#Entities General
1 messages · Page 11 of 1
why not
Idk one time i made the entity apply the effect to itself besides me But i don't remember How i did that
Something that Works on Format 1.8 pls
are you family pecado?
Yes
why are you using 1.8?
Too much to update
Are you sure you know what you're referring to.
Nvm
I have an entities with 13649 lines of code and everything IS outdated It took me too much time to make all of that
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
Copy paste edit
I did that for like around 30 entities
ai
Wich ai and How exatcly i do that?
I think theres a limit of lines for chatGPT
13649 lines
lol
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you can give it the files, or entire zips
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
I can only imagine cons you Just gotta know How to use that ao
Ai
Did you even watch the guide?
So there's a way to use It for free?
I'm not sure.
I mean the only problem IS that It's paid
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
is it possible to make an entity tick at far distances without spamming tickingarea around it?
minecraft:tick_world might work perhaps?
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.
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": {}```
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
Make your own system. Most the behaviors are for villagers or just don't work well.
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
Ah ok got it
can custom entities wear custom armors and vanilla ones?
Yes
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.
Like walking speed?
i think there is
there is for underwater movement im sure
so probably for normal movement too
lemme see
yourEntity.getComponent("movement").setCurrentValue(yourNumber);
How to use pre animation
is there way to detect low health not with queries but with filters?
actor_health
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. 💀
odd
Does anyone know why my entities behave different when i put other addons together in the same World?
because they are being edited. Which every addon is on top wins
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.
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?
Remove the spawn egg, make another item with minecraft:entity_spawner component that is in equipment category
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)
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.
Oops those messages are from ages ago. My discord is being funky
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
Youll need to use scriptapi to detect block placement
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
Is it possible to render an entity to just one player?
Hey @lusty jetty did you find the solution on this one?
#old-entities message
Somebody has ever seen a resource pack that changes the models of bipedal entities (like zombies) to quadrupedal entities (like cows)?
Can't remember at this point
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?
Entities do not have custom components
What are you trying to do?
Well, custom components are fairly new which was made for the replacement of events
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?
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.
system.runTimeout();
can you give example?
system.runTimeout(() => {
console.log('Hello World');
}, 40//40 ticks is equal to 2 seconds
);```
What does the random_stroll component do?
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
}
}
]
}
}
Thanks, I was able to get armor weight working with that 👍
please use a code box https://youtu.be/5gx6UotC2Kk
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Are you sure 1.8.0 is valid format version. Seems pretty old. I'd check that
I mean This is common sense if you think about it, if two Addons modify the Villager it is clear that there will be a conflict but my unique entity that has nothing to do with other addons acted in a totally abnormal way.
It also has nothing to do with player.json
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!
thank didin't know
You got this
Yes my other spawn_rules work it's just this one that uses 'minecraft:spawn_block_filter' with my custom block doesn't work..
check the version
that filter might have been added after 1.8.0 format version
check the ms docs
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
but when I change the block filter to a vanilla block it works
it doesn't work with my custom block which is up to date
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?
Does anyone know why my projectiles visually reach their targets 1 or 2 blocks earlier?
Are you doing scripting?
/difficulty easy
Big Brain
This got to be a bug😭
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?
Ok look
My entity has multiple interactions
If you are standing without any items in your hand you will open his inventory
If you are crouched without any item in your hand, text appears for you to sit or stand up the entity.
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?
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!
@ember aspen
yep, you need to add tools
Tools?
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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Here I show you how to setup a 3d items/weapons/pets... then setup how to listen for the use item/interact query. How to exclude the vanilla walk animations and how to setup your player models and 3d items for particles to rave with. I also show how to setup a special...
I set them up with a BP AC and use sneak to swap between them. So they only take up 1 slot
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
try it
if you are riding them then you use E to open inventory
so it changes all your stuff anyways
I suggest you keep the entities simple and only 1-3 interactions and states
Bedrock is not good at complex entities
My entity already have alot of interactions
I Will keep It simples and try to improve later
{"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
/ride @a[nbt={SelectedItem:{id:"ac:ei_soul"}}] <horse>
Not sure If this command works
This is crazy to read, can you format it
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
I'm Just not sure How the event player Ride the mount IS triggered and If we can Control It freely
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
You can use /ride commands to control it
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.
If you were in UE5, unity, godot then I'd say 98% but we're in bedrock.
I found a solution
Once you Ride the entity you can open the inventory
Not the best But that Works for now
Yea not the perfect solution..
Well i can mount on the entity But i can't Control it! Why
Ok i never messed with rides things..
I found a way But It's for controll using item
Not like the horse
Its like the pig
yep there are a few ways
I'd use player input
and rider controler flags in the rideable component
I Will search that ig
So IS there a way to make a entity trigger a totem event on the player If the player takes legal Damage?
What is the max player health?
hello
someone help me?
Open any way to prevent an entity from being able to pass through a portal?
Put a rider on them.
How to play animation on entity if there is player around?
Entity sensor
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Will it run once or run everytime if player around?
it's up to you
I want it to be smooth, its play animation when there is no player around and when there is player around
Nice
How I can do that?
Just have to develop it out and see if it works for you.
Thanks
entity sensor with cooldown and filter to x action you want
how many slots can the llama inventory show up?
In vanilla it caps out at 15. You can increase the size with add ons until the inventory goes off the screen
Hey thanks for helping me to detect nearby player
I want to ask again, how can I play animation on entity if player looking at the entity?
use lookat component
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?
Oh, and how I can run event when player no longer looking at the entity
CG with timer removes lookat and readds it, if it re triggers it re-adds it.. if not then it does x
Ah, too complicated
I probably just going to use script
How do you detect if an entity is in a biome, specifically in nether?
For controlling an animation. ^^^
Custom? Vanilla?
Its possible just in server
Thanks
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Hey, I want make a car
Do you know how the make the car can't rotate with player camera? Only rotate when the car is moving
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This is how I do mine
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That is still rotate the vehicles even when is not moving
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.
You can see it used here. https://youtu.be/-juLjS__hlA?si=z1N34LszUz8IQTyz
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So
Im a bit confused about "minecraft:behavior.follow_parent": {
"priority": 6,
"speed_multiplier": 1.1
},
How the baby pig Just follow the pig adult If ALL Animals have the family "mob"
But the other baby entity i showed Will Just follow Every entity with the family "character"
I'm confused How that works
Wich ways do i have to define a adult parent entity? Or Father
Im pretty sure that babies only follow the parent of the same id
{
"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 :(
alright
Same indentifier ID?
No
I don't think thats the only way ,did u watch hmthe video i sent?
Does your entity have the is_baby tag?
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
Not what I asked
Did you read the docs I sent?
I did Even before you sent that
Anya have the Component is_baby
As far as I know, babies only follow the parents of the same id
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
"minecraft:knockback_resistance": {
"value": 100,
"max": 100
}
why is this not working
nvm reloading the game fixed it
Its not helping me. I mean like Minecraft Boat or Minecart, rider camera won't affect the car rotation, how I can make it?
does anyone know how one could stop entities from being pushed by water apart from placing block in their positions?
How do I make the entity despawn after the player stop riding on it?
Put a component for despawn inside your entity then when the player stop riding It Will use a command to send a event to the entity using /event entity @ event_name
So the trigger to despawn it is using AC?
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
Alright thanks.
Then you have to use a different player control system
.
nope, not do able
Mojang wont give us the tools/features to stop it
So you're stuck with barrier blocks
I'm sad
Me too. JS is the solution for everything according to mojang. So maybe try that
"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
List your entities priorities. Are you sure thats a valid compoent for non villagers or doesn't need a runtime.
So its player.json? or what
Just have to be creative and development, if you arent' happy with your currnet options
Here is one for a simcity style control system. https://youtu.be/0nN_V3e0fho
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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
no need to tag admins.
on_hurt
mb
could you give me an example?
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
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 ?
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/replace item
BP AC to /replace item
Ik But How can i give back the item my entity was using?
Taking into account that I don't know what the previous item was since it could be any one
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
Oh ill take a look at Ur vídeo then
I can't Find a way to do that
Do u know How? Or where can i Find It
Which part
Just Know which item the entity was using and then return it ,i know all the rest
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
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
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
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.
I did
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.
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.
Yeah ended up teleporting the entity to it's original position whenever it moves works
but would have been better if there was a component to not be affected by flowing water 😄
edit your Rp sound.json should fix that 😄
Its still rotating following your character
Wow what a janky solution mojang is forcing on us to do something so simple.
Was there some kind of hcf solution for that?
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.
Nope we've just been requesting non moveable blocks and entities for 4 plus years. In top 20 requested features often. We had non movable blocks IMUnderstanding but they were removed.
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.
how to make entity immune to mace/wind charge knockback
Check Json components
It's hard to find a specific component
There may not be a specific component to do this, but you can make something improvised.
i don't think any vanilla mob is immune to it
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
it is not a damage thing
if you his a mob all mobs around it take a knock back
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?
breeze
damage sensor filters
don't include knockback dealt to the nearby entities
you should be able to filter the entity and item in hand
nearby entities don't take damage or the hit
how is that going to help
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.
how do I have a ridible entity that behaves simular to a horse be only ridible or at least controllible by the owner?
owner being?
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
Nope. But you could fake it with an entity that looks like an item.
anyone know a method to make mobs only take one damage no matter what?
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?
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
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
Only solution I could get is to summon an endermite so the entity call kill it and then doesn't attack the player :/
when I add the cause it ignores the filters
how to make it cancel falldamage only when having an specific tag
How do I give my entities hurt, death, ambient sounds
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.
arent those entities
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.
How do I give my entities hurt, death, ambient sounds
My post got buried. Can someone help me with at least the first thing of this post https://discord.com/channels/523663022053392405/1281733998405488692
I have a rideable entity. How can I make it always look where I am looking?
can i use wind_burst_on_hit for custom projectile ?
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?
Not as far as I know
Is there a way to stop an entity from tracking/being angry at a target when it becomes day? (https://discord.com/channels/523663022053392405/1282575550124396605)
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
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
Learnt another absurd thing today. Iron golem’s flower is attached to its left arm. 💀
You can use the runtime identifier of spider.
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?
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
}
}
}
}
How would i make my entity immovable to water? Is there an entity component for it?
No
bruh
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
Is it just me or are entities that spawn tamed using projectiles not working 😭
Like they do anything except attack who their owner attacked
It’s queue_command now
That’s literally the only change to it
@nova plume
"minecraft:damage_sensor": {
"triggers": [
{
"on_damage": {
"filters": {
"test": "has_tag",
"subject": "self",
"operator": "==",
"value": "noDmg"
}
},
"deals_damage": false
}
]
},
tyty
searching "player animations attachable" in this serve show 20 result. 15 of them are membership-only Video 🗿
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
nevermind? im stupid i can just make it give it a component group
My mob won't die when I add min:
On minecraft health
Any suggestions on ways to make it die?
don't use min?
I need to I want to make it so they don't die even /kill then after 2 secs they become damageable again
cancel fatal damage and add a logic that do what you want
That’s what I basically said
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
r u British
Bri,ish u got some bo,oh,wa,er mate? And some fish and chips yea?
Anyone know how I can perform a good fire breath attack that lights everything on fire based on the range of the fire particles?
Nope. American. Colorado.
FREEDOM 🛢️🛢️🛢️ 🦅🦅🦅 🔥🔥🇺🇸🇺🇸🇺🇸🇺🇸
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 :)
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.
movement speed
I've been trying to find the issue with my custom entity. But it looks like shulkers cannot rotate their head 360 degrees. 🤦♂️
https://bugs.mojang.com/browse/MCPE-186574
Yunus Emre Dilek
To Do (Open)
Unresolved
are fireballs summonable
they are and entity, but not /summonable
are there any ways to summon them via scripts or.. or do i have to find a workaround
no idea, I've used structure blocks to save them before, idk if thats helpful or not, I havent done any scripting or anything before
"is_summonable": false,
just changes from false to true
in the entity file
yes
kay
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?
Did you look for the documentation for the allay? What you are looking for should be there
is this component? i found this but there´s no documentsion sbout it
That's what I mean :v
do you know how it works?
from what I read, he brings items to the guardian who tamed him.
but, does it only birngs the items of the same type of what is holding?
?
"minecraft:behavior.share_items": { }
Is it possible for entities to have animated textures?
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?
Population control shouldnt affect anything except how many will spawn
You should run a script to kill all entities except your own
I did. None of them spawn. If I change to "animal" they do though.
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
What is there to log though?
that "ambient" population_control is invalid
Also no logs if you try and call an event that doesn't exist
Do we know if its invalid or just bugged?
Also no logs if you try and call an event that doesn't exist
What event? What do you mean?
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.
Soem vanilla things are hardcoded
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 :/
How do you know the event isnt being called?
What does the event do?
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..
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
Made a bug report here: https://bugs.mojang.com/browse/MCPE-186597
EwokSithLord747
To Do (Open)
Unresolved
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
its a texture i think
you can make the entity always face the player with an animation i believe
can variables defined in the in behavior pack be accessed from rp?
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 } ] } } ] }
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
.
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
can send the json file
What's the maximum inventory size for an entity?
is there a way to make an entity run an event, so far it exists
/event :v ?
i meant in the enitity file -_-
It depends on how you want to run it, there are many ways to do it
There are many components that execute events, you can also use animations and animation controllers
i just want to run it if the entity is alive,
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.
ok
does anyone know how to make an entity run an event when it touches a block or hits a block
I found the error
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
Oh, that’s like forgetting a semicolon in javascript
Microsoft forgot that lol
Well, that was unexpected
Haha Silly Microsoft
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
@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
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
https://cdn.discordapp.com/attachments/1271961611237720126/1285944646404673577/avc_Minecraft_2024-09-18_13-39-46.mp4
is there a way to know when player stop breaking block
even if using animation controller
How do I spawn and entity with a specific amount of health
make some component groups with health componente, then use entity spawned event, and you can use "randomize" for add the group
Do block display entities exist as an addon yet
Alr thank you
Getfamilytypes. I will see it
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
so. where i have to put the family string in the script?
The docs should explain how to set it up
I can't access my computer rn so I can't give the exact code
when you get your PC can you show me the code. its too hard for me to find this becouse i'm new in the scripts
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)
like this i suppose
Yeah
Though of course, you'll need to replace all references to entity to an iteration through the list entities
Hey guys, How do I make an entity follow an entity and is aggressive
anyone good with entity code I need some help pls? #1286308818971660368
something like this?
forget it. i alredy got it. thanks man
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.
i solved it but i have new problem. sometimes the mobs can get stuck inside blocks walls when teleporting
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
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
its too confusing to put it. i don't know where to write the dimension.getblock and how code it exactly
@warm tendon its confusiing for me. here is the original code to add it
So, how much javascript do you understand?
As I want to help you be able to code on your own
so you can make more and do it faster
sorry man
ok i will search more
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
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
that component does not rotate with the entity
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.
Oh that's why I actually adjusted it's pivot to the x direction cause I thought it rotates with the entity
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.
Make a post please
How can I make an entity shoot two different projectiles in two different positions at once?
easiest way would be with scripting
does tick_world just simply not work as it used to anymore?
what's the latest entity format? im sitll using 1.10 : (
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?
client entity?
1.13.0 (BP) and 1.8.0 (RP) iirc
Is It possible to make a entity Sell items in trade Table Only with items It has in inventory?
not 1.20.30?
oh wait
its entity
alright thanks
Mojang recommends using the latest version in both server side and client side of an entity.
is the wiki updated to those? because im using the wiki as a reference
Latest version minus 1
Latest version minus 1 is for Marketplace creators. You should use the latest version.
Not what the MS Docs say:
Content should be within N or N-1 of the latest Minecraft version
This article is a general rule of thumb for all creators, not just Marketplace
Yes it's a requirement for marketplace partners. You as non-marketplace creator could have your version still set to 1.10 and no one will care. There's also written below that as a creator, you should target the latest Minecraft version like I said.
Yes you should generally, but it's fine if it's N-1
Right it's fine
Saying N-1 is for Marketplace creators implies only they can use N-1
I didn't mean it that way. I was recommending him to use the latest version as why would you use N-1
Are multiple animations playing in an entity anim script additive or overwritive?
Additive if you haven't set your animation to "override_previous_animation": true"
awesome, Thanks!
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?```
ive been trying to fix it but i dont see anything wrong here with this entity
any help?
i think it only happens when i use this attachable?
It means the gryffyn doesn't have the bine the query is trying to set the binding to. I'd recommend manually setting the binding by just putting the bone name in the binding field instead of the query
hi there, is it possible to execute an event when some item is added to a slot of the inventory on a entity?
Yes you could use commands, molang or filters like any_slot_empty or all_slots_empty to run the event.
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.
Understood, Thankyou
How do you change the position or rotation of the held item on Witch? I could not find something like held_item or rightItem...
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
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
What is a ram attack?
I'm not sure using vanilla way would work because vanilla wolves are using "minecraft:is_dyeable" component that only works for vanilla entities. The render controller you are showing only switches between the textures with red eyes, with collar and no red eyes+no collar
The attack of the goat that charges towards you and then knocks you back
anyone else having issues with the Moon_phase sensor?
i've already tried to do something similar to the villager textures
but it doesn't seen to work correctly
and idk how to apply the color only to a specific layer
You might want to check llamas, their render controller is closer to what you are describing and a bit simplier than villager's
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
try exit the world and join
???
some problems might be fixed just by this
if not just send the behavior file
Oh okay I'll try
For projectiles, how do you make the model face you when they are thrown? Like the front facing me and rotate away from me
Are particles in animations broken? My particle does not align with the locator set, but spawns at the players head instead
I just made an animation where it has blend transition on animation controllers but the blend transition doesn't seem to work
try raising the blend transition value if didn't work pls send the animation controller
"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
is this after after i told you to raise it or is it like this from the start?
Anyway set it to 0.2 or 0.15
Even if I raise it
@storm spire
try setting it to this
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
no set blend_transition value to "" 0.2"" in both of them
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
ok
my wifi is bad
Does anyone know the reason why my entity can still move even though it is sleeping,I'm using the behavior.nap
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)
Does anyone know the reason why my entity can still move even though it is sleeping,I'm using the behavior.nap
Maybe it's a sleepwalker? But seriously, maybe look at the villager's behavior 😉
Nah the villager needs bed to sleep
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.
Sorry for the ping, but I wanted to know something. How do you make an attack animation where the mob holds a model?
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.
What is the problem you are facing with it?
You can do that using an animation. The animation for the attack would create the flamethrower, move it as you wish to, and then put it on the entity's pocket.
I didn't understand very well.
Like: create the weapon model and then export it to a pasta's mob?
That's one way of seeing it
I'll ask you anything for help, okay?
Sure, please create a post to keep things in one place
Alright, let me know your doubts in there
Okay, I'll wait.
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
is it not supposed to despawn?
it despawns only after i close its inventory
im trying to make an refrigerator 💀
with an inventory in which i can store food and stuff
i'm not sure why it would despawn, unless if you made it that way
this
i wanna do this
can you tell how ??
for example, you can take this component from the chest minecart
"minecraft:inventory": {
"container_type": "minecart_chest",
"inventory_size": 27,
"can_be_siphoned_from": true
}
Prob change the container type tho
uhh tbh idk what any of this is
bruhh
wait lemme explain what i am planning
Refrigerator that player can right click
- Open a chest ui in which player can store stuff to be taken out later..
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.
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
Can someone help me? What is the issue?
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?
Just use other projectile like fireball
How can I create a projectile without gravity?
minecraft:village_created
is it an open component for use?
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.
Snowball runtime identifier, in projectile component put gravity to 0
does anyone know to get rid of the allay sound when using give_item in the interaction component
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? 
Can I cancel the damage, when both players have the same property?
Give this page a read https://wiki.bedrock.dev/entities/disabling-team-damage
How would I create an entity similar to how an item frame works or how the FTB team have done the storage drawers?
Hmmm try looking at the shulker boxes code
The storage unit, not the mob.
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
So, the texture simply doesn't update when it becomes aggressive, it continues with the same texture as when it is normal
is there a way to disable the sitting animation that is used when riding an entity?
Nvm
How do I stop myself from taking damage from a mob I've tamed?
what does a friendly name mean?
It's the name you define for it in the entity's rp file
{
"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
Well, it needs a collision box, and then the minecraft:rideable component. Here's the docs for that component: https://learn.microsoft.com/en-us/minecraft/creator/reference/content/entityreference/examples/entitycomponents/minecraftcomponent_rideable?view=minecraft-bedrock-stable
thanks
how do i make an entity store items it picks upin its inventory instead of them just disapearing?
howwould restrict to owner work? who placed it is the owner?
no
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
you can change this by renaming the entity (scripts/name tag/and i think langs)
what's the component for the name?
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
went with scripting instead
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"
}
]
}
if only the player can ride the dragon, check if there is an entity with family of dragon and a ride count of greater than 0
Ohh didn’t know that was possible, thanks!
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?
without code
not very much that we can do
hi there, is it possible to prevent entities to be hooked by fishing rod?
Tysm
hey is there a way to hide this in first person? the lead
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
Just define it in pre-animation
Can you like give an example
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
i don't think that's possible, but you can use minecraft:behavior.move_to_block
But that makes it move just to a specific block, not roam around an area, right?
Vanilla entities have examples. I don't have a dull entity to send, but it would look like json "scripts":{ "pre_animation":[ "variable.test=q.is_sneaking;" ] }
Ty so much
Ofx
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?
"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
It's hard to tell by looking at just part of the code.
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
I made the change, no dice
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
?
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 ]
}
]
}```
ok, try to put 1,21,20
There we go! Works now. thank you
can I hide a cube with an animation?
Put it in an individual group then in the animation scale it down till it’s too small to see
but what if i have multiple animations at once? they seem to be all scaling when run simultaneously
is there some alternate way to hide them per animation that will stack with other animations?
in an inventory container, how can I change that "Unknown" name in the UI without editing entity nametag?
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?
Can anyone help me fix this ??
its not working for sm reason ??
if you can help then please ping me 🙏🏻
Remove the ,
thats it ? 💀
Yup
alright thanks :D
@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 🙏🏻
Look at the behavior.entity file for the strider and copy its code and it it to yours, then change the warped_carrot on a stick item to the red mushroom
tried 😭
im dumb and couldn't figure out how to implement it cuz the mushroom can sit and stand as well so the whole thing was conflicting
can you help
?
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
Ill take a look in a minute and see why its conflicting
This doesnt include a entity.json in the rp pack so the entity doesnt render ingame :/
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
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?
most of the wither behavior is hard coded
Probably a runtime_identifier. If you want your mob to start a new phase upon reaching 50% of it's health, you can use minecraft:environment_sensor or other components to check if your entity's actor_health is at X number, and then start a component group with your second-phase stuff there.
You should check the bedrock wiki to get a strong base of how Minecraft Add-Ons development works, and when you finish with that, you should take a look at the wolf's code since that fits your description of a pet perfectly.
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
You can do that in the armor items themselves
How
Using the item component
{
"minecraft:wearable": {
"slot": "slot.armor.feet",
"protection": 2 // This field reduces damage
}
}
but the entity does render ??
No I mean I want a specific entity not all entities that damage you will have the same result
@maiden totem
i cant figure it out :(
can you put it in the file ??
Here's an example:
"minecraft:damage_sensor": {
"triggers": {
"cause": "fall",
"deals_damage": true,
"damage_modifier": -20
}
}
soo it didnt exactly work
my entity and its texture is invisible 😭
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?
it only does that on liquid
Is this possible in bedrock? this fishing mechanic
you gonna need a ton of scripting
So it's possible?
yeah
Can you add model to the fish? The one that appears to bite the fishing hook
Put this in its entity.json file in the RP
,
"enable_attachables": true
Is there a way to change the Lightning Bolt's behavior? I want it to create an explosion on-impact.
Can anyone help me to create a default stand animation
im to dumb to get it on the entity
can we give a custom entity a boss bar?
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
use the minecraft:boss component (docs: https://learn.microsoft.com/en-us/minecraft/creator/reference/content/entityreference/examples/entitycomponents/minecraftcomponent_boss?view=minecraft-bedrock-stable)
nice
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?
Are you working on this?
The mechanic I mean
Nope, don't know how to do it, but i want to add that mechanic
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
do you have any runtime identifier?
Although the reason it probably disappears is because it is too big.
No, it's just a decorative entity
Hmmm...
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
try adding the "tick world" component
"minecraft:tick_world": {
"distance_to_players": 128,
"never_despawn": true,
"radius": 2
},
Tried that, still dissapears
you are not using the minecraft:despawn component?
It looks like it's something with this particular world, since I've tested it in another world and it doesn't dissapears
I just have an instant_despawn in a component group, but nothing is triggering it
"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
Ok, it's something simple, so it shouldn't fail, it's the game's problem
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...
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.
Could try playing sound from particles
Sweet mercy.
I didn't even know particles could play sounds. lol
Sounds crazy, but it just might work.
doesnt support all sounds though
Oh shoot, but locators are static, aren't they?
I need to play it at an arbitrary location stored in Molang.
What sounds are restricted?
there isnt a list.
so I dont know
seems like a bug tbh, a lame bug.
I mean is there something about the sound? I only intend to use custom sounds.
I dont know.
Hmm
Either way, doesn't matter if locators are static.
Unless... the locators can be animated via the animation itself.
Yeah that would work.
You can replace vanilla sounds
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.
Worked like a charm.
which sound did you replace?
Hi
I didn't replace any of the sound definitions, but I replaced some of the sound events. Namely fall.big, fall.small, and step.
wouldnt that replace landing sounds and walking sounds for some entities
Perhaps, but my map doesn't have those entities.
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
how can we target the rider in entity events?
Does anyone remember the name of the new component that despawn an entity when reloading a world?
Transient?
Yes. Thanks!
who know whats the problem here
That shouldn't be there
where i have to put it?
that part should be in entity client
so without it the code would work?
Well, I really don't know what you're doing, but it's the most serious problem that can be seen.
I assume you're working at BP, right?
Im trying to make when using a totem in both hands, a message is sent to all players that this person has lost their totem, with their name detected in red and 'lost his totem' in yellow
Ok, I'm a little confused by that piece of code, have you placed this animation controller in BP or RP?
BP ofc
ok
How i detect the player that killed a mob
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?
any idea?
what is the problem?
I already told you how to fix it, did another problem occur?
no but still not working
Its an old animation controllers 2021
I don't know what you mean by that
This animation controllers works for me in 2021
should work, if there are errors just send the error log
So it works fine, the problem is in the use you are giving it
have you added the animations in player.json?
Wait let me check
I think no
Player.json in BP right?
yes
You haven't added the animations, there you should put the part that I told you to remove
Okey
Like this
alr
where can I make mnc tell me what errors I have I just reinstall mnc yesterday so i forgot
settings, there is a button with a command block icon
It's a problem with your player.json file, you've probably removed the gravity component or modified it
wait
use this updated version
If there is any syntax error, all components will probably fail as well.
still akting weird
No error
It's already fixed
alr now Is good but doesnt work when I use a totem I mean when I die and use totem its supposed to send message to all player
ok, you can replace the equipment queries with these
q.is_item_name_any('slot.weapon.mainhand',0,'totem_of_undying')
q.is_item_name_any('slot.weapon.offhand',0,'totem_of_undying')
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.
not working again
ok show it
what I have to show you in game or file?
file
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
I think I did everything wrong
remove the comma at the end of your animation controller
still not working i think i puted this in wrong place
Ok send it
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"
]
}
}
}
}
}
Not working again
bro check the names of your controllers you put "mano" instead of "hand", in player.json
everything Is good i dont get it
"controller.animation.totem_hand" "controller.animation.totem_mano"
"controller.animation.totem_offhand" "controller.animation.totem_offmano"
I did
I think something in animation controllers causes the issue
have you fixed the problem i mentioned to you?
Yess I did
send both files
ok, show manifest.json, also confirm if animation controller is in BP/animation_controllers/totem.json
Here
ok, change 1.20.10 to 1.21.10
still not working
BP/animation_controllers/totem.json?
is there a way to prevent the player from dismounting an entity by pressing jump other than the "minecraft:can_power_jump" component?
ok, try putting minecraft:totem_of_undying
"minecraft:dash": {},
that's worse, i am trying to prevent the entity from moving at all
