
So it waits for the animation to be done before looping or checking to run it again
How can I apply an opacity transition to a texture?
ui anim
My texture is a 16 frame animation, with the speed that I want it to play and the opacity speed that I want to apply, I would have to apply 48 textures, isn't there a simpler way?
What is wrong with this filter in environment sensor? I want my mob to despawn when is not in air:
{
"event": "kai:despawn",
"target": "self",
"filters": {
"all_of": [
{
"test": "in_block",
"domain": "self",
"value": "air",
"operator": "!="
}
]
}
}
try minecraft:air
but I doubt air qualities are a block
You'd have to list the water, lava, flowing water.. powdered snow and anything the mob could be in
I guess i'd have to use minecraft:timer instead
what do you mean?
Just change all_of to any_of and list them
I don't want my entity to spawn in anything but air
There are some blocks like all flowers, all crops, water, lava, all carpets, snow layers, etc, which the entity could spawn on
So instead of defining each, I rather use execute unless block air
This is a one time check, too
How do I make a 3D model of an object? And animate it.
Search for attachables in the wiki
okey
did something change in the way you update your packs when you make changes?
I have made a RP and BP but it won't adapt any changes i make. it works when i add files however. I thought this might be a cache issue, but my pack wasn't in the cache. I changed the uuids as well. nothing works
There isnt to my knowledge, are you using the dev folders?
i thought that was the issue as well, but i now added it to my world and it still doesnt work
whats the difference between the bp folder, the dev_bp folder and doing it directly in your world anyways?
The correct way to create addons is by using the development_behavior_packs and development_resource_packs folders. Storing your addons here will allow you to reload the world to see addon changes, and will prevent pack caching issues.
You can work directly in the world, or in behavior_packs/resource_packs, but you need an understanding of manifest-versions and caching to avoid issues.
We highly recommend using the development_*_packs folders.
@simple sinew
that was my initial approach and it didn't work. have tried some stuff and it hopefully works now
Content logs?
How do I match attack animation and damage deal?
Use minecraft:behavior.delayed_attack, it allows you to determine the time when the damage is dealt
thanks
Does anyone know how to do this in a recent version? I don't see query.get_ride on the query list anymore:
query.is_riding ? (query.get_ride -> query.owner_identifier) == 'minecraft:horse'
Its removed
Ah. Is there any alternative I can currently use?
Scripting?
Too hard for me as I started working on my first add-on not too long ago. But it would be helpful if there was some kind of add-on that does a similar thing. Then I can take notes on how they did it.
don't use tga. lol
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you don't have to use it
pngs work fine, just have to change the alpha layers
did you watch the guide?
Are you using the correct materials
Ask who made them, how to use them
No I do not think converting tga to png will work
guy=me
TGA is a special kind of hell
like OGG
Wait people still use reddit. wiw
I'd expect Ai to be more accuite these days, than reddit. lol
They are so stupid, I refuse to let them in my head. I've had a battle with TGAs for 3 decades.
The Truevision TGA (Targa) file format was first defined in 1984 by AT&T EPICenter and Truevision Inc
F AT&T
yeah they are the OG and still here abusing us with their illogical formats.
I'd go outside the minecraft community to game dev / art in general for TGA learning.
But to be honest. I'll go get the java assets that aren't tga/ogg before I use the tga ones.
If I was doing it, I'd use my method above. Export to png then edit what parts you want to have colored/"tga"ed reactive with the alpha.
I use this alot and it works well for me
If you're doing blocks with overlay then.. I'm not sure. I just wouldnt' do it. lol
Using adobe illistrator you can alpha the areas pretty fast. Or in bb you can do the entire faces pretty easy
I think I'd open export vs converting
I worry many converters will mess with that alpha layer and try and merge it in.
I'd instead open it in photoshop or illistrator and export it. So the adobe software can do it correctly.
Can someone provide me with a projectile that makes particle goes like /particle ex:ex ~~~ then when it despawn it also does /particle? Because when I tried to make a thing where it has a particle connected to it, it doesn't show up because for some reason the normal despawn works
I want a projectile that breaks ice when it hits something then also want it to have a particle following it
im trying to get my silverfish texture pack to use my new animations but the model just slides around on the floor
hey can you add new animations/ multiple animations to a mob that only has one?
How can I make this render controller work?
{
"format_version": "1.10.0",
"render_controllers": {
"controller.render.kai.chestplate_with_necklace": {
"arrays": {
"textures": {
"Array.texture": [
"Texture.default",
"Texture.necklace"
]
},
"geometries": {
"Array.geo": [
"Geometry.default",
"Geometry.necklace"
]
}
},
"geometry": "Array.geo",
"materials": [
{
"*": "Material.default"
}
],
"textures": [
"Array.texture"
]
}
}
}
Using that shows no geometry
Not even using two render controllers work
Any ideas? This render controller is used for a chestplate item, which I need to show two geometries at once with two different textures, one for each model
is there a place to see what the ground speed of every mob in the game is?
is there a way to break out of an event sequence?
I have the issue where i have a sequence testing for if a value is true (then change to false) and if its false (then change to true). but this just ends up in a loop.
Open all the behavior entity files and search them all for speed
bump š„¹
hey does anyone know which horse model version is the one that is being used in the current day?
I dont know if its an issue with the entity types filter
if theyre downright ignoring the code and doing their own thing
or if theres like, components conflicting eachother somehow
The first thing i see is that you have multiple duplicated keys, dont
nice!
It was one single component too
One component that caused me 3 days of trouble
Also you have some unexistant components. Checked and its all ok, mb
Is wolf armor geometry needs to be in separate file? Or it can be in a single file of wolf.geo.json then reference it in wolf entity to the wolf_armor.render.controllers which where it'll use the custom geometry in the wolf.geo.json?
Hello does anybody know how to make projectile Homing work?
Mine doesn't even homes it just falls
Is it possible to use more than one type of collision box for an entity and add conditions to switch between them? Iām trying to make different collisions for standing and diving animations of Drowned.
You can use sensors to add and remove.component groups
Oh, thanks for the info.
Quick question, is it possible to make an entity or particle visible only to a certain player?
I need to make the mob teleport to either side of the terrain I'm on as long as it doesn't go down the terrain I'm standing on.
for example if I am on the 3rd floor of a building and the mob instead of teleporting
to random locations on floor 3 teleports to floor 2.
How do I solve this?
Snowstorm discord has a post on it I think
^
Thanks, I'll check it out
the Behavior
Iirc in scriptapi we have spawnParticle for Player which spawns particle visible to only a certain player
does anyone know where I can get a list of all possible geometries I can use?
player.spawnParticle?
is there a place where I can find all of the .material and geo files at? i dont see them anywhere on github at all
My entity is faster when it has two players mounted
how to make custom mobs not ride boats?
Why is it that everytime I restart the world, my npc entity's name is reset back to "NPC" ?
yeah
When you spawn it, in the command you set their name.
Help, how to make the armor moves?
Yeah I did that and everything I could think of, however \n wouldnāt work with it
guys why i can't convert my model as a pack in blockbench
there's only "export as McAddon"
huh?
take a geo and drag it in to blockbench
it looks like this
i can't export it as a pack, cuz i want make multiple mode in one addon. can u help me with it?
Great news. You are ready to graduate to VSCode or bridge.
You've got a taste of what you can do with entity wizard. Now you should move up to one of the IDEs to start doing more complex addons. IMO
or export it to a zip, mcaddon,mcpack. Unzip it(those are all zips) and simply move the files to the correct location in 1 pack.
Somethings like names and others stuff might need combined. But this is what the IDE helps you do.
^
can u help with it? make it as a pack? I'll send u the addon file and the models that i want to add
no, thats not how this works.
What a great time to learn. If you put in a few days you will be amazed what you can do
well. I'd suggest you get a pc or beg, work the corner, mow lawns.. to get one. But lots of people use mobile.
lol
Just want to know if it's possible, but can I make a mob with multiple texture variants with each of those texture variants having different behaviors
im trying to make the bajillionth chocobo add-on but actually make the breeding interesting
How to test player game mode in entity file?
Something like
"test": "gamemode",
"subject": "player",
"operator": "!=",
"value": "creative"
You might need to switch to using a scripting based solution, which selects random x and z coordinates within range to teleport to.
I'm making a dummy entity, and I currently have it's min health val as 20 and the default val at 40. However, if I use the mace and deal 75 damage, the entity is now invulnerable. Is this works as intended? I have a despawn event that I can run, but I want to be able to keep hurting the entity
bummer
I've seen this at 0 and 1. But 2 has been working for me. Granted its in my space game so I haven't tried a mace.
But yes I and other have seen this bug.
Ive done via scripting to reset its health back to its default but that didnt work. Im gonna try adding the health back again via CGs?
Yeah when it bugged, that was it.
It was a while ago but I don't think I could get it out. I added instant kill maybe? in a CG /event and called that remotely to kill it. Not sure even that worked.
health min 2 stopped the issues for me. But all my weapons do minimal damage. Nothing like 75.
I have fought the ender dragon though.
Update: does not work
yeah it's nasty
make a portal, tame parrot, have parrot on shoulder, stand in portal, restart map.
Now you'll have the perfect break of the world player and blocks.
Alright! I figured out a hacky workaround! If fatal damage, then transform into a new entity
:/ yeah, the jank happens when you knockback the entity too much you can see it transform
I've had transform f me a few times. It will transform them into the ground and kil them.
since no offset options I could find. I instead had to spawn them new. lol
probably simple question: how do you make an entity have two interactions.
like for example something transforming when you give it an apple vs transforming into something else when you give it a hoe or something
two "on_interact" instances is not working
nvm i figured it out i think (THEY DIDN'T ACTUALLY)
can you show me an example?
hey, my models texture was error, cuz i change the scale to 1.5. it's just villager models but with bigger scale. anyone can help me?, the default texture size is 128x128 should i change?.
This theoretically should work if the floor is completely flat, trigger it with a script event command (specifically /scriptevent example:teleport). You can use your own implentation if you want it to be triggered in some other way, but with /scriptevent you can use queue_command in an event to teleport it. The 16 in x and z means it will teleport either 8 blocks in the positive or negative direction on each of those axes. Change it to modify your range
system.afterEvents.scriptEventReceive.subscribe((data) => {
let entity=data.sourceEntity;
let location=entity.location;
if(data.id==="example:teleport" && entity){
location.x+=((Math.random()-0.5)*16);
location.z+=((Math.random()-0.5)*16);
entity.teleport(location);
}
});
huh.
or scale entire model in BP entity, or RP entity, Or animate it.
You can have lots of interaction. Simply seperate by filters.
Maybe reduce damage from hammers using damage sensors would be a better solution
Good morning here in my place ,just asking anyone here knows how to have my entity blinking eyes, thank you everyone
i'm putting it Āæi should do it with the family type?
What? You need to do the /scriptevent from an animation controller or queue_command in an event
And your script isn't fully set up, I didn't give the complete fioe
Have you used the script api before?
i dont have so much experience with Scripts. and here the command "/scriptevent" doesn“t appear in the list
It is a command, the plugin must be outdated
You might want to check out this guide too: #1203174431971876934 message
Error processing expression query.is_name_any('CENSORED') ? 'Geometry.CENSORED' : query.is_name_any('CENSORED') ? 'Geometry.default' : 'Geometry.default'
?
any idea whats wrong?
What I'm trying to do is make this teleportation function work with entities of a specific family type.
You'd need another system for that then, probably some kind of system.runInterval. thing. I don't know exactly though, so you'll need to look through the docs yourself to figure it out
charge?
what to do. I have my mobile invisible
Is there a way to render a cape on a custom mob like a zombie without adding cubes to the geometry?
No
i am using this on a player
Is It possible to make a mob Feel hungry and die if It doesn't eat?
Thats complicated
Can i do It only using entity.son?
Json*
I thought about using a timer that if it resets the mob starts taking damage, the most complicated part would be resetting the timer if the mob eats food.
You could use a property to track the hugner level
Can we make an entity look at target if that target is a block ???
Entities dont target blocks
Whatever "minecraft:behavior.move_to_block" has as "target"
It stops looking at the block after found, need to make it an always thing
Do u know How to do that?
Track the hunger Level.. But How If Mons don't have hunger
Make it an entity property -> Have a timer component that decreases the entity property value
Then When he eat timer reset
When the mob eats -> trigger event that resets the property
"format_version": "1.10",
"minecraft:entity": {
"description": {
"identifier": "my_namespace:my_entity",
"is_spawnable": true,
"is_summonable": true,
"properties": {
"hunger": {
"default": 100,
"min": 0,
"max": 100
}
}
},
"components": {
"minecraft:timer": {
"interval": 100,
"callback": "decrease_hunger"
},
"minecraft:interactions": {
"interactions": [
{
"trigger": "minecraft:item_interaction",
"item": "minecraft:food_item",
"action": "reset_hunger"
}
]
}
},
"events": {
"decrease_hunger": {
"on_tick": [
{
"set_property": {
"property": "hunger",
"value": "hunger - 1"
}
}
]
},
"reset_hunger": {
"on_interact": [
{
"set_property": {
"property": "hunger",
"value": 100
}
}
]
}
}
}
}
That Would Works!
?
@kind charm
"format_version": "1.10",
"minecraft:entity": {
"description": {
"identifier": "my_namespace:my_entity",
"is_spawnable": true,
"is_summonable": true,
"properties": {
"hunger": {
"default": 100,
"min": 0,
"max": 100
}
}
},
"components": {
"minecraft:behavior": {
"description": {
"identifier": "my_namespace:my_entity",
"components": {
"minecraft:interactions": {
"interactions": [
{
"trigger": "minecraft:item_interaction",
"item": "minecraft:food_item",
"action": "reset_hunger"
}
]
}
}
}
}
},
"events": {
"reset_hunger": {
"on_interact": [
{
"set_property": {
"property": "hunger",
"value": 100
}
}
]
}
}
}
}
No...Give me a few minutes
{
"format_version": "1.21.0",
"minecraft:entity": {
"components": {
"minecraft:timer": {
"time": [
10,
10
],
"time_down_event": "decrease_hunger"
}
},
"description": {
"identifier": "namespace:mob",
"is_spawnable": true,
"is_summonable": true,
"spawn_category": "creature",
"properties": {
"namespace:hunger_level": {
"values": {
"min": 0,
"max": 3
},
"default": 3
}
}
},
"events": {
"decrease_hunger": {
"set_property": {
"namespace:hunger_level": "q.property('namespace:hunger_level') > 0 ? q.property('namespace:hunger_level') - 1 : 0"
}
}
}
}
}
```@polar notch this should work
I Will check
I'm trying to understand this code ,kinda complicated
I will try to implement this in the entity code and see what changes I will need to make to make it work on my entity code
im learning with scripts. Āæthis is ok?
Should be if you're triggering it via event
via event? i never heard of it
Well, it's a script event response, so you'll need ti use /scriptevent to trigger it this way
the scriptevent is a plugin from here?
What? /scriptevent is a command in vanilla
I'm not sure why your editor says it's invalid
ok i understand
What I want to know is that I should write in this same script so that an entity of a specific family can be teleported, for example "Bosses"
Yeah, I don't have specific code for that. Again, I'd loom through the docs to try to figure out a solution
I remember there being a wiki page on making block entities where when you spawned them they would align themselves with the block grid. does anyone have the link to that? this is the closest I found https://wiki.bedrock.dev/entities/solid-entities.html
I think this is the one, it's in the block category which is probably why you missed it: https://wiki.bedrock.dev/blocks/fake-blocks.html#top
I tried these with no luck:
is_charged, is_charging, facing_target_to_range_attack, has_target
Are you sure you have it setup correctly
Yeah, I tried once again but the first two is always 0 and the last two is 1 as soon as there is a target to hit.
ty!
Show how you set it up
@wanton venture ... did you check out "minecraft:behavior.random_search_and_dig"to see if it acts better than move to block? I saw in the sniffer json while fixing Foxy's pack for the realm I play on, cause gonna break tomorrow.
Yeah but doesnt really works for me, so I continued with move to block
I also added an entity to help with its brain
So both behaviors are working, the entity is searching most of the time, as intended
@limpid wave ..... this section, but make a post
HI
call it Fixing Foxy's Mob Head Pack
#1272838884614606869 message
Why are you posting this all over. Please wait for someone to come by or follow the trouble shoot steps on the wiki. Blockbench.net or msdocs. All have this process fully documented. There are also guides for it too. You could 3rd search the discord for how others fixed it. Its asked often.
whitch pack?
i have a freind with the same thing
A tamed pufferfish Will still Poison the onwer?
It may be not considered as attacking the onwer but Just a natural reaction that the pufferfish have?
Hm well a pufferfish in real life can choose when to puff or not ig
is there away to ignore the player
{
"format_version": "1.12.0",
"minecraft:entity": {
"description": {
"identifier": "ct:item10",
"is_spawnable": false,
"is_summonable": true,
"is_experimental": false,
"runtime_identifier": "minecraft:snowball"
},
"components": {
"minecraft:collision_box": {
"width": 0.25,
"height": 0.25
},
"minecraft:projectile": {
"on_hit": {
"remove_on_hit": {}
},
"power": 1.5,
"gravity": 0.03,
"angle_offset": 0
},
"minecraft:physics": {},
"minecraft:pushable": {
"is_pushable": true,
"is_pushable_by_piston": true
}
}
}
}
I don't want it to despawn when it hit a player
Please follow the rules and don't cross post
rq is there any way for an entity to detect the block it's on?
like... if this entity is standing on grass, it runs a on_grass event, but if it's on netherrack, it runs a on_netherrack event
You can do it with ACs i believe
ACs?
Animation controllers
hmm what I wanted was a thing to offer specific trades if standing on custom blocks (ex stuff like Blaze Powder and Smithing Template if standing on a āNether Trading Blockā for lack of knowing what Iāll call it) Iām not sure how thatāll be controlled by ACs?
Unless Iām dumb and ACs can set variants instead of the other way around
You could jist handle thag logic via your custom block instead
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Here is detect below you, around you, or infront of you
Unrelated surprisingly, how do you switch textures for specific states (bees with pollen, wolves angered, etc.)
(also tyyyy)
I think for something like a wolf, you can make a plane for the eyes with a different texture, move it into the model, and make an animation that moves the plane outwards until it renders in front of the original eye
Render controllers or texture arrays
Bees don't have two models for with stinger and without stinger, they have an animation that sizes its stinger to 0 when it stings
no i mean bees have 4 textures (normal, pollen, angry, angry+pollen)
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You should also check out https://youtu.be/Gif5NxjI-2w
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I think it's easier to learn with the npc system.
There are 3-7 other guides you'll want to watch too
In short a query or math changes an array or Render controller to toggle the texture, geo, material you want.
Could someone please check why my entities aren't visible
invisible, no shadow
bp and .lang translations are working
I have no idea why this happening, bedrock dev troubleshooting method didn't help
(bp is working so i didn't upload it as it is not a part of the issue)
I may be a behavior problem
If there's a syntax error in entity.json the entity Will be non-existent (invisible)
The spawn egg exists
Yea It's like that Even If It's broken
But i think that wasn't the case. This is the 2nd version of the addon, the entities in the last version cannot play animations. I tried to fix it, and the result was that the entity became invisible. During that, the bp hasn't been changed
But on the first version it was visible so it's should be the problem of rp
Give me the res
RP is above
I Will test
Did you find any potential causes of the bug?
Is there a guide anywhere how to make a entity that just plays an animation based on an event?
eg a door that opens with a command
Guys, does set the mob health value to 0 in components make it instantly dead?
Ive got alot of guides that cover hordes of stuff. I have this for blocks.
3d items guide shows lots of this.
Anyone know whats up with my code? The on_death event was working fine before the update and now it isnt so idk what im meant to do
Where do i find your guides?
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1.16.0 - NO EXP FEATURES
Here I show you how to setup a 3d items/weapons/pets... then setup how to listen for the use item/interact query. How to exclude the vanilla walk animations and how to setup your player models and 3d items for particles to rave with. I also show how to setup a special...
This error did not exist in 1.21.2, how can I solve it?
[Molang][error]-minecraft:player.0.c5045992-eba4-4c7e-ad4a-469df35178d5.tutorial_skin_1 | entity/player.entity.json | (query.is_item_name_any('slot.armor.legs','blc:kimono_muken_oken') && variable.is_first_person) | Error: query.is_item_name_any called without a specified entity.
I'm sending an example, my animation controllers are not working, and they don't show any error in the log
{
"format_version": "1.18.30",
"minecraft:entity": {
"description": {
"identifier": "minecraft:player",
"is_spawnable": false,
"is_summonable": false,
"is_experimental": false,
"scripts": {
"animate": [ "player" ]
},
"animations": {
"player": "controller.animation.player"
}
}
}}
I have several controllers on my player, it was working perfectly in 1.21.2 but now it stopped working without showing errors
you need to add a var for paperdoll search this chat. It's a common issue
paperdoll?
1.18.30 is pretty old
yep. When you open the menu that code is being run againt the paper doll which has no entity.
You need to add a check for if paperdoll or player
I didn't understand exactly, could you help me?
You'llhave to search for it
Do you have the link?
You should search addons and this chat in discord.
I'm not sure how else to say that
#add-ons
is there a paper doll variable?
wand?
variable
hey does anyone have the muddy pig model from minecraft earth? or know where I could find it?
nevermind it was super easy to reverse engineer
I want a entity to transform when detecting another entity how would I go about doing that?
My idea is :
entity1 : detect near-by entity2
entity1 : then transforms into different form that stronger
Entity sensor and event.
Can someone help with knockback roar? In new Minecraft version 1.21.20.03 it no longer works, why?
{
"format_version": "1.13.0",
"minecraft:entity": {
"description": {
"identifier": "jjba:sk",
"is_spawnable": false,
"is_summonable": true,
"is_experimental": false
},
"component_groups": {
"sk1": {
"minecraft:behavior.knockback_roar": {
"priority": 1,
"duration": 0.1,
"attack_time": 0.1,
"knockback_damage": 0,
"knockback_vertical_strength": 2,
"knockback_height_cap": 2,
"knockback_horizontal_strength": 4,
"knockback_range": 4,
"knockback_filters": {
"test": "has_tag",
"subject": "other",
"value": "skg2"
},
"damage_filters": {
"test": "is_owner"
},
"on_roar_end": {
"event": "despawn"
}
}
}
your format version is 1.13.0
lol
yeah thats not going to work
use a current format version that supports that component
Yeah I didn't get how
What is current format version? Or where i can see what is the current format version?
Wich supports knockback roar for new 1.21.20.03 version
I tried to make a wither storm tractor beam that deactivates(become invisible) upon hurt and reactivates after 20 seconds but it doesn't work
Bp entity:
{
"format_version": "1.16.210",
"minecraft:entity": {
"description": {
"identifier": "endermod:tractor_beam",
"is_spawnable": false,
"is_summonable": true,
"is_experimental": false
},
"component_groups": {
"minecraft:color0": {
"minecraft:variant": {
"value": 0
}
},
"minecraft:color1": {
"minecraft:variant": {
"value": 1
}
}
},
"components": {
"minecraft:type_family": {
"family": [ "inanimate", "tractor_beam" ]
},
"minecraft:collision_box": {
"width": 1,
"height": 1
},
"minecraft:health": {
"value": 1,
"max": 1
},
"minecraft:knockback_resistance": {
"value": 1.0
},
"minecraft:nameable": {
},
"minecraft:damage_sensor": {
"triggers": {
"cause": "all",
"deals_damage": false
}
},
"minecraft:persistent": {
},
"minecraft:physics": {
"has_gravity": false,
"has_collision": false
},
"minecraft:pushable": {
"is_pushable": false,
"is_pushable_by_piston": false
}
},
"events": {
"tractor_beam_activates": {
"add": {
"component_groups": [
"minecraft:color1"
]
},
"remove": {
"component_groups": [
"minecraft:color0"
]
}
},
"tractor_beam_deactivates": {
"add": {
"component_groups": [
"minecraft:color0"
]
},
"remove": {
"component_groups": [
"minecraft:color1"
]
}
}
}
}
}
RP entity:
{
"format_version": "1.10.0",
"minecraft:client_entity": {
"description": {
"identifier": "endermod:tractor_beam",
"materials": {
"default": "entity_alphatest"
},
"textures": {
"0": "textures/entity/tractor_beam/tractor_beam_inactive",
"1": "textures/entity/tractor_beam/tractor_beam"
},
"geometry": {
"default": "geometry.tractor_beam"
},
"animations": {
"move": "animation.tractor_beam.move"
},
"render_controllers": [
"controller.render.tractor_beam"
]
}
}
}
Texture 0 is blank and texture 1 is the normal tractor beam
And this is the "parent" of the tractor beam:
{
"format_version": "1.16.0",
"minecraft:entity": {
"description": {
"identifier": "endermod:end_kraken",
"spawn_category": "monster",
"is_spawnable": true,
"is_summonable": true,
"is_experimental": false
},
"component_groups": {
"mode_switcher": {
"minecraft:target_nearby_sensor": {
"inside_range": 14.0,
"outside_range": 16.0,
"must_see": true,
"on_inside_range": {
"event": "switch_to_melee",
"target": "self"
},
"on_outside_range": {
"event": "switch_to_ranged",
"target": "self"
}
}
},
"ranged_mode": {
"minecraft:shooter": {
"def": "endermod:projectile"
},
"minecraft:behavior.ranged_attack": {
"priority": 3,
"burst_shots": 4,
"burst_interval": 0.15,
"charge_charged_trigger": 0.0,
"charge_shoot_trigger": 2.0,
"attack_interval_min": 1.0,
"attack_interval_max": 3.0,
"attack_radius": 128.0
}
},
"melee_mode": {
"minecraft:attack": {
"damage": 55
},
"minecraft:behavior.melee_box_attack": {
"priority": 3
}
}
},
"components": {
"minecraft:is_hidden_when_invisible": {
},
"minecraft:experience_reward": {
"on_death": "5000"
},
"minecraft:breathable": {
"total_supply": 15,
"suffocate_time": 15
},
"minecraft:fire_immune": {
},
"minecraft:nameable": {
},
"minecraft:health": {
"value": 1300,
"max": 1300
},
"minecraft:collision_box": {
"width": 3,
"height": 3
},
"minecraft:movement": {
"value": 0.025
},
"minecraft:scale": {
"value": 4
},
"minecraft:navigation.float": {
"can_path_over_water": true
},
"minecraft:behavior.float_wander": {
"priority": 2,
"must_reach": true
},
"minecraft:can_fly": {
},
"minecraft:loot": {
"table": "loot_tables/entities/end_kraken.json"
},
"minecraft:type_family": {
"family": [ "ender", "monster", "mob" ]
},
"minecraft:damage_sensor": {
"triggers": {
"cause": "fall",
"deals_damage": false
}
},
"minecraft:jump.static": {
},
"minecraft:behavior.look_at_player": {
"priority": 7,
"look_distance": 128,
"angle_of_view_horizontal": 360,
"probability": 0.03
},
"minecraft:behavior.look_at_target": {
"priority": 10
},
"minecraft:rideable": {
"seat_count": 2,
"pull_in_entities": true,
"intereact_text": "",
"family_types": [
"player",
"mob"
],
"seats": [
{
"position":
[ 0.0, 10.0, 10.0 ],
"lock_rider_rotation": 135
},
{
"position":
[ 0.0, 0.0, 0.0 ],
"lock_rider_rotation": 360
}
]
},
"minecraft:on_hurt": {
"event": "minecraft:on_hurt_event",
"target": "self",
"minecraft:timer": {
"looping": false,
"time": 20,
"time_down_event": {
"event": "tractor_beam_recovers"
}
}
},
"minecraft:boss":{
"name": "Ender Kraken",
"hud_range": "125",
"should_darken_sky": false
},
"minecraft:knockback_resistance": {
"value": 1.0
},
"minecraft:persistent": {},
"minecraft:behavior.float": {
"priority": 0
},
"minecraft:break_blocks": {
"breakable_blocks": [
"cobblestone",
"netherrack",
"planks",
"bamboo",
"bamboo_sapling",
"beetroot",
"brown_mushroom",
"carrots",
"carved_pumpkin",
"chorus_flower",
"chorus_plant",
"deadbush",
"double_plant",
"leaves",
"leaves2",
"lit_pumpkin",
"melon_block",
"melon_stem",
"potatoes",
"pumpkin",
"pumpkin_stem",
"red_flower",
"red_mushroom",
"crimson_fungus",
"warped_fungus",
"dirt",
"sapling",
"snow_layer",
"sweet_berry_bush",
"tallgrass",
"turtle_egg",
"vine",
"waterlily",
"wheat",
"dandelion",
"azalea",
"flowering_azalea",
"azalea_leaves",
"azalea_leaves_flowered",
"cave_vines",
"cave_vines_body_with_berries",
"cave_vines_head_with_berries",
"small_dripleaf_block",
"big_dripleaf",
"spore_blossom",
"hanging_roots",
"mangrove_leaves"
]
},
"minecraft:follow_range": {
"value": 128,
"max": 128
},
"minecraft:behavior.hurt_by_target": {
"priority": 1
},
"minecraft:behavior.nearest_attackable_target": {
"priority": 2,
"entity_types": [
{
"filters": {
"all_of": [
{
"test": "is_family",
"subject": "other",
"operator": "!=",
"value": "ender"
},
{
"test": "is_family",
"subject": "other",
"value": "inanimate"
}
]
},
"max_dist": 128
}
],
"must_see": true
},
"minecraft:physics": {
"has_gravity": false
},
"minecraft:pushable": {
"is_pushable": false,
"is_pushable_by_piston": true
}
},
"events": {
"minecraft:entity_spawned": {
"add": {
"component_groups": [
"mode_switcher"
]
}
},
"switch_to_melee": {
"remove": {
"component_groups": [
"ranged_mode"
]
},
"add": {
"component_groups": [
"melee_mode"
]
}
},
"switch_to_ranged": {
"remove": {
"component_groups": [
"melee_mode"
]
},
"add": {
"component_groups": [
"ranged_mode"
]
}
},
"minecraft:on_hurt_event": {
"run_command":{
"command": [
"function tractor_beam_deactivates"
]
}
},
"tractor_beam_recovers": {
"run_command":{
"command": [
"function tractor_beam_activates"
]
}
}
}
}
}
And this is the two functions:
"minecraft:use": {
"on_use": {
"event": "origin:open"
}
},
"minecraft:should_despawn": true,
"minecraft:allow_off_hand": true
},
"events": {
"origin:open": {
"sequence": [
{
"run_command": {
"command": [
"summon origin:npcdummy ~~~ origin:open"
]
}
}
]
}
}
How to i run commands now?
??
The two functions for the entity above
oh alright
Basically I made the "parent entity" to run an event upon hurt that runs a command, which runs the color changing event of the tractor beam
And use the timer to run recovery event after 20sec
But it doesn't work
One message removed from a suspended account.
There's a syntax error
Send it to a syntax checker
"minecraft:use": {
"on_use": {
"event": "origin:open"
}
},
"minecraft:should_despawn": true,
"minecraft:allow_off_hand": true
},
"events": {
"origin:open": {
"sequence": [
{
"run_command": {
"command": [
"summon origin:npcdummy ~~~ origin:open"
]
}
}
]
}
}
How to i run commands now?
How would I do this in a entity sensor i just don't get the sensor what so ever
Can't find any help on it
entity1 : detect near-by entity2
entity1 : then transforms into different form that stronger
Why does it say that string "run_command" is not valid? How can I fix it?
Here's the code:
"events": {
"minecraft:entity_spawned": {
"add": {
"component_groups": [
"mode_switcher"
]
}
},
"switch_to_melee": {
"remove": {
"component_groups": [
"ranged_mode"
]
},
"add": {
"component_groups": [
"melee_mode"
]
}
},
"switch_to_ranged": {
"remove": {
"component_groups": [
"melee_mode"
]
},
"add": {
"component_groups": [
"ranged_mode"
]
}
},
"on_hurt_event": {
"sequence":
[
{
"run_command": {
"command": [
"function tractor_beam_deactivates"
]
}
},
{
"add": {
"component_groups": [
"minecraft:timer"
]
}
}
]
},
"tractor_beam_recovers": {
"sequence":
[
{
"run_command": {
"command": [
"function tractor_beam_activates"
]
}
},
{
"remove": {
"component_groups": [
"minecraft:timer"
]
}
}
]
}
}
run_command was remove in 1.21.20.
you should use "queue_command" instead.
This is stable:)
As noted in the log of last statement.
Hello, I wanted to ask if there is a solution for the addons to work in the new version 1.21.21 since updating my addon does not work.
huh?
Fix all your content log errors
Thx
What happens if spawn rules overlap?
- Do the spawn weights get doubled?
- Does the first rule get applied?
- Does the rule with the highest weight get applied?
Ex: wolves can spawn in biomes tagged forest and biomes tagged taiga. The taiga biome is also tagged forest. Are they twice as common in Taiga?
Is it possible to remove the nametag that shows when adding the npc component (without scripts)?
I know you can spawn them with a blank name, but thats so tedious to do every time
can someone help me with a walk animation? I am not good at those.
Could someone tell me if there's any material that is both translucent and emissive?(im making the bloom of a bright object, these two conditions must meet)
Can there be traces of a component group left after removing it?
Did you look in the material files
Personally I just try them all
You can also just assign them per bone
Any idea why this is not working? I have a timer in my "components"
"minecraft:timer": {
"looping": true,
"randomInterval": true,
"time": [
3,
6
],
"time_down_event": {
"event": "random_change_state"
}
}
Which calls an event to randomly change state
"random_change_state": {
"randomize": [
{
"weight": 2,
"trigger": "start_walking"
},
{
"weight": 1,
"trigger": "start_flying"
}
]
},
To either flying or walking
"start_flying": {
"sequence": [
{
"remove": {
"component_groups": [
"minere:vampire_walking",
"minere:vampire_flying"
]
}
},
{
"add": {
"component_groups": [
"minere:vampire_flying"
]
}
}
]
},
"start_walking": {
"sequence": [
{
"remove": {
"component_groups": [
"minere:vampire_walking",
"minere:vampire_flying"
]
}
},
{
"add": {
"component_groups": [
"minere:vampire_walking"
]
}
}
]
}
They start flying, but never start walking again
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The two behavior groups are essentially "angry bee" and "fast zombie"
Is it not possible to swap between these states and have it work?
Please use a code box
It's essentially supposed to alternate between states walking-"fast zombie" and flying-"angry bee"
Why isn't the catching animation playing?
It should play when there's a rider but it doesn't
Hello everyone, how to make an entity find the path around a wall, instead of trying to go through it
How can I make a damage sensor block damage coming from a specific projectile? Any damage type coming from it
Making a canon shoot cannonballs, don't want my cannon from take explosion nor projectile damage from any cannonball but arrows or fireballs
Wait lol, found out haha
Care to share?
I actually thought it was a dumb question after finding out š
"minecraft:damage_sensor": { // Cannon won't take damage from other cannons
"triggers": {
"deals_damage": false,
"on_damage": {
"filters": {
"any_of": [
{
"test": "is_family",
"target": "other",
"value": "cannon"
},
{
"test": "is_family",
"target": "other",
"value": "cannonball"
}
]
}
}
}
}
Be specific and include relevant details about the question upfront.
- What are you trying to accomplish?
- If you have code, which part is not working? Any content logs?
- What have you already tried?
- Have you searched the Bedrock Wiki?
Bruh
But first I want someone to answer, like a real person
Because I don't know if this is the appropiated server for this
I need help with the material of a resource pack I am making
But this server I found seems to be focused in addons
Resource packs are part of add-ons, people ask material questions all the time here. Just ask in #1067869590400544869
Do monsters only spawn at light level 0 on Bedrock? The spawn rules in the sample still show level 7
Ok, thanks, I made the question, I hope someone actually solves my problem, or at least answers it, because I can't get anything from any site I ask
Someone will š
Is there a way to prevent an entity from rotating its own direction?
Vanilla mobs follow their spawn rules, custom mobs follow the spawn rules you create for them
ChatGPT is better than you
Yes
before the "/fill" was being executed together with the despawn, now it is not, the despawn entity does not execute the commands, and the command is working if I remove the despawn
"blc:despawn": {
"add": {
"component_groups": [
"blc:despawn"
]
},
"queue_command": {
"command": [
"fill ~6 ~6 ~6 ~-6 ~-1 ~-6 air replace blc:bloco_inivisvel"
]
}
}
what does this mean
Can you show how those are used in your player file
How can I make an entity that allows a warden to ride on?
"minecraft:rideable": {
"seat_count": 1,
"pull_in_entities": true,
"rider_can_interact": true,
"family_types": [
"player",
"mob"
],
"seats": [
{
"position":
[ 0.0, 0.5, 0.0 ],
"lock_rider_rotation": 360
}
]
},
I made this and when I use /ride it doesn't work
I have a mob with a transparent texture and I'm using material "entity_alphatest", but the transparency is being ignored and it is fully opaque in game. Any idea what may be causing this?
It appears properly transparent in BlockBench
Hey, someone know how to make a entity that flies not starts to kill itselfs while flying and make it actually behavior right? Everytime I make a flying mob it tends to fly fast and kill itself (I'm making a both flying and walking mob)
I need it to act like a parrot
Or a semi-walk mob
"components": {
"minecraft:can_fly": {
},
"minecraft:navigation.fly": {
"can_path_over_water": true,
"can_path_from_air": true
},
"minecraft:movement.fly": {
},
"minecraft:behavior.random_fly": {
"priority": 2,
"xz_dist": 15,
"y_dist": 1,
"y_offset": 0,
"speed_multiplier": 1.0,
"can_land_on_trees": true,
"avoid_damage_blocks": true
}
}
Thanks!
Can someone help me make my behavior nocturnal or only active at night and during the day they will sleep?
Does anyone know how to animate an entity?
Im sure a few people. Just ask your questions. Don't bait people.
Use a BP AC or environment sensor to detect day night time.
hello, I'm not really well expertised in player json but I was wondering if there's a way to make players with a specific tag have the ability to fly..?
checked a documentation, not sure if can_fly works on players..
Which one
Can you possibly send this way or an example of how it works/functions?
No sorry, this is prety complex. You could use this guide to make something.
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if I'm not wrong that uses an entity, I am looking for a way to be able to fly just like how the ability mayfly or creative mode fly work.
You can apply it to the player the same way. I don't think you can do what you're trying to do.
If you figure out a way please let me know
Guys, using minecraft:entity_sensor is there a way to check for a specific entity? Like I have this entity named let:projectile, and I want to trigger an event when that entity collides with another dummy entity
He can't attack when he's close bc He's big How can i fix that?
Seems like the hitbox IS a diagonal That goes from the entity's head to the ground ,And if the entity is too tall, this diagonal line of the hitbox will pass On top of the small entity that the giant is trying to hit and not take the hit.
Is there a way to give entities solid collision?
eg. so i can stand on the like spongeholder of this whiteboard
What do i change in the player.json?
Ok figured that out, but now only the center of the whiteboard has collision?
do i need to define a collisionbox or something?
Didn't you originally have one?
Not that i think i do?
wait i did do this
"minecraft:collision_box": {
"width": 0,
"height": 0
},```
But how do i define a hitbox so that it just is the spongeholder?
Now play around with the code to get your desired size
Is it possible to change player movement speed by script?
Without just using speed and slowness effects or using player.json
How to remove Roar particle?
make it's texture empty
Is it not in the vanilla pack?
This?
hmm, if it's using that, then you'd have to modify the particle or some up with a different solution
you should remove this fyi it's copyrighted
How can i make my entity apply the effect for itself ? He's applyng It to me instead
"minecraft:mob_effect": {
"effect_range": 2,
"mob_effect": "resistance",
"effect_time": 5,
"entity_filter": {
"all_of": [
{
"test": "is_daytime",
"subject": "self",
"value": true
},
{
"test": "is_family",
"subject": "self",
"value": "pecado"
}
]
}
},```
envirormental sensor