#Entities General

1 messages · Page 11 of 1

long mantle
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No

ember aspen
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why not

long mantle
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I can't

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But why is It applyng to me.. this logic doesn't makes Sense

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Subject self

ember aspen
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because that the point of the component

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there are other ways to add it to self

long mantle
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Idk one time i made the entity apply the effect to itself besides me But i don't remember How i did that

long mantle
ember aspen
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are you family pecado?

long mantle
ember aspen
long mantle
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Too much to update

ember aspen
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Are you sure you know what you're referring to.

long mantle
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Nvm

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I have an entities with 13649 lines of code and everything IS outdated It took me too much time to make all of that

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I'm not sure if there is a way to automate this I added several levels inside the entity code 300 levels and I had to put them one by one

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Copy paste edit

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I did that for like around 30 entities

ember aspen
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ai

long mantle
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I think theres a limit of lines for chatGPT

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13649 lines

ember aspen
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lol

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you can give it the files, or entire zips

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I'd give it what is wrong. and what is right anSo it can see both and then have it fix 5 files and check them. If works then give it all of them

long mantle
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Ai

long mantle
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Now i can see the CONS

ember aspen
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I'm not sure what you're doing here

ember aspen
long mantle
ember aspen
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I'm not sure.

long mantle
reef oyster
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how do I have an entity with multiple patterns and skins only spawn with a serten type only when spawned with a spacific name? like via commands or spawn egg? ai wasn't helpful

iron swift
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Can anyone help me with the filter in BP?

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Can tag be used in filter

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/tag in game?

kind charm
indigo ether
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is it possible to make an entity tick at far distances without spamming tickingarea around it?

proud wharf
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minecraft:tick_world might work perhaps?

indigo ether
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works, thanks :D

ember aspen
# indigo ether works, thanks :D

It's min range 2. and you can tick it anywhere even in other dimensions in my testing. This is how my solar systems run. All systems are ticking all the time and I can run 50 before the server starts to lag.

mild temple
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i'm trying to make my entity sleep during the night, I've looked into the wiki a retrieved the code and made some changes but I'm not getting my result

    "priority": 8,
    "cooldown_min": 2.0,
    "cooldown_max": 7.0,
    "mob_detect_dist": 2.0,
    "mob_detect_height": 6.0,
    "can_nap_filters": {
        "all_of": [
            {
                "test": "in_water",
                "subject": "self",
                "operator": "==",
                "value": false
            },
            {
                "test": "on_ground",
                "subject": "self",
                "operator": "==",
                "value": true
            },
            {
                "test": "is_underground",
                "subject": "self",
                "operator": "==",
                "value": true
            },
            {
                "test": "query.day",
                "subject": "self",
                "operator": "!=",
                "value": true
            },
            {
                "test": "weather_at_position",
                "subject": "self",
                "operator": "!=",
                "value": "thunderstorm"
            }
        ]
    },
    "wake_mob_exceptions": {
        "any_of": [
            {
                "test": "trusts",
                "subject": "other",
                "operator": "==",
                "value": true
            },
            {
                "test": "is_family",
                "subject": "other",
                "operator": "==",
                "value": "sleeping_entity"
            },
            {
                "test": "is_sneaking",
                "subject": "other",
                "operator": "==",
                "value": true
            }
        ]
    },
    "minecraft:trust": {}```
quiet ore
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I'm trying to make an entity that can swap geo and texture

Should I have two render controllers?

If I swap the geo and the texture to a texture that matches the new geo, it just appears as the placeholder texture

ember aspen
obsidian oasis
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what is the entity distant (80 blocks ?)

because im trying to summon an entity to ensure the player always has a scoreboard that counts down to an event. I dont want to summon it to the player as if there is more than one player it will mean there are two boss bars

lofty citrus
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can custom entities wear custom armors and vanilla ones?

ember aspen
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Yes

quiet ore
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Is it possible to set entity speed via script without using potion effects?

There doesn't seem to be a class for the "minecraft:movement" component which has the speed. Is there another way to set it with a script?

There are classes for movement.basic, etc, but those only have the maxTurn property and no the speed.

dusk tendon
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i think there is

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there is for underwater movement im sure

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so probably for normal movement too

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lemme see

dusk tendon
fading elm
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How to use pre animation

keen creek
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is there way to detect low health not with queries but with filters?

ember aspen
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actor_health

tall shard
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I just noticed that, unlike the mobs I've worked with so far, Endermite's eye level does not change when you change its collision box. 💀

ember aspen
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odd

long mantle
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Does anyone know why my entities behave different when i put other addons together in the same World?

ember aspen
#

because they are being edited. Which every addon is on top wins

wanton venture
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If two add-ons modify the same files or an unique file in two add-ons interact with a vanilla file that was modified in one or more add-ons, there will be conflicts.

oblique seal
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Is there a way i can move the custom armor stand to a different tab? It is currently located under spawn eggs, but I would like to place it in the equipment tab. Is that possible?

vague pumice
versed birch
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The nametag box will be positioned based on the entity's hitbox height. You can make it not always visible (but it will still be displayed when the entity is looked at). You cannot entirely disable it without disabling all name tags (by editing the material)

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Try taking a look at the vanilla arrow entity to see how its rotation animation works. You may also need to use the vanilla arrow runtime identifier in your bp entity file if it's not acting as expected.

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Oops those messages are from ages ago. My discord is being funky

bleak oracle
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I want to make a entity that can be spawned by a player playing creating it. Like how placing iron blocks creates an iron golem. Does anyone have some direction to do this? I cant find any documentation online for this

kind charm
kind charm
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So I have this component...but yet, ScriptAPI says the max value is 500. When trying to set the health at a higher value it caps at 500 as well

gloomy glacier
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Is it possible to render an entity to just one player?

crimson prism
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Hey @lusty jetty did you find the solution on this one?
#old-entities message

raw marten
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Somebody has ever seen a resource pack that changes the models of bipedal entities (like zombies) to quadrupedal entities (like cows)?

fading elm
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can i use custom components for entities? or do i have to use an item with custom components and give the entity the item via equipment?

kind charm
fading elm
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they dont?

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that's dumb. good thing i can use items as a scuffed workaround bao_block_missingtexture

kind charm
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Well, custom components are fairly new which was made for the replacement of events

fading elm
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luckily, some of my mobs used items anyways so i just fixed the items to use custom components. idk how i'll fix the entities that ran commands via events though. is there some sort of workaround to still have certain entities run commands via events?

verbal galleon
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How do I create an entity that disappears after a certain second? For example, if I create a villager, it will disappear within 5 seconds.

verbal galleon
ruby cape
calm grotto
#

What does the random_stroll component do?

shrewd ivy
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do any of you guys know who my mob ain't spawning I'm sure I did everything right cuz it was working before the update🫤

#
{
    "format_version": "1.8.0",
    "minecraft:spawn_rules": {
        "description": {
            "identifier": "vxv:candy_zombie",
            "population_control": "monster"
        },
        "conditions": [
            {
                "minecraft:spawns_on_block_filter": [
                    "vxv:candy_block"
                ],
                "minecraft:spawns_on_surface": {},
                "minecraft:spawns_underground": {},
                "minecraft:difficulty_filter": {
                    "min": "easy",
                    "max": "hard"
                },
                "minecraft:weight": {
                    "default": 100
                },
                "minecraft:brightness_filter": {
                    "min": 0,
                    "max": 7,
                    "adjust_for_weather": true
                },
                "minecraft:biome_filter": {
                    "test": "has_biome_tag",
                    "operator": "==",
                    "value": "monster"
                },
                "minecraft:herd": {
                    "min_size": 2,
                    "max_size": 3
                }
            }
        ]
    }
}
quiet ore
ember aspen
# shrewd ivy ```json { "format_version": "1.8.0", "minecraft:spawn_rules": { ...

please use a code box https://youtu.be/5gx6UotC2Kk

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ember aspen
long mantle
#

It also has nothing to do with player.json

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My entity couldn't move and when I punched it it summoned another entity, the strange part is that there is nothing in the entity's code for it to do this!

shrewd ivy
ember aspen
shrewd ivy
ember aspen
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check the version

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that filter might have been added after 1.8.0 format version

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check the ms docs

shrewd ivy
#
json
{
    "format_version": "1.19.0",
    "minecraft:spawn_rules": {
        "description": {
            "identifier": "vxv:candy_zombie",
            "population_control": "monster"
        },
        "conditions": [
            {
                "minecraft:spawns_on_block_filter": "vxv:candy_block",
                "minecraft:spawns_on_surface": {},
                "minecraft:difficulty_filter": {
                    "min": "easy",
                    "max": "hard"
                },
                "minecraft:weight": {
                    "default": 85
                },
                "minecraft:brightness_filter": {
                    "min": 0,
                    "max": 7,
                    "adjust_for_weather": true
                },
                "minecraft:biome_filter": {
                    "test": "has_biome_tag",
                    "operator": "==",
                    "value": "monster"
                },
                "minecraft:herd": {
                    "min_size": 2,
                    "max_size": 3
                }
            }
        ]
    }
}
#

ok so I changed the verison but it still doesn't work

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but when I change the block filter to a vanilla block it works

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it doesn't work with my custom block which is up to date

quiet ore
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Does minecraft:spawn_event in spawn rules work? The documentation doesn't match what the name of the component is: https://learn.microsoft.com/en-us/minecraft/creator/reference/content/entityreference/examples/definitions/nestedtables/spawn_event?view=minecraft-bedrock-stable

How can I add an event to spawn rules? Is this possible?

I currently have a component in my monster fish that removes the entity if it spawns over y=40 during the day. I moved it to a new event and want to only trigger the event on natural spawn. That way spawn eggs and summoning still work properly.

There seem to be no logs for anything for spawn rules when they aren't working...

Or is there some other way to distinguish between natural spawns and egg-spawns? In script perhaps?

A reference document about the 'spawn_event' spawn rule

fast kraken
#

Does anyone know why my projectiles visually reach their targets 1 or 2 blocks earlier?

jolly bane
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could someone help?

ember aspen
#

Are you doing scripting?

torpid cove
ember aspen
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Big Brain

shrewd ivy
long mantle
#

My entity When I'm crouched down without any item in my hand, the interaction text appears for him to sit or stand up, but if I'm standing, the interaction text appears to open inventory, I have no idea how to do to make appear the interaction text for the player to Ride the entity then?

ember aspen
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This is confusing to read

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you want rider dismount text?

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It's in the lang file

long mantle
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Ok look

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My entity has multiple interactions

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If you are standing without any items in your hand you will open his inventory

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If you are crouched without any item in your hand, text appears for you to sit or stand up the entity.

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But I also want to add a way for the player to mount the entity and this is kind of confusing

#
          "seat_count": 1,
          "crouching_skip_interact": true,
          "family_types": [
            "player"
          ],
          "interact_text": "action.interact.ride.horse",
          "seats": {
            "position": [ 0.0, 1.1, -0.2 ]
          }

        },``` can you see that crhouching Skip interaction? That Would Work But.. i already have a defined interaction for open the entity inventory If the player IS standing and also another interaction to make the entity sit/Go UP If the player IS Crouching so what do I do?
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I could make an interaction in which the text to mount the entity will appear, but how do I call the event to make the player mount the entity through Minecraft:Interact? Idk If That's possible!

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@ember aspen

ember aspen
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yep, you need to add tools

long mantle
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Tools?

ember aspen
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yeah, there are only 20 or so combos you can do and only like 3-5 work with interactions. So you add tools

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Move, rotate, lift, lower, pickup, change style, change size...

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I set them up with a BP AC and use sneak to swap between them. So they only take up 1 slot

long mantle
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Wait can i simply add a component group that Will add the Ride Component ? But that Would be messed UP ,for example in Minecraft Interact If i have a diamond in my hand text for mount Will appear and It Will call the event to mount the entity ,the event Will add the Component group that have the Component rideable ,then the player can mount But there Will also need to have another interaction to disable mount mode! That Would be messed up

ember aspen
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try it

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if you are riding them then you use E to open inventory

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so it changes all your stuff anyways

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I suggest you keep the entities simple and only 1-3 interactions and states

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Bedrock is not good at complex entities

long mantle
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My entity already have alot of interactions

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I Will keep It simples and try to improve later

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{"on_interact":{"filters":{"any_of":[{"all_of":[{"test":"has_equipment","domain":"hand","subject":"other","operator":"==","value":"ac:ei_soul"},{"test":"is_owner","subject":"other","value":true},{"test":"is_sneaking","subject":"other","operator":"==","value":false},{"test":"has_equipment","domain":"hand","subject":"self","operator":"!=","value":"rirrikp"}]}]},"event":"ac:ride","target":"self"},"use_item":true,"swing":true,"interact_text":"action.interact.armorstand.equip","play_sounds":"armor.equip_diamond"} looks i can't simply call the event to Ride the entity bc It doesn't exist

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/ride @a[nbt={SelectedItem:{id:"ac:ei_soul"}}] <horse>

long mantle
ember aspen
#

It might be easier to simply add a entity sensor, and when player is near by send them a /title command and put the text on the screen that way. So you control it

long mantle
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The only way i know IS though the Component Minecraft rideable that not Just allow to make the entity rideable But also adds the Interact text for then trigger the mount the entity event

ember aspen
long mantle
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I Will explore that

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THAT'S the only thing i need to know

ember aspen
#

Also, you wont find a perfect solution, you're trying to do too much. Look at vanilla mobs they are very very very basic, 1 interaction 1 state. So if you get 90% of it working behappy and move on, this is indie game dev in bedrock.
If you get stuck trying to get 90-100% you wont finish the projects.

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If you were in UE5, unity, godot then I'd say 98% but we're in bedrock.

long mantle
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I found a solution

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Once you Ride the entity you can open the inventory

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Not the best But that Works for now

long mantle
long mantle
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Well i can mount on the entity But i can't Control it! Why

ember aspen
#

You didn't add inputs for that

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and the flags in ride able

long mantle
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Ok i never messed with rides things..

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I found a way But It's for controll using item

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Not like the horse

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Its like the pig

ember aspen
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yep there are a few ways

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I'd use player input

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and rider controler flags in the rideable component

long mantle
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I Will search that ig

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So IS there a way to make a entity trigger a totem event on the player If the player takes legal Damage?

fading elm
#

What is the max player health?

prisma raptor
#

hello
someone help me?
Open any way to prevent an entity from being able to pass through a portal?

ember aspen
#

Put a rider on them.

cloud creek
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How to play animation on entity if there is player around?

ember aspen
#

Entity sensor

cloud creek
ember aspen
#

it's up to you

cloud creek
ember aspen
#

Nice

cloud creek
ember aspen
#

Just have to develop it out and see if it works for you.

cloud creek
#

Thanks

ember aspen
#

entity sensor with cooldown and filter to x action you want

halcyon pawn
#

how many slots can the llama inventory show up?

ember aspen
#

27?

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can't you count them?

quiet ore
cloud creek
ember aspen
#

use lookat component

hard citrus
#

do i need to set priority and custom items typeId in shareable component? or they will pickup any items that is drop at entity location?

cloud creek
ember aspen
#

CG with timer removes lookat and readds it, if it re triggers it re-adds it.. if not then it does x

cloud creek
#

I probably just going to use script

tall shard
#

How do you detect if an entity is in a biome, specifically in nether?

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For controlling an animation. ^^^

sterile iron
#

Its possible just in server

tall shard
#

Thanks

ember aspen
cloud creek
ember aspen
#

This is how I do mine

cloud creek
ember aspen
#

Yep I like it that way. If you don't. Use a CG and remove player input while not moving. BP AC can toggle it.

ember aspen
# cloud creek That is still rotate the vehicles even when is not moving

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long mantle
#

So

#

Im a bit confused about "minecraft:behavior.follow_parent": {
"priority": 6,
"speed_multiplier": 1.1
},

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But the other baby entity i showed Will Just follow Every entity with the family "character"

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I'm confused How that works

#

Wich ways do i have to define a adult parent entity? Or Father

kind charm
#

Im pretty sure that babies only follow the parent of the same id

ember aspen
#

Have baby target mom based on a tag, entity property.

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You assign it on birth

tiny fox
#
{
    "format_version": "1.16.210",
    "minecraft:entity": {
        "description": {
            "identifier": "gwim:atm",
            "runtime_identifier": "minecraft:armor_stand",
            "is_spawnable": true,
            "is_summonable": true,
            "is_experimental": false
        },
        "components": {
            "minecraft:type_family": {
                "family": ["armor_stand", "inanimate", "mob"]
            },
            "minecraft:collision_box": {
                "width": 0.5,
                "height": 1.975
            },
            "minecraft:health": {
                "value": 6,
                "max": 6
            },
            "minecraft:hurt_on_condition": {
                "damage_conditions": [
                    {
                        "filters": {
                            "test": "in_lava",
                            "subject": "self",
                            "operator": "==",
                            "value": true
                        },
                        "cause": "lava",
                        "damage_per_tick": 4
                    }
                ]
            },
            "minecraft:knockback_resistance": {
                "value": 1
            },
            "minecraft:nameable": {},
            "minecraft:persistent": {},
            "minecraft:physics": {},
            "minecraft:pushable": {
                "is_pushable": false,
                "is_pushable_by_piston": true
            },
            "minecraft:conditional_bandwidth_optimization": {}
        },
        "events": {}
    }
}

guys how do i make this entity invulnerable ??
and unpushable by pistons ?
this code was made by blockbench so idk :(

ember aspen
#

1.16.210?

#

set health value min to 2

tiny fox
#

idk

tiny fox
long mantle
#

No

#

I don't think thats the only way ,did u watch hmthe video i sent?

kind charm
long mantle
#

Yes

#

ac:anya IS The indentifier of the baby

#

And the other adult entities have other indentifiers But the same family

#

They ALL have the family mob,character

kind charm
#

Did you read the docs I sent?

long mantle
#

Anya have the Component is_baby

kind charm
#

As far as I know, babies only follow the parents of the same id

long mantle
#

So as i showed in the vídeo then How anya follow any adult with the family character Even though they have different indentifiers?

#

That's what I'm trying to figure out

#

Skin_id maybe?

#

The entities that ac:any follow doesn't even have Minecraft is_baby

nova plume
#

"minecraft:knockback_resistance": {
"value": 100,
"max": 100
}
why is this not working

#

nvm reloading the game fixed it

nova plume
cloud creek
fickle dock
#

does anyone know how one could stop entities from being pushed by water apart from placing block in their positions?

mighty steeple
#

How do I make the entity despawn after the player stop riding on it?

long mantle
mighty steeple
#

So the trigger to despawn it is using AC?

long mantle
#

You can also use a enviroment sensor to make the entity detect If someone is riding It

#

is_riding

#

If conditions are met call the event for despawn

mighty steeple
#

Alright thanks.

ember aspen
ember aspen
#

nope, not do able

#

Mojang wont give us the tools/features to stop it

#

So you're stuck with barrier blocks

fickle dock
ember aspen
#

Me too. JS is the solution for everything according to mojang. So maybe try that

long mantle
#

"minecraft:behavior.eat_carried_item": {
"priority": 0,
"delay_before_eating": 1
},

#

Why not working? It's so simples But still doesn't work

#

I put food in the inventory, I put this behavior eat carried item inside Components but it still doesn't work and the logs don't help

ember aspen
#

List your entities priorities. Are you sure thats a valid compoent for non villagers or doesn't need a runtime.

cloud creek
ember aspen
#

Just have to be creative and development, if you arent' happy with your currnet options

rancid ivy
#

how do i make my entity play a hurt animation after being hurt like the warden, i couldnt fine the animation controller code line plz help

#

@kind charm

ember aspen
#

on_hurt

rancid ivy
#

mb

ember aspen
#

damage sensors

#

BP ACs

#

RP ACs

#

entity sensors

#

are some options

rancid ivy
#

could you give me an example?

long mantle
#

How can i make a entity to change It's item on slot.mainhand?

#

For example a sword for a apple

#

Any sword for any food

long mantle
#

Ok I'm in a dilemma... I could just use replaceitem but I need to know which exact sword the entity is using to swap back and since the entity can always swap swords then It can be Just a specific sword to replace back

#

So is there a way to know which exatcly word a entity IS using ?

ember aspen
# rancid ivy could you give me an example?

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long mantle
#

Taking into account that I don't know what the previous item was since it could be any one

ember aspen
#

BP detects the previous item

#

you could add a tag, entity property or anything you wanted at that point to identify which it was

#

or have a BP AC state for each item

long mantle
#

Oh ill take a look at Ur vídeo then

long mantle
#

Do u know How? Or where can i Find It

ember aspen
#

Which part

long mantle
ember aspen
#

BP AC to query for time to AC State for that item.

#

In that items AC state add a tag, entity property or something so you know which you had

#

I haven't done this just a theory

long mantle
#

Seems Very hard i think i give up

#

I'm making a entity that Will Feel hunger ,eat If food IS on slot.weaponmainhand,gather food and store It , Feel hunger after the timer reach 0

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So for the entity to eat i need to put food on its hand using replaceitem But the problem IS only that i can't give back the sword the entity was using before bc the entity may bê using any sword and idk wich ,with any Enchantments also

ember aspen
#

Instead of giving up. You should. Do the first steps of what I suggest. Then when you get blocked or don't know whats next you ask, while telling me what you were able to do.

For example. You need to setup a BP AC. Have you dont that?
Did you get the BP AC detecting the items and changing to a state for that item.
Those are the first steps

#

you can use my 3d items guide to detect the items.

#

and learn how to setup the BP AC.

#

from there I don't have guides. You have to develop it out.
But I can give you some ideas what to try.

ember aspen
#

I love it

#

How did you do the over the head heath bar?

#

I've always wanted to make those but never done it. Looks epic. Great job.

quiet ore
#

Is it possible to mute/unmute an entity?

I have creatures that I want to spawn in the outer end islands. I use a script to remove them if they spawn on the main island as there aren't spawn rules to prevent them from spawning there.

The problem is they start their ambient/idle sound as soon as they spawn, so I can hear their sounds on the main island.

ember aspen
#

Are you playin the sound positionally

#

or on player

fickle dock
fickle dock
cloud creek
ember aspen
proud wharf
#

Was there some kind of hcf solution for that?

ember aspen
# cloud creek Its still rotating following your character

How to want to do it?
Magically read the brain of the player?
You can detect rotation and facing. Counter it or dont use it. I need to know which direction the player wants to go. I base that on which way they face is best option for me.

What other option is there? Magic?

you keep saying I don't want this. Without saying what you do want that makes sense.

You could do this based of world cords instead.

ember aspen
#

Right now only option for entities, is place barrier in middle. So say doors. Or entities thay wash away with water..Stackable entities pushed by other entities or player when stackable.

nova plume
#

how to make entity immune to mace/wind charge knockback

long mantle
#

It's hard to find a specific component

#

There may not be a specific component to do this, but you can make something improvised.

nova plume
#

i don't think any vanilla mob is immune to it

long mantle
#

I'll give you an idea, use a Damage sensor to detect what type of damage the entity received and put mace/Wind there, if it receives that type of damage it will call an event to add to the component groups the knock back resistence And then it will instantly disable the knock back resistance GC and go back to normal.

#

It's something improvised

nova plume
long mantle
#

Well, I've never even used that item until today and since I don't know the item, I can't give you an idea right now.

#

What is the name of the entity that drops the power of wind?

nova plume
#

breeze

ember aspen
nova plume
ember aspen
#

you should be able to filter the entity and item in hand

nova plume
#

nearby entities don't take damage or the hit
how is that going to help

ember aspen
#

Then use entity sensor, or knockback resistance. You'll just have to develop out a solution. You seem to think we' have a solution and just not giving to you. We're giving you ideas to try. I've never used a breeze. Just providing theory to try.

reef oyster
#

how do I have a ridible entity that behaves simular to a horse be only ridible or at least controllible by the owner?

ember aspen
#

owner being?

gilded heron
#

Hey, is it possible to spawn in an item on the ground that can not be picked up by the player? I know you can do this in Java edition

ember aspen
#

Nope. But you could fake it with an entity that looks like an item.

indigo galleon
#

anyone know a method to make mobs only take one damage no matter what?

quiet ore
#

I have an entity that can be tamed from a hostile state to friendly

However I can't get it to drop the player as a target

I've tried

on start tame -> remove all AI behavior components (melee_attack, nearest_attackable_target, follow_range, etc), start timer to set_friendly

on set_friendly -> add behavior components with nearest_attackable_target. nearest_attackable_target filters to not be able to target players

For some reason it still remembers that it was targeting the player originally and immediately attacks

After respawn it no longer attacks

I've tried adding reevaluate_description=true and reselect_targets=true but it still remembers the player, then attacks even though it is not a valid target. It does not reevaluate and see the player as no longer valid.

#

Is there a way to force the AI to drop or reevaluate target?

warm wedge
#

Why does it say for members only I thought it was free not for freaking payed people thought I'll have my hopes up nvm

#

Man nobody will pay for that

quiet ore
#

Is it possible to unset target?

I have an entity that can swap from hostile to friendly state.

I remove nearest_attackable_target with filters including player in the event

Then add nearest_attackable_target with it filtered only to monsters

However it remembers that it was targeting the player and does not stop after the event

#

There's a field "reevaluate_description" that sounds like it would be helpful. It's listed here but doens't seem to actually exist

I get an error that the field name is invalid. It's also not listed on bedrock.dev

quiet ore
#

Only solution I could get is to summon an endermite so the entity call kill it and then doesn't attack the player :/

patent heath
#

when I add the cause it ignores the filters
how to make it cancel falldamage only when having an specific tag

thin glade
#

How do I give my entities hurt, death, ambient sounds

rancid ivy
ember aspen
#

If you feel this information should be provided free, please contact Mojang for official docs. I'm not doing Mojangs work for them anymore.

If you feel this information is of value please support my time and efforts to do what Billion Dollar Corp Mojang refuses to do.

All guides are under all plans $2/month.

vernal vault
#

yo so like...

#

are you good

rancid ivy
#

i mean i would buy but like

#

how do i know it would work

vernal vault
ember aspen
# rancid ivy how do i know it would work

You could search for discord and see the hundreds of thousands of people who have used the guides, see their results.

If Mojang provided you the information then you wouldn't have to worry about it.

thin glade
#

How do I give my entities hurt, death, ambient sounds

kind charm
paper swan
primal sail
#

I have a rideable entity. How can I make it always look where I am looking?

crisp frigate
#

can i use wind_burst_on_hit for custom projectile ?

thin glade
#

For things like 'weight' and spawn_rules can you set it to decimals, say I want something to spawn incredibly rare I just set it to 0.1 would that work or no?

paper swan
dawn coyote
#

hi there, is it possible to change the movement when an entity is in cobweb? for instance, I think there is no sense spiders get slow speed in cobweb if its something they create for trap others

rustic sequoia
#

anyone know if there's a way to have a player ride an entity, but have pingless client-side authoritative movement? Like boat movement.

also is it possible to change the behavior of boats? like turn rate or water speed

tall shard
#

Learnt another absurd thing today. Iron golem’s flower is attached to its left arm. 💀

winter olive
pearl ledge
#

anyone know a way to get the players look rotation without the weird value stuff? like when you look north or south it equals 0 and if you look east or west it will equal -1 or 1. is there a good way to convert it to degrees?

warm wedge
#

Do you guys have any clue why I still kept being damage by my own entity while even tho I have the tag for damage filter?

{
  "format_version": "1.21.0",
  "minecraft:entity": {
    "description": {
      "identifier": "kimetsunoyaiba:scorchingchariot",
      "is_spawnable": false,
      "is_summonable": true,
      "is_experimental": false
    },
    "components": {
      "minecraft:damage_sensor": {
        "triggers": [
          {
            "cause": "all",
            "deals_damage": false
          }
        ]
      },
      "minecraft:type_family": {
        "family": [
          "flame"
        ]
      },
      "minecraft:collision_box": {
        "width": 0.25,
        "height": 0.25
      },
      "minecraft:scale": {
        "value": 0.0
      },
      "minecraft:explode": {
        "fuse_length": 0.2,
        "fuse_lit": true,
        "power": 0,
        "causes_fire": false,
        "allow_damage_underwater": true,
        "destroy_affected_by_griefing": false,
        "breaks_blocks": false
      },
      "minecraft:behavior.knockback_roar": {
        "priority": 1,
        "duration": 0.05,
        "attack_time": 0.05,
        "knockback_damage": 18,
        "knockback_vertical_strength": 3,
        "knockback_height_cap": 2,
        "knockback_horizontal_strength": 3,
        "knockback_range": 5.2,
        "knockback_filters": {
          "test": "has_tag",
          "operator": "=",
          "value": "SChariot"
        },
        "damage_filters": {
          "test": "has_tag",
          "operator": "=",
          "value": "SChariot"
        },
        "on_roar_end": {
          "event": "vanish"
        },
        "cooldown_time": 0.00
      },
      "minecraft:pushable": {
        "is_pushable": false,
        "is_pushable_by_piston": true
      },
      "minecraft:physics": {
        "has_gravity": false,
        "has_collision": false
      }
    }
  }
}
crystal oyster
#

How would i make my entity immovable to water? Is there an entity component for it?

crystal oyster
#

bruh

native wedge
#

Would it be possible to change the texure of a player model based on their name?

#

I know we can modify model attributes, but idk how I'd go about changing the skin

pastel minnow
#

Is it just me or are entities that spawn tamed using projectiles not working 😭
Like they do anything except attack who their owner attacked

pastel minnow
#

Nvm guys

#

I’m not sure what fixed it

#

But it got fixed

#

🤷

lunar fable
#

Run command doesn't work in entity events??

#

Did they remove it?

pastel minnow
#

That’s literally the only change to it

static sage
#

@nova plume

nova plume
# static sage <@704346785811923016>

"minecraft:damage_sensor": {
"triggers": [
{
"on_damage": {
"filters": {
"test": "has_tag",
"subject": "self",
"operator": "==",
"value": "noDmg"
}
},
"deals_damage": false
}
]
},

nova plume
#

searching "player animations attachable" in this serve show 20 result. 15 of them are membership-only Video 🗿

ebon needle
#

hmmm
Is there any way to make my entity spawn an entity(item) after eating a block using an event? In other words is it possible for an entity event to spawn something at all?

#

ah i found queue command ill use that

ebon needle
#

nevermind? im stupid i can just make it give it a component group

warm wedge
#

My mob won't die when I add min:
On minecraft health

#

Any suggestions on ways to make it die?

nova plume
warm wedge
nova plume
#

cancel fatal damage and add a logic that do what you want

pastel minnow
#

That’s what I basically said

low shell
#

I am absolutely baffled, as I have tried everything. It worked before I ever tweaked some events as far as I remember, but this mob REFUSES to follow the player when I have its main state event (random) to the proper components with a "ranged_attack" component that simulated a soulslike boss that followed you and would begin to select from four attacks (the timer with the random_do event). What the hell is going on!?

#

screw discord

#
                "minecraft:behavior.look_at_player": {
                    "priority": 7,
                    "look_distance": 8
                },
                "minecraft:behavior.random_look_around": {
                    "priority": 8
                },
                "minecraft:timer": {
                    "looping": true,
                    "time": 4,
                    "time_down_event": {
                        "event": "random_do"
                    }
                },
                "minecraft:movement": {
                    "value": 0.2
                },

                "minecraft:shooter": {
                    "def": "tera:nonexistent"
                },
                "minecraft:behavior.ranged_attack": {
                    "priority": 3,
                    "attack_radius": 4,
                    "charge_shoot_trigger": 99,
                    "charge_charged_trigger": 99
                }


            }```
#

All other proper components are in the components category, such as navigation and target sensors

#

Yet NOTHING

south patrol
#

r u British

warm wedge
ruby cape
#

Anyone know how I can perform a good fire breath attack that lights everything on fire based on the range of the fire particles?

ember aspen
foggy ridge
ebon needle
#

Hi are there any resources/examples of getting an entity to trigger a script through its behaviour that I can look at? I just don't want to create a post asking a question for something that might be easy and waste everyone's time :)

fervent mantle
#

Can we do a custom minecart?

#

like a train or smh

gloomy hemlock
#
"animations": {
    "anim": "animation..."
},
"scripts": {
    "anim"
}
#

you can do that

drowsy swift
#

whats the limit of entity inventory size?

#

i think its 256

silent wadi
#

Anyone know what "minecraft:movement" affects.
There is no documentation for that component, all the entities have it, most are very low values and horse has a range.

tall shard
charred stumpBOT
humble shadow
#

so like is tick_world chunks or what because its not specified in the docs

misty spoke
#

are fireballs summonable

foggy ridge
misty spoke
foggy ridge
misty spoke
#

hmm

#

thanks for trying

#

^-^

foggy ridge
#

np

rain egret
#

"is_summonable": false,
just changes from false to true

misty spoke
rain egret
#

yes

misty spoke
#

kay

halcyon pawn
#

is tgere a behavior to make a tamed entity g and thorw items to its owner like the allay?

#

and if so, can it work with any item or just the one held on hand?

rain egret
halcyon pawn
rain egret
halcyon pawn
rain egret
#

from what I read, he brings items to the guardian who tamed him.

halcyon pawn
rain egret
#

?

rain egret
viscid jasper
#

Is it possible for entities to have animated textures?

quiet ore
#

Does "population_control": "ambient" not work?

I have a custom mob that wont spawn. I set the spawn weight to 1000 for debugging.

If I change "population_control": to "animal" it does work though.

Seemingly the only vanilla entity using "ambient" is the bat. Does ambient only work underground?

kind charm
#

You should run a script to kill all entities except your own

quiet ore
#

I did. None of them spawn. If I change to "animal" they do though.

quiet ore
#

ok I'm pretty sure it's broken.

with weight at 1000 and population_control "animal", the mobs spawn immediately

with same setup but population_control "ambient", they don't spawn at all

"kill @e" multiple times to try and get them to spawn with "ambient" but still nothing

so much stuff just doesn't work with no logs at all. This API is infuriating

quiet ore
#

that "ambient" population_control is invalid

Also no logs if you try and call an event that doesn't exist

kind charm
kind charm
quiet ore
#

sorry, was a separate thing for events. Just equally if not more frustrating

I think the ambient control is just bugged or broken

Though apparently vanilla bats use it.

kind charm
#

Soem vanilla things are hardcoded

quiet ore
#

so apparently instant_despawn just doesn't work either in some cases? (separate issue, gave up on the ambient spawn rules)

I have this timer

        "minecraft:timer": {
          "looping": true,
          "randomInterval": true,
          "time": [
            1,
            3
          ],
          "time_down_event": {
            "event": "end_despawn"
          }
        }

Have tested and made sure the end_despawn event does work

Have tested and made sure the timer is being added (also added scale 3.0 to confirm)

The timer should be calling end_despawn

But it does not :/

kind charm
#

What does the event do?

quiet ore
#

It adds "minecraft:instant_despawn"

#

I have one event "start_despawn" that adds the timer as above through an entity sensor

Have confirmed that it is working by including scale 3.0

end_despawn adds minecraft:immediate_despawn

By changing the environment_sensor to add end_despawn I've confirmed that end_despawn does work and does remove the entity

The timer should be calling end_despawn, but it does not

#

Of course I have a timer calling other events in other mobs which does work..

atomic jewel
#

Hii there!
If i'm not wrong i can ask here for help, sooo

I have a so frustrating problem with makin a entity so sinomy exist. I mean, i have the geometry, the animations, the texture, the client files, etc. Even appears in the .lang file.
And still, is invisible the entity and the egg

charred stumpBOT
misty spoke
#

is the visuals of a fireball a texture or a particle

#

to be more clear, how it looks, is that done with a particle or textures

#

cuz, wheneve you rotate around the entity, it always seems to face the player

pastel minnow
#

you can make the entity always face the player with an animation i believe

split swift
#

can variables defined in the in behavior pack be accessed from rp?

long mantle
#

Why not work? "components":{ "minecraft:entity_sensor": { "subsensors": [ { "range": 20, "event": "callprotect_ei", "require_all": true, "event_filters": { "all_of": [ { "test": "is_target", "subject": "other", "value": true }, { "test": "actor_health", "subject": "other", "operator": ">", "value": 1999 } ] } } ] }

long mantle
# mental frigate What does this do?

It was suposed to make the caller entity detect If any nearby entity IS a target and If so It Will also require It to have more than 1999 health for then call the event "callprotect_ei" But doesn't work

long mantle
#

.

#

The caller entity Will only consider as a target what He's attacking using melee or ranged attack , If the caller entity IS Just angry trying to hit the entity then It Will not be considered as target

halcyon pawn
#

What's the maximum inventory size for an entity?

misty spoke
#

is there a way to make an entity run an event, so far it exists

misty spoke
rain egret
#

There are many components that execute events, you can also use animations and animation controllers

misty spoke
#

i just want to run it if the entity is alive,

rain egret
#

You can use the timer component, or any other component that has a timer, such as behavior.send_event, angry, behavior.knockback_roar, enviroment_sensor, etc.

misty spoke
#

ok

misty spoke
#

does anyone know how to make an entity run an event when it touches a block or hits a block

long mantle
#

Microsoft Wiki gave us a code with wrong syntax

#

Small error..

#

```{ "test": "actor_health", "value": "0" }``|

#

Int values shouldn't use ""

#

They can't use Quotation marks

#

That's It the error

mental frigate
#

Oh, that’s like forgetting a semicolon in javascript

long mantle
#

Microsoft forgot that lol

mental frigate
#

Well, that was unexpected

mental frigate
long mantle
#

I was for hours trying to find the error by myself ,i was going Crazy Thinking I was horrible at coding but it wasn't my fault for the mistake

rigid kiln
#

@warm tendon i have a trouble with this script. it works but only teleports me, and i need that it teleport entities with specific family types and that the entities do not get stuck inside the walls when teleporting

warm tendon
#

So, you'd need to do that on every entity of the specific family type. Use dimension.getEntities and skip all entities not in your list. As for not letting it go in walls and such, you'll need to test if the chosen location is an air block or not with dimension.getBlock, and reroll if it's not

nova plume
lunar fable
#

How do I spawn and entity with a specific amount of health

gloomy hemlock
night kraken
#

Do block display entities exist as an addon yet

rigid kiln
warm tendon
# rigid kiln can you show me an example? i cant find something similar in the script page

I don't have exact code, but you'll need to use dimension.getEntities. The filter parameter in it allows you to filter by family

Dimension.getEntities doc: https://learn.microsoft.com/en-us/minecraft/creator/scriptapi/minecraft/server/dimension?view=minecraft-bedrock-stable#getentities

EntityFilter docs: https://learn.microsoft.com/en-us/minecraft/creator/scriptapi/minecraft/server/entityfilter?view=minecraft-bedrock-stable

Contents of the @minecraft/server.EntityFilter class.

Contents of the @minecraft/server.Dimension class.

rigid kiln
warm tendon
#

The docs should explain how to set it up

#

I can't access my computer rn so I can't give the exact code

rigid kiln
warm tendon
# rigid kiln when you get your PC can you show me the code. its too hard for me to find this ...

I don't have the time to test exact code, but it would be something like let entities=dimension.getEntities({families:["fish","Dipsy","infected","monster","bossess"]});

The way I figured this out is by looking at the function getEntities in the docs. I saw that one of the parameters was options from the parameter list. I then clicked on the entityQueryOptions link by options to see some examples, and clicked on entityFilter from there to see that families was something that could be included with it(for your information in the future, I hope this helps you better be able to understand hte docs. Reading documentation is a very necessary skill)

warm tendon
#

Yeah

#

Though of course, you'll need to replace all references to entity to an iteration through the list entities

mental frigate
#

Hey guys, How do I make an entity follow an entity and is aggressive

thin glade
#

anyone good with entity code I need some help pls? #1286308818971660368

rigid kiln
tall shard
#

When exactly do villagers/wandering traders use this animation?

#

Ah, figured out. For anyone's wondering, it's when you hold an item they can trade with.

rigid kiln
warm tendon
#

Yeah, you'd need to check if it's an air block in that location

#

Use dimension.getBlock. loot at my explanation of the docs when I gave the code if the docs confuse you, you've got thia

pearl ledge
#

how would I add inherent tags to an entity so I don't have to run a command or line of script to add a tag to an entity?

#

nvm

#

sucks that you have to use commands for that kind of thing

rigid kiln
rigid kiln
warm tendon
#

As I want to help you be able to code on your own

#

so you can make more and do it faster

rigid kiln
#

sorry man

warm tendon
#

You don't need to feel bad

#

I'm just trying to help you learn

rigid kiln
#

ok i will search more

warm tendon
#

Well, I was just trying to see what you know so I can explain better

#

The basic idea for dimension.getBlock is it returns, or gives info on, a specific block

#

You can then store that in a variable to check later

storm spire
#

Does anyone know how custom:hit_test works cause I tried using it on my entity and the positioning doesn't seem to be accurate

rain egret
#

If that is what you are looking for, then the cubes must be centered or if your entity is inanimate you must arrange the hitboxes well because they will always be oriented to the north.

storm spire
rain egret
#

Well, unfortunately it doesn't.

#

The most you can do is a rideable entity, so that it works as a hitbox and transmits the damage to the main body.

kind charm
#

Make a post please

wanton venture
#

How can I make an entity shoot two different projectiles in two different positions at once?

little cloud
wanton venture
#

Yeah makes sense

#

Thank you!

wraith pendant
#

does tick_world just simply not work as it used to anymore?

lofty citrus
#

what's the latest entity format? im sitll using 1.10 : (

tall shard
#

Why doesn't ravager roar behavior let me use query.target_x_rotation and query.target_y_rotation? Those queries only stop working when the entity roars. How can I make the ravager look at me when roaring?

gloomy hemlock
night kraken
long mantle
#

Is It possible to make a entity Sell items in trade Table Only with items It has in inventory?

lofty citrus
#

oh wait

#

its entity

#

alright thanks

winter olive
lofty citrus
lofty citrus
#

oh this exists too I forgor

#

welp thanks

#

so N-1 basically means latest version?

kind charm
winter olive
kind charm
#

This article is a general rule of thumb for all creators, not just Marketplace

winter olive
kind charm
winter olive
kind charm
#

Saying N-1 is for Marketplace creators implies only they can use N-1

winter olive
hearty hatch
#

Are multiple animations playing in an entity anim script additive or overwritive?

rain egret
hearty hatch
#

awesome, Thanks!

ember fossil
#

what is the meaning of this log error? ```11:29:19[Molang][error]-piggy:gryffyn | binding expression query.item_slot_to_bone_name(context.item_slot) returned a bone name that doesn't exist.

11:29:19[Molang][error]-piggy:gryffyn | binding expression query.item_slot_to_bone_name(context.item_slot) did not return a name?```

#

any help?

warm tendon
dawn coyote
#

hi there, is it possible to execute an event when some item is added to a slot of the inventory on a entity?

winter olive
quiet ore
#

How do I get a particle to stop playing in an animation?

If I stop the animation, the particles keep playing

Edit: it seems particles in animations just don't really stop.

I was able to get the particles to stop by using an animation controller and controlling the particles directly there, as opposed to having particles in the animation itself.

lofty citrus
tall shard
#

How do you change the position or rotation of the held item on Witch? I could not find something like held_item or rightItem...

modest tapir
#

can someone help me? idk why my custom dog entity isn't working, i did the same thing that dogs do to only the collars be dyed and not the whole entity

#
{
    "format_version": "1.8.0",
    "render_controllers": {
        "controller.render.shih_tzu": {
            "geometry": "Geometry.default",
            "materials": [
                {
                    "*": "Material.default"
                }
            ],
            "textures": ["query.is_angry ? Texture.angry : (query.is_tamed ? Texture.tame : Texture.default)"]
        }
    }
}

this is my render controller

dawn coyote
#

hi there, do someone know if it is possible to create an custom arrow that when after you shoot it and it is "stick" in some block and you pass over it, instead of collecting a vanilla arrow it collects actually the custom arrow? because I m using the minecraft:arrow runtime identifier it collects the arrow instead of the custom arrow

fickle vault
#

What is a ram attack?

neat sky
neat sky
indigo galleon
#

anyone else having issues with the Moon_phase sensor?

modest tapir
#

but it doesn't seen to work correctly

#

and idk how to apply the color only to a specific layer

neat sky
storm spire
#

Can someone explain me why my mob keeps moving even though I removed it's movement value and set it to 0 my entity has a component called navigation.climb

mental frigate
storm spire
mental frigate
#

if not just send the behavior file

storm spire
#

Oh okay I'll try

soft oak
#

For projectiles, how do you make the model face you when they are thrown? Like the front facing me and rotate away from me

proud viper
#

Are particles in animations broken? My particle does not align with the locator set, but spawns at the players head instead

storm spire
#

I just made an animation where it has blend transition on animation controllers but the blend transition doesn't seem to work

mental frigate
storm spire
#

"controller.animation.death_angel.wall_climb": {
"states": {
"default": {
"animations": [
"bob"
],
"transitions": [
{
"wall_g": "q.is_wall_climbing&&!q.is_on_ground"
}
],
"blend_transition": 2
},
"wall_g": {
"animations": [
"wall_g2"
],
"transitions": [
{
"default": "!q.is_wall_climbing"
}
]
}
}
},

#

It doesn't work when I add a blend transition to the wall_g State

mental frigate
#

Anyway set it to 0.2 or 0.15

storm spire
#

Even if I raise it

mental frigate
#

@storm spire

mental frigate
storm spire
#

On the first state only a value of 2 works and 0 in the second state if I add any value to the second state it suddenly stops working

mental frigate
storm spire
#

But I want the first state to have a value of 2 and 0.5 in the second state

#

Can you accept my call so I can explain it to you more clear the issue

mental frigate
#

ok

storm spire
#

Can you hear my call?

#

Talk plsss😭😭

mental frigate
#

my wifi is bad

storm spire
#

Does anyone know the reason why my entity can still move even though it is sleeping,I'm using the behavior.nap

pastel sorrel
#

new and first mob I'm doing

#

and I also wanted to ask some questions

#

I'm creating weapon models to be used as an attack for the pillager. But the problem is that I wanted to take the official blocks in Minecraft and model them, like this (fireglazer)

storm spire
#

Does anyone know the reason why my entity can still move even though it is sleeping,I'm using the behavior.nap

calm grotto
storm spire
atomic niche
#

Could someone help me with the angry component of the entities? I want to make an entity with this component, but it is not working as I wanted.

pastel sorrel
#

Example: I'm going to program a mob that in one of its attacks, it takes out a flamethrower and then puts it in its pocket.

wanton venture
wanton venture
pastel sorrel
#

Like: create the weapon model and then export it to a pasta's mob?

wanton venture
#

That's one way of seeing it

pastel sorrel
wanton venture
#

Sure, please create a post to keep things in one place

pastel sorrel
#

Okay,i create this

#

Is: "help me for ny addon"

wanton venture
#

Alright, let me know your doubts in there

pastel sorrel
#

Okay, I'll wait.

crystal oyster
#

entity custom components 🤔

#

those would be nice

tiny fox
#

can anyone help me make an entity with an inventory ?
the entity being summoned when i right click a specific entity (custom npc) and the entity despawns when i close its inventory ??

#

@crystal oyster
can you help ?

#

ping me if anyone can help

crystal oyster
tiny fox
#

im trying to make an refrigerator 💀

#

with an inventory in which i can store food and stuff

crystal oyster
#

i'm not sure why it would despawn, unless if you made it that way

tiny fox
#

i wanna do this

#

can you tell how ??

crystal oyster
#

entity

#

with inv

crystal oyster
#
"minecraft:inventory": {
        "container_type": "minecart_chest",
        "inventory_size": 27,
        "can_be_siphoned_from": true
      }
#

Prob change the container type tho

tiny fox
crystal oyster
#

bruhh

tiny fox
#

ive not worked with entites a lot

#

just a little here and there

tiny fox
#

Refrigerator that player can right click

  • Open a chest ui in which player can store stuff to be taken out later..
crystal oyster
#

yeah..

#

inventory component

tiny fox
#

cuz i have no idea 😭

low shell
#

Agarthans be like
"He hath not the courage to find the Teragon!"
My brother of Overworld, thou hast not even step foot into this dungeon thyself.

storm spire
#

Anyone have the idea how behavior.nap works my entity keeps moving even though it is already sleeping I tried seeing other entities using it but I can't seem to figure out why it is doing it

unborn pier
#

Can someone help me? What is the issue?

dawn coyote
#

hi there, I m trying to create a spell that when is throw it moves like the wither skulls, but it is "planting flowers" because I m using the wither_skull as runtime identifier... not desirable... is there any other projectile that I can use as that dont generate the whither flowers when hit? or is there anyway to avoid the flowers generation?

storm spire
barren plover
#

How can I create a projectile without gravity?

strong tide
#

minecraft:village_created

is it an open component for use?

wintry geyser
strong tide
# wintry geyser there are these

I tried to use the iron golem base, but according to the log, because of this it is ignoring the component_groups and components

#

16:11:51[Actor][error]-Meu Mundo | actor_definitions | /storage/emulated/0/Android/data/com.mojang.mine1214023/files/games/com.mojang/behavior_packs/Mythologic | mc:giant | minecraft:entity | components | mc:giant's Component component_groups was not parsed.

16:11:51[Actor][error]-Meu Mundo | actor_definitions | /storage/emulated/0/Android/data/com.mojang.mine1214023/files/games/com.mojang/behavior_packs/Mythologic | mc:giant | minecraft:entity | components | mc:giant's Component events was not parsed.

pastel minnow
formal veldt
#

does anyone know to get rid of the allay sound when using give_item in the interaction component

steady tundra
#

im like 99% sure I've seen some limits posted around in the community. Blockbench bone/group limits etc. Anyone have any idea where to find them? pure_smile_blobs

barren plover
#

Can I cancel the damage, when both players have the same property?

wanton venture
shrewd abyss
#

How would I create an entity similar to how an item frame works or how the FTB team have done the storage drawers?

dense citrus
#

The storage unit, not the mob.

sick cave
#

Working on implementing head movements to my custom entity for Minecraft bedrock. ( I’m using bridge ) I’ve tried to add look_at_target and other components to trigger it, I’ve tried implementing it in my default entity animation controller and creating a seperate controller but nothings working so far. My entity walks around with no head movement kinda looks robotic…. could use some help

atomic niche
fading tendon
#

is there a way to disable the sitting animation that is used when riding an entity?

sick cave
#

Nvm

solar jasper
#

How do I stop myself from taking damage from a mob I've tamed?

wintry geyser
#

what does a friendly name mean?

warm tendon
#

It's the name you define for it in the entity's rp file

tiny fox
#
{
"format_version": "1.20.80",
"minecraft:entity":{
"description": {
"identifier": "gwim:amethyst_throne",
"is_spawnable": true,
"is_summonable": true,
"is_experimental": false
},
"component_groups": {},
"components": {},
"events": {}
}
}

How do i make this entity rideable (its one block tall)
If anyone knows, please ping me

warm tendon
tiny fox
#

thanks

halcyon pawn
#

how do i make an entity store items it picks upin its inventory instead of them just disapearing?

lofty citrus
#

howwould restrict to owner work? who placed it is the owner?

gloomy hemlock
#

it's like a vanilla mob

#

if u haven't tamed with an item

#

this won't work

#

if you want when you place the entity, you must tame it with scripting

lofty citrus
#

ahhh I see thanks

#

what holds the Unknown text? I need to change it

gloomy hemlock
#

you can change this by renaming the entity (scripts/name tag/and i think langs)

lofty citrus
#

I only found minecraft:nameable

#

ahhh I guess langs it is then

#

entity.si:corpse.name=Corpse

#

the entity identifier is si:corpse

#

it stil doesn't change

lofty citrus
#

went with scripting instead

wanton venture
#

How can I make my event trigger once both filters are true? I want to check for two entities at once, basically if a player riding a dragon enter the 5x5 range:

"minecraft:entity_sensor": {
        "subsensors": [
          {
            "range": [
              5,
              5
            ],
            "cooldown": -1,
            "event_filters": {
              "all_of": [
                {
                  "test": "is_family",
                  "value": "player",
                  "subject": "other",
                  "operator": "=="
                },
                {
                  "test": "is_family",
                  "value": "dragon",
                  "subject": "other",
                  "operator": "=="
                }
              ]
            },
            "require_all": true,
            "event": "kai:went_through"
          }
        ]
      }
little cloud
wanton venture
#

Ohh didn’t know that was possible, thanks!

earnest harbor
#

Hey, so I have an entity that is not showing up in my game, neither the model nor the egg, any idea how to fix this issue?

gloomy hemlock
#

not very much that we can do

earnest harbor
dawn coyote
#

hi there, is it possible to prevent entities to be hooked by fishing rod?

tawdry gorge
#

hey is there a way to hide this in first person? the lead

storm spire
#

Hello how do I make a variable for my entity so that example: I want to make a variable.armor = q.is_equipped_item('mz: helmet')
So that I can just use variable.armor in the animation.conrollers

warm tendon
#

Just define it in pre-animation

storm spire
#

Can you like give an example

sterile flint
#

Guys, is there a way to set a specific area/radius from the spawn point for an entity stroll behavior?

#

I think that the radius property in the random stroll behavior is updated whit the current position of the entity, right?

#

I want it to roam around inside a specific area

gloomy hemlock
sterile flint
#

But that makes it move just to a specific block, not roam around an area, right?

warm tendon
warm tendon
#

Ofx

opaque coyote
#

Hey! how can I make sure that when I change the yaw of my entity it modifies the yaw of a specific bone, and the same with the pitch for another bone?

lucid cypress
#
"events": {
                "minecraft:entity_spawned": {
                    "queue_command": {
                        "target": "self",
                        "command": [
                            "structure load mystructure:ruins1 ~ ~30 ~",
                            "say Run!",
                            "kill @s"
                        ]
                    }
                }
            }

The above component isn't running when I spawn my entity

#

is it the namespace?

#

.. no it isn't

#

I tried to run it manually, it said it couldn't be executed on my entity

#

It also doesn't work when I change the event name, leading me to think either something's wrong with the syntax itself, or something is wrong with the entity

rain egret
#

It's hard to tell by looking at just part of the code.

lucid cypress
#

fair enough! Here's the full script so far:


{
    "format_version": "1.16.0",
    "minecraft:entity": {
        "description": {
            "identifier": "example:islandtest",
            "is_summonable": true,
            "is_spawnable": true,
            "is_experimental": false
        },
        "components": {
            "minecraft:type_family": {
            },
            "minecraft:health": {
                "value": 1,
                "max": 1
            },
            "minecraft:attack": {
                "damage": 0
            },
            "minecraft:movement": {
                "value": 0
            },
            "minecraft:collision_box": {
                "width": 0.5,
                "height": 1.8
            },
            "minecraft:physics": {},
            "minecraft:jump.static": {},
            "minecraft:movement.basic": {}
        },
        "events": {
            "minecraft:entity_spawned": {
                "queue_command": {
                    "target": "self",
                    "command": [ 
                                "say Run!"]
                }
            },
            "example:spawnstructure": {
                "queue_command": {
                    "command":  "say Run!"
                }
            }
        }
    }
}
#

It's basically a dummy entity just meant to run the script then die. The issue is it's not running the script

rain egret
#

Version 1.20.80

#

or greater than 1.20.80

lucid cypress
rain egret
lucid cypress
# rain egret Manifest.json?

I changed it on both my BP and RP and am now getting errors loading the resource pack. I'll read the log briefly

rain egret
#

?

lucid cypress
# rain egret Send manifest.json
  "format_version": 2,
  "header": {
    "description": "My garbage Add-On!",
    "name": "My Stuff",
    "uuid": "0161b085-52ac-4e9d-bd83-d33c8662c99f",
    "version": [ 1, 0, 0 ],
    "min_engine_version": [ 1, 20, 80 ]
  },
  "modules": [
    {
      "description": "My Stuff Module",
      "type": "data",
      "uuid": "65796aa8-261d-44c9-b4c0-a588433e81dd",
      "version": [ 1, 0, 0 ]
    }
  ],
  "dependencies": [
    {
      "uuid": "c0c587cd-f650-4f61-b26a-75477f417191",
      "version": [ 1, 0, 0 ]
    }
  ]
}```
lucid cypress
#

There we go! Works now. thank you

tawny sandal
#

can I hide a cube with an animation?

pastel minnow
tawny sandal
#

thats what i ended up defaulting to

#

thanks tho 👍

tawny sandal
tawny sandal
#

is there some alternate way to hide them per animation that will stack with other animations?

misty marten
#

in an inventory container, how can I change that "Unknown" name in the UI without editing entity nametag?

shrewd abyss
#

I need help with the tick_world component. I'm guessing the radius is in chunks, but does that include the chunk the entity is in? So having a radius of 2, is the current chunk and the next 2 in each direction affected? What about diagonally?

tiny fox
#

if you can help then please ping me 🙏🏻

maiden totem
tiny fox
maiden totem
tiny fox
#

alright thanks :D

tiny fox
#

@maiden totem
How do i make it so that the mushroom can be ridden even after being tamed and controlled by holding a mushroom (red) in hand ??

#

if you know pls tell and ping me 🙏🏻

maiden totem
tiny fox
#

?

maiden totem
# tiny fox ?

Add this to "minecraft:wolf_tame": {

        "minecraft:boostable": {
          "speed_multiplier": 1.35,
          "duration": 16.0,
          "boost_items": [
            {
              "item": "warped_fungus_on_a_stick",
              "damage": 1,
              "replace_item": "fishing_rod"
            }
          ]
        },
        "minecraft:rideable": {
          "seat_count": 1,
          "crouching_skip_interact": true,
          "family_types": [
            "player"
          ],
          "interact_text": "action.interact.ride.strider",
          "seats": {
            "position": [ 0.0, 1.6, -0.2 ]
          }
        },
        "minecraft:item_controllable": {
          "control_items": "warped_fungus_on_a_stick"
        },
        "minecraft:behavior.controlled_by_player": {
          "priority": 0,
          "mount_speed_multiplier": 1.45
        }```
And then load ingame and see if it works, if it does change the item
maiden totem
maiden totem
earnest harbor
#

Anyone down to teach my how to code my pet for bedrock? I need it to be tame-able , to follow me if tamed , to sit (like the wolves) and to be breed-able ! It’s my first time so I’d really appreciate it

tawny sandal
#

how can I hide the health bar on an entity

#

?

#

when im sitting on it

#

nvm

sour escarp
#

so, i looked at the wither code on microsoft learn and it did not seem right. nothing about a second phase or anyhthing. how does the wither really work?

fading tendon
#

most of the wither behavior is hard coded

wanton venture
wanton venture
storm spire
#

How do I reduce the damage of an entity using damage u see I have this armor and I want it to reduce the damage of a certain entity for example without the armor the damage of the entity is 200 but with it it will be 60 however I don't know how the damage_modifier or damage multiplier works I used negative values it doesn't work I use positive value it doesn't also work I use decimals like 0.5 or 0.3 it doesn't work can someone help me

wanton venture
#

You can do that in the armor items themselves

storm spire
#

How

wanton venture
#

Using the item component

{
"minecraft:wearable": {
                "slot":  "slot.armor.feet",
                "protection": 2 // This field reduces damage
            }
}
storm spire
tiny fox
#

@maiden totem
i cant figure it out :(
can you put it in the file ??

wanton venture
tiny fox
lofty citrus
#

my entities noclips when it's on water

#

on lava also

#
{
    "format_version": "1.20.0",
    "minecraft:entity": {
        "description": {
            "identifier": "si:corpse",
            "is_summonable": true,
            "is_spawnable": true
        },
        "components": {
            "minecraft:despawn": {
                "despawn_from_inactivity": false
            },
            "minecraft:inventory": {
                "can_be_siphoned_from": true,
                "container_type": "minecart_chest",
                "inventory_size": 36
            },
            "minecraft:item_hopper": {},
            "minecraft:collision_box": {
                "height": 0.7,
                "width": 1
            },
            "minecraft:type_family": {
                "family": [ "corpse" ]
            },
            "minecraft:damage_sensor": {
                "triggers": [
                    {
                        "cause": "all",
                        "deals_damage": false
                    }
                ]
            },
            "minecraft:knockback_resistance": {
                "value": 1
            },
            "minecraft:health": {
                "min": 1,
                "value": 1,
                "max": 1
            }
        }
    }
}
#

how do I make it not react on water?

toxic trellis
lofty citrus
toxic trellis
lofty citrus
toxic trellis
#

Can you add model to the fish? The one that appears to bite the fishing hook

tardy stratus
#

How do I render armor on mobs?

#

I want the armor equipped on creepers to appear

maiden totem
frail fractal
#

Is there a way to change the Lightning Bolt's behavior? I want it to create an explosion on-impact.

tepid robin
#

Can anyone help me to create a default stand animation
im to dumb to get it on the entity

pliant oak
#

can we give a custom entity a boss bar?

modern hawk
#

how do I add health back to my player with events? I have a permanent seven hearts and trying to use a event that sets my health to 22 is not working

ruby cape
# lofty citrus yeah

I'm curious about this actually. Would the hook be a possible entity to detect and would the fish ride the hook to determine the mechanic?

ruby cape
#

The mechanic I mean

toxic trellis
sterile flint
#

Guys, quick question. Do you know why an entity dissapears when I close and reopen the world? It's a big entity, it's 19 blocks wide

#

Even using minecraft:persistent component

rain egret
#

Although the reason it probably disappears is because it is too big.

sterile flint
sterile flint
#

So this is what I'm trying to achieve

#

I need to display a fresco painted on the ceiling of a chapel. I have a high-definition image of the painting, so now I'm looking for the most efficient way to place it within the structure we've built.
I've come up with two ideas. One is to divide the painting into 16px tiles and create custom blocks where each tile would be placed on the bottom texture of the blocks. The downside to this is that, since the space is 19 blocks wide by 11 blocks high, I'd have to create over 200 custom blocks. The other one, which is the one I'm testing right now, is to create an entity with a texture with the painting

#

What approach would be the best?

#

As I said, this is just decorative, it doesn't need to be interactive. But I'll need to have in mind the potential performance issues

#

As a reference, here's the entity placed wher it should be

rain egret
#

try adding the "tick world" component

rain egret
sterile flint
rain egret
sterile flint
#

It looks like it's something with this particular world, since I've tested it in another world and it doesn't dissapears

sterile flint
#
"components": {
      "minecraft:type_family": {
        "family": ["fresco_01"]
      },
      "minecraft:collision_box": {
        "width": 0,
        "height": 0
      },
      "minecraft:physics": {
        "has_collision": false,
        "has_gravity": false
      },
      "minecraft:pushable": {
        "is_pushable": false,
        "is_pushable_by_piston": false
      },
      "minecraft:damage_sensor": {
        "triggers": {
          "cause": "all",
          "deals_damage": false
        }
      },
      "minecraft:tick_world": {
        "distance_to_players": 128,
        "never_despawn": true,
        "radius": 2
      }
    }```
#

I just tested it in a flat world and it worked, let's see if it works in a more complex world

rain egret
#

Ok, it's something simple, so it shouldn't fail, it's the game's problem

sterile flint
#

Yeah, looks like it's something about that world in particular

#

Nvm, I realized that the world was set to "disable mobs" altogether. It confused me since it let me spawn it...

nimble bramble
#

When playing a sound via a sound effect in an animation, is it possible to add a locator to it?

#

I'm attempting to play a sound that needs to line up with a Molang animation at a specific location, and I figure making the client play it would be easier than trying to get the server to replicate the animation to play the sound.

#

But it seems like a sound effect in an animation will always play at the entity's location.

#

Problem is that the entity is at a fixed location, but it appears to be at another location where I need the sound to play.

proud wharf
#

Could try playing sound from particles

nimble bramble
#

Sweet mercy.

#

I didn't even know particles could play sounds. lol

#

Sounds crazy, but it just might work.

formal veldt
nimble bramble
#

Oh shoot, but locators are static, aren't they?

#

I need to play it at an arbitrary location stored in Molang.

nimble bramble
formal veldt
#

so I dont know

#

seems like a bug tbh, a lame bug.

nimble bramble
#

I mean is there something about the sound? I only intend to use custom sounds.

formal veldt
#

I dont know.

nimble bramble
#

Hmm
Either way, doesn't matter if locators are static.

#

Unless... the locators can be animated via the animation itself.

#

Yeah that would work.

nimble bramble
#

Oh

#

Yeah the custom sound events ain't working.

proud wharf
#

You can replace vanilla sounds

nimble bramble
#

So it seems.

#

Are all vanilla sounds fair game?

#

Or only a selection of them.

#

Fortunately this is for a map, not an add-on, so I can screw with vanilla assets all I like.

#

I did come across this.

#

Aha! That works.

nimble bramble
#

Worked like a charm.

formal veldt
bold stone
#

Hi

nimble bramble
formal veldt
nimble bramble
#

Perhaps, but my map doesn't have those entities.

storm spire
#

Hello do someone know how anger_level works on the part called anger_decreement_interval is the value the amount of anger decreased per interval or the percent chance that the anger will decrease

pliant oak
#

how can we target the rider in entity events?

glass aurora
#

Does anyone remember the name of the new component that despawn an entity when reloading a world?

glass aurora
rain pike
rain egret
rain pike
rain egret
rain pike
rain egret
rain egret
rain pike
rain egret
rain pike
#

BP ofc

rain egret
#

ok

potent tiger
#

How i detect the player that killed a mob

shrewd abyss
#

I'm making a block that's actually an entity. How do I get the entity centered on a block and rotate to snap to the block grid?

rain pike
rain egret
#

I already told you how to fix it, did another problem occur?

rain pike
#

Its an old animation controllers 2021

rain egret
rain pike
rain egret
rain pike
#

weird

rain egret
#

So it works fine, the problem is in the use you are giving it

rain egret
rain pike
#

Wait let me check

rain pike
#

Player.json in BP right?

rain egret
#

yes

rain egret
rain egret
#

This is how it should look

rain pike
rain pike
rain egret
rain pike
rain pike
rain egret
rain pike
#

Im acting weird like theres no gravity

#

@rain egret

rain egret
rain pike
#

wait

rain egret
#

If there is any syntax error, all components will probably fail as well.

rain pike
rain egret
rain egret
rain pike
rain egret
#

Even though the method you are using will cause an error with the poison effect, poison is not supposed to kill, so a message will still be displayed.

rain egret
#

ok show it

rain pike
rain egret
#

file

rain pike
#

1sec

rain egret
rain pike
#

what, i did in querys

rain egret
# rain pike what, i did in querys

All those related to the equipment, obviously you have to keep "query.health", make sure they are the correct ones, offhand and mainhand

rain pike
#

I think I did everything wrong

rain egret
rain pike
rain egret
#

Ok send it

rain pike
rain pike
rain egret
# rain pike here

{
"format_version": "1.10.0",
"animation_controllers": {
"controller.animation.totem_hand": {
"initial_state": "default",
"states": {
"default": {
"transitions": [
{
"totem": "query.health <= 2.0 && q.is_item_name_any('slot.weapon.mainhand',0,'totem_of_undying')"
}
]
},
"totem": {
"transitions": [
{
"default": "(1.0)"
}
],
"on_entry": [
"/say Ha consumido un totem"
]
}
}
},
"controller.animation.totem_offhand": {
"initial_state": "default",
"states": {
"default": {
"transitions": [
{
"totem": "query.health <= 2.0 && q.is_item_name_any('slot.weapon.offhand',0,'totem_of_undying')"
}
]
},
"totem": {
"transitions": [
{
"default": "(1.0)"
}
],
"on_entry": [
"/say Ha consumido un totem"
]
}
}
}
}
}

rain egret
rain pike
rain egret
#

"controller.animation.totem_offhand" "controller.animation.totem_offmano"

rain pike
#

I think something in animation controllers causes the issue

rain egret
rain pike
rain egret
#

send both files

rain pike
rain pike
#

Wait

#

@rain egret

rain egret
rain pike
rain egret
rain pike
rain egret
#

BP/animation_controllers/totem.json?

rain pike
pliant oak
#

is there a way to prevent the player from dismounting an entity by pressing jump other than the "minecraft:can_power_jump" component?

rain egret
pliant oak
#

that's worse, i am trying to prevent the entity from moving at all

rain egret
#

why don't you want to use jump?

#

can't you set the jump power = 0?

pliant oak
#

because the entity can still move a bit when you jump

#

even if the jump strength is 0