#Entities General

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ember aspen
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or query time of day

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both work

wanton venture
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I want my mob to spawn in daylight only. Not torch light or any other light source block

ember aspen
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oh

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lol

wanton venture
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And all filters seems to filter both light sources like they are the same

ember aspen
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On spawn filter is-day if night die silently

wanton venture
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I don't see how this can work without both checks simultaneously

ember aspen
wanton venture
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If I do that it will spawn if there is light around still

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I don't want that

kind charm
ember aspen
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and enviromental sensor if light x level despawn

kind charm
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Isn't that what you wanted?

ember aspen
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You're over thinking

wanton venture
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If daylight > Spawn
If block light > Not spawn

Both together

ember aspen
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yep both filters

wanton venture
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And when I do the block light check, the daylight check will be unnefective

wanton venture
ember aspen
wanton venture
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That's the problem im talking abiut

ember aspen
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You're mixing 2 things together, spawn rules and filters

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stop doing that

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Simply spawn the entity any time.

Then when it spawn. Run 2 filters

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done

wanton venture
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I can try

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ahhh I see

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so is_daytime checks for daylight only

kind charm
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Im so confused

ember aspen
wanton venture
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read my message

ember aspen
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is_daytime has nothing to do with light

kind charm
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Kai, you're the one being confusing right now dude

ember aspen
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It's based on the query time of day

wanton venture
kind charm
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daytime checks for the time, not light level

ember aspen
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Yes so 2 filters on spawn

wanton venture
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I'm basing myself of what VS code is saying?

kind charm
wanton venture
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It says daylight here

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I'm basing myself from that

ember aspen
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hours is time not light level

kind charm
wanton venture
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okay

ember aspen
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I believe

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no 0.25 to 0.75

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0.5 is noon

wanton venture
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seems to be a boolean

ember aspen
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0.0/1 is midnight

ember aspen
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yes query.time_of_day is 0_1

kind charm
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Returns true if the time is between sunrise and sunset

ember aspen
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which is this in the math 0.25 to 0.75

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if you're using a query.

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Another option is run a /execute if block check for light blocks

wanton venture
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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.

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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...

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Hopefully that makes sense..

kind charm
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Is brightness and light level the same?

wanton venture
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As in for the filters, yes, it is

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Which is the root of the problem

ember aspen
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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

kind charm
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EntitySpawn -> loop through 15x15x15 -> grab any light source -> remove

ScriptAPI

wanton venture
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That will not be good for performance

ember aspen
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2 options

ember aspen
wanton venture
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omg, see, I wasnt crazy

ember aspen
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You can use light level, but it's easier to scan for the blocks in this case

wanton venture
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Is the only way

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light level checks for daylight too

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In Minecraft there are two lights:
Sky
Block

light_level checks for both at the same time

ember aspen
kind charm
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Why is there light level and brightness?

wanton venture
ember aspen
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Yes it's total light level

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They assume you only care about torches and light blocks if they are doing something

wanton venture
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and apparently is_brighnest checks for another brightness that is not the one of spawn rules (???)

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or what does this even means

ember aspen
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If they are not over powering the sun then correct you aren't reading them you're reading the sun

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lol

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I love 0.0f

wanton venture
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The root of my problem derivates from the fact that no vanilla mob does what I want

kind charm
wanton venture
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oh

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That can work

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looks like a built-in thing of what I need

kind charm
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One issue I see is that players will still see the entity for a moment while the game checks for the block

wanton venture
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I'm making the entity invisible and without AI till I made the real spawn

kind charm
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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

wanton venture
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mushrooms emit light?

kind charm
wanton venture
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ah

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incredible lol

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well, time to loss a few hours

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Thanks!

ember aspen
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froglights are only a 1

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shroomlight?

wanton venture
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Because of things like this, there should be a filter for block light and daylight in the spawnrules

ember aspen
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Lava?

wanton venture
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It would make things way easier, but welp

ember aspen
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lantern

wanton venture
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Yeah, I literally have to check for like 15 blocks

ember aspen
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there are more underwater right

kind charm
wanton venture
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You really like C++

ember aspen
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Give us blueprints

kind charm
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I wouldnt mind Lua or C# though

ember aspen
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of them all I've been forced to use I like c# the best

wanton venture
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Can't wait to see your reaction when they release the Python API

kind charm
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Thats likely server-5.0.0

wanton venture
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It would have been easier for me to learn than JS for sure

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I pretty much love the simplicity of Python

ember aspen
wanton venture
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all is so.. logical

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And I sent creeper armies to their offices

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anyway

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Hopefully this will be a fast task šŸ˜”

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oh even worse, I need separate CG lol

ember aspen
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Welcome to the CG jungle baby.

wanton venture
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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"
                    ]
                }
kind charm
wanton venture
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ah

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Thank you!

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Kinda strange that didnt gave any errors

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hm

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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"
                        }
                    ]
                }
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And I just changed the block id and event

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event works good at its own, not sure why it is not working

wanton venture
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If you want to give an entity a custom spawn egg texture that is not colored, you gotta create a new item?

kind charm
wanton venture
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Ah I see the client stuff

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I forgot it had a texture field

wanton venture
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What's the use of the texture index?

kind charm
wanton venture
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Per entity?

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Does that means I can have two spawn eggs for the same entity?

kind charm
wanton venture
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ohthat

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gotcha

quiet ore
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Is it possible to update UV with a script/animation/behavior? Like changing the face of a mob without duplicating the entire texture?

warm tendon
fast kraken
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How do I make an entity that can ride the player but only with the /ride command?

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I don't want it to ride the player every time it walks near to the entity

ember aspen
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Turn off pull in.

elder moss
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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?

kind charm
fast kraken
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And how?

ember aspen
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Check the docs. Its a flag of rideable.

elder moss
kind charm
ember aspen
elder moss
ember aspen
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It should only work on exp mode.

elder moss
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I already tried it too but no, it still gives me an error

ember aspen
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What error

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Content logs

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no /

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in queue_commands

elder moss
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"the event was not analyzed within the entity"

ember aspen
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lol

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oh. Yeah you need to read the docs.

elder moss
ember aspen
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Or watch a guide, or check the vanilla files. Youre not setting up your file right.

kind charm
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Like ive said before, your json is wrong. Please read the link i sent @elder moss

fast kraken
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I don't want to use player.json

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I did something else to deal with it

dawn coyote
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hi there, is it possible to change dynamically the UV mapping on the geo based on the entity properties?

ember aspen
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Yes

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We move the UV around.

nova lantern
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is there a component for entities to not show red when hit, like they dont show hurt?

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and also i want to make a on interact event, how would i do something like that?

ember aspen
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You can change it in the RC

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Note you can also put Molang in these fields for hordes of fun.

ember aspen
unborn pier
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just like look at target

nova lantern
unborn pier
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@ember aspen Do you know how to solve my problem?🄲

molten sapphire
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Here I am.

elder moss
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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

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bao_foxxo_rage šŸ‘

visual orbit
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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

ember aspen
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Damage sensor, filter and damage_multi

visual orbit
# ember aspen ^

Thank you very much, if it's not too much trouble could you send me their wiki?

ember aspen
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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" } ] } ] } } } ] } }

visual orbit
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my bro is an angel šŸ™

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thank u soo much

visual orbit
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@ember aspen yo, sorry for the ping
can i put querys like this ?

ember aspen
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do the docs have those optiosn?

tame bobcat
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Anyone know how to fix entities doing this? referencing the vanilla wheat texture on an entity

kind charm
tame bobcat
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I'm recreating wheat as an entity so no

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the left is an entity

wanton venture
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stable crops are amazing arent they

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What materials are you using?

tame bobcat
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entity_alphatest

wanton venture
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hm

kind charm
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Must be due to face dimming and ambient occlusion

tame bobcat
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Yeah I think so but I don't know how to do custom materials

wanton venture
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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

tame bobcat
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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

visual orbit
ember aspen
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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.

visual orbit
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What I wanted to do requires a query, because I wanted to test if the item whose mob was attacked has tag x

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and from what I saw, there is no filter that tests item tags

ember aspen
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I see

visual orbit
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Would you have any ideas?

ember aspen
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I don't. I haven't used item tags

visual orbit
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No problem, thank you very much for your help

ember aspen
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You got this. Maybe there is a JS solution.

visual orbit
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You're right, I'll see if I can find one

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thxs

wanton venture
tame bobcat
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So I found that using "filter_lighting": true in the render controller works... but only with fancy graphics off šŸ˜„

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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"]
wanton venture
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Amazing!

vale fjord
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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?

vale fjord
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this is basiclly the issue i am having too! did you manage to fix it?

earnest flare
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One message removed from a suspended account.

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One message removed from a suspended account.

vale fjord
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Sorry that’s a rough idea, someone else might have a better solution

rancid lotus
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Hi I want to change the default camera
Only a little bit is there a way to do that?

keen creek
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Is holiday creator features still being removed? cuz i haven't heard in ages anythin abt it

vale fjord
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how do i set up a bp animation controller that constantly runs so i can constantly update a variable?

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wait nm its easy sry mb

warm tendon
# keen creek Is holiday creator features still being removed? cuz i haven't heard in ages any...

An introduction to a new experimental concept of custom components.

Get started in building with custom components, with this tutorial.

ember aspen
silent wadi
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And it will be FUN

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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.

wanton venture
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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

sterile iron
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Any ideas?

silent wadi
keen creek
quiet ore
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Can entity events call scripts?

kind charm
vale fjord
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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

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"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"
        }
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"minecraft:spawn_entity": {
          "entities": [
            {
              "min_wait_time": 0,
              "max_wait_time": 0,
              "single_use": true,
              "spawn_entity": "dystopia:musket_blast",
              "num_to_spawn": 1
            }
          ]
        }
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currently he doesnt shoot at all

vale fjord
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assuming i need an animation controller to run the event

vale fjord
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made one, no luck. entity still doesnt even try to attack me

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does the shooter def need to be an item? rn mine is an entity projectile

eager barn
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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
vale fjord
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hmm, i normally just have this in my bp

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"minecraft:physics": {
},

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and it works

eager barn
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ok i“ll remove the rest of details to see (no difference) funny stuff indeed

vale fjord
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damn

eager barn
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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

vale fjord
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does it just not settle to the ground? does it move up by itself

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/kill @e[type=...]

eager barn
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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

vale fjord
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entities are annoying...

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have been sat here for 10 hours trying to get a ranged attack to work

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also you should change your format_version to 1.18.20 if you can

eager barn
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10 hours - painfull

vale fjord
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yep... very

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has the gravity fixed

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wouldnt mind checking the animation - that might be bugged and therefore throwing out a visual error

eager barn
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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] } } } } } }

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it“s a simple open door animation

vale fjord
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seems fine, no position offset or anything

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is the controller an interact thing

eager barn
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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 ..
vale fjord
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is it a moving entity?

eager barn
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no it“s just a gate (door)

vale fjord
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ok, so mayb for now just teleport it into place

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you might have to do that anyway to align it

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run an animation controller that constantly tps it to its position

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tp @s ~ ~ ~

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facing whichever way, you can even have to teleports, one to face east west one to face north south depending on its initial direction

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hey sorry to bump, if anyone can help me sort out this ranged attack would be amazing, have been stuck for hours.

eager barn
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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" ] } } } } }

vale fjord
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ohhhh, your one step ahead

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well there you go thats the problem

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tp @s ~ ~0.1 ~

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that incrementally increases its y-value by 0.1 every animation cycle

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try ~ ~ ~

eager barn
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can you believe chatgpt fixed it for me?

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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 šŸ˜„

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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 it’s worth double-checking if it’s necessary.

Health Value: The health value seems quite low (0.3 and 0.5). Ensure this is intentional for your entity.

vale fjord
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woahhh

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wait im going to try for my problem

eager barn
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yeah chatgpt has been great helping me many times hahah

vale fjord
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what did you ask it

eager barn
#

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

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now that I got it correct I will be doing all these gates and doors I need for my town sim addon

vale fjord
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awesome man

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gpt didnt work for me unfortunately

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its not a syntax error so its a bit trickier for ai to work it out

eager barn
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ah... right... šŸ˜ž

eager barn
#

Done withe the 1x2 blocks! now onto the garage versions!

dull orbit
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my entity dont fly

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only jump

eager barn
#

done with the beach! very happy

vale fjord
#

Anyone got experience with ranged_attack? I’m a bit stuck.

#1266356109275562024 message

wary flax
# silent wadi I do not think there is a get to this block component

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).

silent wadi
wary flax
#

Most likely

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They might have to cross over that block to reach it, only to get launched away, thus repeating the sisyphean cycle

silent wadi
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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>

wary flax
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It sounds like a very scuffed idea, but it could work, so long as the random stroll component gets interrupted.

silent wadi
wary flax
# silent wadi Not feasible, unless I want to alter all mobs JSON. I do not see event callable...

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.

unborn pier
#

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?

silent wadi
wide plover
#

Can anyone point out the error here that causes the mob to turn into a balloon when hit?

dull orbit
#

how to put queue_command in behavior?

unborn pier
silent wadi
silent wadi
unborn pier
silent wadi
# unborn pier 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

unborn pier
#

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.

unborn pier
silent wadi
#

read the description again

#

I highlighted the important part

unborn pier
#

Is that right?

unborn pier
silent wadi
#

Yes, but there are int and bool too...

silent wadi
#

#1070606638525980753 message

unborn pier
silent wadi
#

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

unborn pier
#

okey thx

#

I think it's very useful for me.

silent wadi
#

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.

unborn pier
#

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?

silent wadi
#

Reading Properties with Molang
This is further down on that link.... you can use molang in the AC


"query.property" takes one argument – the full name of a property – 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 – the full name of a property – 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.

unborn pier
silent wadi
dull orbit
#

How to put command in a entity behavior

fading elm
#

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

dull orbit
#

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

dull orbit
#

pls someone

dull orbit
#

Works?

sonic estuary
#

how do i make an entity step up 1 whole block? similar to how players walking towards a slab automatically steps them up

sonic estuary
#

i'll check, thanks

fleet bough
#

is anyone aware of a method for an entity to exist but only be visible to certain players?

sterile iron
wanton venture
#

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"
                    }
                }
            }
ember aspen
#

add target self to each of the filters

wanton venture
ember aspen
#
    "minecraft:damage_sensor": {
        "triggers": [
            {
                "cause": "all",
                "deals_damage": true,
                "damage_multiplier": 0.1
            },
            {
                "cause": "fall",
                "deals_damage": false
            }
        ]
    }
}```
#

where is your cause?

wanton venture
#

I haven't needed it for fatal_damage

#

How would the cause look like for actor_health?

ember aspen
#

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

wanton venture
#

hm

ember aspen
#

or use cause "all"

#

or any? I can't remember

wanton venture
#

is range required?

#

for entity sensor

ember aspen
#

if you're detecting something other than what it's on

#

I think so

wanton venture
#

nope

ember aspen
#

I normally fill out everything in the drop down list

wanton venture
#

Not working either

ember aspen
#

show you damage sensor "code"

#

are you hitting it, how are you doing damage to it

wanton venture
#

I already said /kill

ember aspen
#

I don't think that changes the health

#

thats an server command

wanton venture
#

I'm seeing it's health and it becomes 1 after running it

ember aspen
#

try /effect instant_damage or fatal poision, maybe

ember aspen
#

Id try to kill it normally so the sensors can work

wanton venture
#

I'll trust the code

lapis steeple
#

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

ember aspen
#

post it

lapis steeple
ember aspen
#

why we're already talking.

#

just post the code so anyone can help

lapis steeple
#

Srry for the bad quality

ember aspen
#

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

lapis steeple
ember aspen
#

How are you changing the animations

lapis steeple
#

wdym?

#

srry in sĆŗper new in this

ember aspen
#

Do you want all those to always play?

lapis steeple
#

super*

lapis steeple
#

when i press*

ember aspen
#

oh, sorry, I can't help with those. I'm not sure how they work

lapis steeple
#

ouch its okay!

wanton venture
#

How can I make the event from an entity sensor be ran in other target?

silent wadi
#

/event

little birch
#

How do I make an entity that I am riding look with the players look direction automatically and fast like the horse?

wanton venture
ember aspen
#

Make sure you test that with many mobs around.

ember aspen
fading elm
#

Is there a query to check if a specific item is In the head slot?

fading elm
wanton venture
#

For example:

"filters": {
     "test": "has_equipment",
     "subject": "self",
     "domain": "head",
     "value": "minecraft:diamond_helmet"
     },
"event": "kai:give_effect",
"target": "self"
fading elm
timber wolf
#

Hey! @kind charm I would like to 'stop my players movement' in this case. including physics.
so just stop mid air basically

#

any idea?

kind charm
#

Edit the player.json file and add/remove a component group that contains the physic component?

timber wolf
zinc ember
#

i need to activate a mob event that im riding using a item

#

has as?

fast kraken
#

How can I set offset for a entity nametag?

#

Or if its not possible, how can I turn off the nametag?

novel wind
#

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?

glacial sand
#

Guys what is 200 in second in mob effect in projectile?

fading elm
#

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

untold gyro
#

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

gloomy rain
#

how to summon entity with random properties count?

bright sun
#

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
reef oyster
#

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

wanton venture
#

How can you detect when a player interacts with an entity with an empty hand?

wanton venture
#

Damage sensor?

ember aspen
#

Yes, interact is for right click
damage sensor is for left.

#

If does damage is false then it's simply interact too

wanton venture
#

Can you show me an example please

#

I need right click, like when picking up a fish with a bucket

kind charm
wanton venture
#

But how can I do empty hand

#

minecraft:air doesn't seems valid

ember aspen
#

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

wanton venture
#

I need interaction

#

Not hit

ember aspen
#

oh sorry. you said offhand.

#

confused me

#

interact is fine

wanton venture
ember aspen
#

If you want left click too, then use damage sensor

wanton venture
#

And I also mentioned from the beginning that is interact with emty hand lol

wanton venture
ember aspen
#

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

wanton venture
#

This:

                "test": "has_equipment",
                "domain": "hand",
                "subject": "other",
                "operator": "==",
                "value": "minecraft:air"

Doesn't works

ember aspen
#

NO FILTER!

#

STOP IT

#

It's already an interact sensor. You don't need a filter

wanton venture
#

So it will only trigger with an empty hand if I don't use any filter

#

Nope

#

Not working

ember aspen
#

Show the interact "code"

wanton venture
ember aspen
#
    "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

wanton venture
wanton venture
#

I suppose there is no way to test for that

ember aspen
#

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

wanton venture
#

These are not the problem Cyber, the problem is that there seems not to be any filters for this

#

I need a filter

ember aspen
#

why

wanton venture
#

Because I cannot test if the hand is empty

ember aspen
#

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

wanton venture
#

I have never said the interact component is failing

ember aspen
#

You ONLY want empty hand

wanton venture
#

It is working, with any items. This is NOT what I want

wanton venture
ember aspen
#

You have to NOT them all

#

use ai if you have to, to speed it up

wanton venture
#

All minecraft items in existance

#

I ain't doing that

ember aspen
#

that you hold and don't want to work yep

wanton venture
#

Not the solution I want

ember aspen
#

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

wanton venture
#

I wonder why this won't work

"filters": {
                                    "all_of": [
                                        {
                                            "test": "any_slot_empty",
                                            "subject": "other",
                                            "domain": "hand",
                                            "operator": "=="
                                        }
                                    ]
                                }
ember aspen
#

maybe, there are some other filters I've thought about trying for this

#

You need someone smarter than I

wanton venture
#

any_slot_empty is for equipment slots, sure, but in theory the hand is also an equipment slot because hand_eqquiped component šŸ¤“

#

I'll mark this as dumbly impossible and move to scripting

ember aspen
#

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

ember aspen
#

Wont work in marketplace addons

wanton venture
#

šŸ˜”

strong tide
#

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

wanton venture
#

minecraft:damage_sensor & has_equipment filter

strong tide
#

For exemple this?

"minecraft:damage_sensor": {
  "triggers": {
    "on_damage": {
      "filters": {
        "test": "has_equipment",
        "subject": "other",
        "domain": "hand",
        "operator": "==",
        "value": "minecraft:stick"
      }
    },
    "deals_damage": false
  }
}
royal siren
#

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

ember aspen
#

under physics turn off collision. or damage sensor try turn off damage for projectile maybe

unborn pier
#

How can I detect an entity in the air?

ember aspen
#

Check if its not on ground

unborn pier
#

this way?

#

I don't know why this is happening

#

It is blinking very quickly, and the video did not accurately capture this scene

ember aspen
#

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

misty marten
#

How can I apply an opacity transition to a texture?

ember aspen
#

ui anim

misty marten
# ember aspen 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?

wanton venture
#

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": "!="
                                    }
                                ]
                            }
                        }
ember aspen
#

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

wanton venture
#

I guess i'd have to use minecraft:timer instead

ember aspen
#

Just change all_of to any_of and list them

wanton venture
#

Not listing thousands of blocks

#

I rather do execute unless block air

ember aspen
#

You can only be in a few blocks. right.

#

unless you have collision off

wanton venture
#

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

unborn pier
#

How do I make a 3D model of an object? And animate it.

sterile iron
unborn pier
simple sinew
#

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

kind charm
simple sinew
#

i thought that was the issue as well, but i now added it to my world and it still doesnt work

simple sinew
trim craterBOT
#
Using the `development_*_packs` folders

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.

kind charm
#

@simple sinew

simple sinew
#

that was my initial approach and it didn't work. have tried some stuff and it hopefully works now

ember aspen
#

Content logs?

wise geyser
#

How do I match attack animation and damage deal?

neat sky
wise geyser
#

thanks

tall shard
#

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'

tall shard
kind charm
tall shard
#

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.

ember aspen
#

don't use tga. lol

#

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.

warm wedge
#

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

bright sun
#

im trying to get my silverfish texture pack to use my new animations but the model just slides around on the floor

bright sun
#

hey can you add new animations/ multiple animations to a mob that only has one?

wanton venture
#

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

wanton venture
#

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

bright sun
#

is there a place to see what the ground speed of every mob in the game is?

simple sinew
#

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.

ember aspen
bright sun
#

hey does anyone know which horse model version is the one that is being used in the current day?

fickle crane
#

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

sterile iron
#

The first thing i see is that you have multiple duplicated keys, dont

fickle crane
#

I already fixed the issue

#

I need to delete this post

sterile iron
fickle crane
#

One component that caused me 3 days of trouble

sterile iron
#

Also you have some unexistant components. Checked and its all ok, mb

wind wren
#

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?

warm wedge
#

Hello does anybody know how to make projectile Homing work?

#

Mine doesn't even homes it just falls

tall shard
#

Is it possible to use more than one type of collision box for an entity and add conditions to switch between them? I’m trying to make different collisions for standing and diving animations of Drowned.

kind charm
tall shard
#

Oh, thanks for the info.

gloomy crag
#

Quick question, is it possible to make an entity or particle visible only to a certain player?

rigid kiln
#

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?

ember aspen
#

Snowstorm discord has a post on it I think

gloomy crag
#

Thanks, I'll check it out

untold viper
static sage
#

does anyone know where I can get a list of all possible geometries I can use?

bright sun
#

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

vital badge
wise geyser
#

how to make custom mobs not ride boats?

foggy basin
#

Why is it that everytime I restart the world, my npc entity's name is reset back to "NPC" ?

untold viper
ember aspen
wind wren
foggy basin
south patrol
#

guys why i can't convert my model as a pack in blockbench

#

there's only "export as McAddon"

ember aspen
#

take a geo and drag it in to blockbench

south patrol
#

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?

ember aspen
#

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.

ember aspen
south patrol
# ember aspen ^

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

ember aspen
#

no, thats not how this works.

south patrol
#

i don't know how to use bridge v2

#

ima mobile

ember aspen
#

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.

smoky phoenix
#

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

lunar fable
#

How to test player game mode in entity file?

#

Something like
"test": "gamemode",
"subject": "player",
"operator": "!=",
"value": "creative"

south patrol
#

how to add multiple spawn egg

warm tendon
kind charm
#

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

ember aspen
#

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.

kind charm
#

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?

ember aspen
#

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.

ember aspen
#

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.

kind charm
#

Alright! I figured out a hacky workaround! If fatal damage, then transform into a new entity

ember aspen
#

lol

#

oh my the jank

kind charm
#

:/ yeah, the jank happens when you knockback the entity too much you can see it transform

ember aspen
#

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

jolly moss
#

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

jolly moss
#

nvm i figured it out i think (THEY DIDN'T ACTUALLY)

south patrol
#

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?.

warm tendon
# rigid kiln can you show me an example?

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);
    }
});
ember aspen
wanton venture
fading elm
#

Good morning here in my place ,just asking anyone here knows how to have my entity blinking eyes, thank you everyone

rigid kiln
warm tendon
#

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?

rigid kiln
warm tendon
#

It is a command, the plugin must be outdated

#

You might want to check out this guide too: #1203174431971876934 message

midnight egret
#

Error processing expression query.is_name_any('CENSORED') ? 'Geometry.CENSORED' : query.is_name_any('CENSORED') ? 'Geometry.default' : 'Geometry.default'
?

#

any idea whats wrong?

rigid kiln
tall shard
#

Is there any function for when skeleton shoots an arrow?

#

To use for animating.

warm tendon
vocal canopy
#

what to do. I have my mobile invisible

bleak oracle
#

Is there a way to render a cape on a custom mob like a zombie without adding cubes to the geometry?

polar notch
#

Is It possible to make a mob Feel hungry and die if It doesn't eat?

polar notch
#

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.

kind charm
#

You could use a property to track the hugner level

wanton venture
#

Can we make an entity look at target if that target is a block ???

kind charm
wanton venture
#

It stops looking at the block after found, need to make it an always thing

polar notch
#

Track the hunger Level.. But How If Mons don't have hunger

kind charm
polar notch
kind charm
#

When the mob eats -> trigger event that resets the property

polar notch
#
  "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

kind charm
#

That does not seem right

#

I believe you dont need the on_interact on_tick key there

polar notch
#
  "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
            }
          }
        ]
      }
    }
  }
}
kind charm
#

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
polar notch
#

I Will check

polar notch
#

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

rigid kiln
warm tendon
#

Should be if you're triggering it via event

rigid kiln
warm tendon
#

Well, it's a script event response, so you'll need ti use /scriptevent to trigger it this way

rigid kiln
warm tendon
#

What? /scriptevent is a command in vanilla

#

I'm not sure why your editor says it's invalid

rigid kiln
rigid kiln
warm tendon
#

Yeah, I don't have specific code for that. Again, I'd loom through the docs to try to figure out a solution

night tiger
#

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

warm tendon
#

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

tall shard
# ember aspen charge?

I tried these with no luck:
is_charged, is_charging, facing_target_to_range_attack, has_target

ember aspen
#

Are you sure you have it setup correctly

tall shard
silent wadi
#

@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.

wanton venture
#

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

silent wadi
#

so like a daemon

#

lol

wanton venture
#

Yes

#

Everything has a purpose ✨

silent wadi
#

@limpid wave ..... this section, but make a post

#

HI

#

call it Fixing Foxy's Mob Head Pack

vague pumice
#

#1272838884614606869 message

ember aspen
midnight egret
#

i have a freind with the same thing

polar notch
#

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

dusky kraken
#

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

ember aspen
#

Please follow the rules and don't cross post

jolly moss
#

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

kind charm
jolly moss
#

ACs?

kind charm
jolly moss
#

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 ā€œNether Trading Blockā€ for lack of knowing what I’ll call it) I’m not sure how that’ll be controlled by ACs?

Unless I’m dumb and ACs can set variants instead of the other way around

kind charm
ember aspen
# jolly moss rq is there any way for an entity to detect the block it's on?

Presented by CyberAxe of www.OutLandishlyCrafted.com

Tip and Support Welcome, it take hordes of hours to provide free support.
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#minecraft, #bedrock, #mcpe, #indiegamedev, #blockbench, #prototype. #howto #guide #blocks #customblocks, #mods Join our #discords

ā–¶ Play video
#

Here is detect below you, around you, or infront of you

jolly moss
#

Unrelated surprisingly, how do you switch textures for specific states (bees with pollen, wolves angered, etc.)

#

(also tyyyy)

vague pumice
ember aspen
vague pumice
#

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

jolly moss
#

no i mean bees have 4 textures (normal, pollen, angry, angry+pollen)

ember aspen
#

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.

vague pumice
#

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)

polar notch
#

I may be a behavior problem

#

If there's a syntax error in entity.json the entity Will be non-existent (invisible)

polar notch
vague pumice
vague pumice
# polar notch 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

polar notch
vague pumice
polar notch
#

I Will test

vague pumice
vague pumice
fluid dawn
#

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

fading elm
#

Guys, does set the mob health value to 0 in components make it instantly dead?

ember aspen
thin glade
#

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

ember aspen
vital badge
#

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.
vital badge
#

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

ember aspen
ember aspen
#

1.18.30 is pretty old

ember aspen
# vital badge paperdoll?

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

vital badge
ember aspen
#

You'llhave to search for it

vital badge
ember aspen
#

You should search addons and this chat in discord.

I'm not sure how else to say that

#

#add-ons

vital badge
ember aspen
#

wand?

vital badge
ember aspen
#

I think so

#

just can't remember it

#

maybe context

hard citrus
#

any deprecated entities components?

#

or queries?

ember aspen
#

I don't think so

#

the docs should say or the change logs

bright sun
#

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

jovial shuttle
#

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

ember aspen
#

Entity sensor and event.

atomic moth
#

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"
                    }
                }
            }
ember aspen
#

lol

#

yeah thats not going to work

#

use a current format version that supports that component

jovial shuttle
atomic moth
#

Wich supports knockback roar for new 1.21.20.03 version

vague pumice
#

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:

jolly bane
#
"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?

jolly bane
vague pumice
jolly bane
vague pumice
# jolly bane 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

earnest flare
#

One message removed from a suspended account.

vague pumice
vague pumice
jolly bane
#
"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?

ember aspen
#

queue_command

#

The docs have it listed.

jovial shuttle
#

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

vague pumice
#

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"
]
}
}
]
}
}

viscid oasis
#

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.

tall shard
#

Which bone holds the block in Enderman?

#

I want to change the block position.

eternal bramble
#

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.

ember aspen
#

huh?
Fix all your content log errors

quiet ore
#

What happens if spawn rules overlap?

  1. Do the spawn weights get doubled?
  2. Does the first rule get applied?
  3. 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?

simple sinew
#

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

reef oyster
#

can someone help me with a walk animation? I am not good at those.

vague pumice
#

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)

quiet ore
#

Can there be traces of a component group left after removing it?

ember aspen
#

If you don't remove then add YES

#

Always remove then add

ember aspen
#

Personally I just try them all

#

You can also just assign them per bone

quiet ore
#

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

ember aspen
quiet ore
#

The two behavior groups are essentially "angry bee" and "fast zombie"

Is it not possible to swap between these states and have it work?

ember aspen
#

Please use a code box

quiet ore
#

It's essentially supposed to alternate between states walking-"fast zombie" and flying-"angry bee"

vague pumice
#

It should play when there's a rider but it doesn't

fading elm
#

Hello everyone, how to make an entity find the path around a wall, instead of trying to go through it

wanton venture
#

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

kind charm
wanton venture
#
"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"
                }
              ]
            }
          }
        }
      }
raw marten
#

Hii

#

I am a little bit confussed, and I need help from somebody

trim craterBOT
#
How To Ask Good Questions

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?

https://xyproblem.info/

raw marten
#

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

proud wharf
#

Resource packs are part of add-ons, people ask material questions all the time here. Just ask in #1067869590400544869

quiet ore
#

Do monsters only spawn at light level 0 on Bedrock? The spawn rules in the sample still show level 7

raw marten
proud wharf
#

Someone will šŸ™‚

unborn pier
#

Is there a way to prevent an entity from rotating its own direction?

wanton venture
polar notch
bitter nova
#

Hello

#

Is it possible to make the player rideable?

ember aspen
#

Yes

vital badge
#

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"
          ]
        }
      }
frank lantern
#

what does this mean

ember aspen
#

Can you show how those are used in your player file

vague pumice
#

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

quiet ore
#

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

coral current
#

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

vague pumice
wooden fractal
#

Can someone help me make my behavior nocturnal or only active at night and during the day they will sleep?

lapis knot
#

Does anyone know how to animate an entity?

ember aspen
ember aspen
wooden fractal
#

🤯

quartz steeple
#

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..

ember aspen
quartz steeple
ember aspen
#

No sorry, this is prety complex. You could use this guide to make something.

quartz steeple
ember aspen
#

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

sterile flint
#

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

polar notch
#

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.

fluid dawn
#

Is there a way to give entities solid collision?

#

eg. so i can stand on the like spongeholder of this whiteboard

mild temple
fluid dawn
fluid dawn
#

do i need to define a collisionbox or something?

mild temple
fluid dawn
#

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?

mild temple
quiet ore
#

Is it possible to change player movement speed by script?

Without just using speed and slowness effects or using player.json

wooden fractal
#

How to remove Roar particle?

ember aspen
#

make it's texture empty

wooden fractal
#

Ok

#

Where can I get that?

ember aspen
#

Is it not in the vanilla pack?

wooden fractal
ember aspen
#

hmm, if it's using that, then you'd have to modify the particle or some up with a different solution

ember aspen
long mantle
#

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"
              }
            ]
          }
        },```
ember aspen
#

envirormental sensor