#Entities General

1 messages · Page 12 of 1

rain egret
#

are you using query.modified_move_speed? or what are you using to detect movement?

pliant oak
#
         "minecraft:can_power_jump": {},
         "minecraft:input_ground_controlled": {},
         "minecraft:movement": { "value": 0.0 },
         "minecraft:horse.jump_strength": { "value": 0.0 },
#

this achives what i want but the entity still moves

rain pike
#

Still

rain egret
pliant oak
#

i know

#

i am trying to avoid that

rain egret
#

inputpermission set @p movement disabled

rain egret
#

can you try to take control away from the rider?

rain egret
rain pike
#

Did you tried it by minecraft:totem_of_undying

rain pike
rain pike
pliant oak
rain egret
rain egret
rain egret
#

I'm leaving, good luck :v

rain pike
rain pike
lofty citrus
#

where can I get the docs for "minecraft:behavior"?

#

are they still available?

sterile flint
#

Guys, is there a way to force a player to walk towards a specific entity? I've added this components in player.json and a new event that adds this component group, but when the entity spawns, the player won't walk towards it. Is it possible?

        "minecraft:behavior.melee_attack": {
          "require_complete_path": true
        },
        "minecraft:behavior.nearest_attackable_target": {
          "priority": 10,
          "must_see": false,
          "reselect_targets": true,
          "within_radius": 64.0,
          "entity_types": [
            {
              "filters": {
                "test": "is_family",
                "subject": "other",
                "operator": "==",
                "value": "cinematic_marker"
              },
              "max_dist": 64.0,
              "must_see": false
            }
          ]
        }
      }```
lofty citrus
little cloud
sterile flint
rain egret
sterile flint
rain egret
#

yes

#

I guess you'll also need the camera command to follow the mob's view.

earnest harbor
#

anyone got any idea how I can scale down my baby model?

rain egret
earnest harbor
#

oh, that makes sense

earnest harbor
#

cause they do breed right now but the adult model comes out

#

and it doesnt scale down

rain egret
earnest harbor
#

thanks

earnest harbor
lofty citrus
#

why could it not be valid? outdated? do I need to enable something?

warm tendon
#

Can you send your file?

lofty citrus
#

it works when in 1.10

#

but when I change it to 1.18 or 1.20 it no longer works properly

lofty citrus
warm tendon
#

It's because you have a colon in must_see. Replace "must_see:":false with "must_see":false

#

Easy mistake to make, happens to all of us

lofty citrus
#

DANG

lofty citrus
warm tendon
#

Same log error?

lofty citrus
#

no log error but it doesn't attack entities

#

on format version 1.10 it attacks

#

where is the docs for "minecraft:movement"? can't find it in the entity component list

warm tendon
#

Doesn't seem to he docs on just movement, only the subsets

#

Make sure the filters are right I guess?

lofty citrus
#

yeah

#

can't create a thread in #1067869022273667152

#

the thread wasn't even created

#
{
    "format_version": "1.16.0",
    "minecraft:entity": {
        "description": {
            "identifier": "remnant:flying_sword",
            "is_summonable": true,
            "is_spawnable": true
        },
        "components": {
            "minecraft:collision_box": {
                "width": 0.625,
                "height": 1
              },
              "minecraft:health": {
                "value": 10,
                "max": 10
              },
              "minecraft:movement": {
                "value": 0.3
              },
              "minecraft:attack": {
                "damage": 2
              },
              "minecraft:navigation.hover": {
                "can_path_over_water": true,
                "can_path_from_air": true,
                "avoid_damage_blocks": true
              },
              "minecraft:movement.hover": {
              },
              "minecraft:can_fly": {
              },
              "minecraft:flying_speed": {
                "value": 0.2
              },
              "minecraft:physics": {
                "has_collision": true
              },
              "minecraft:behavior.nearest_attackable_target": {
                "priority": 1,
                "within_radius": 25,
                "must_see": false,
                "reselect_targets": true,
                "entity_types": [
                  {
                    "filters": {
                      "any_of": [
                        {
                          "test": "has_tag",
                          "subject": "other",
                          "operator": "!=",
                          "value": "alchemist"
                        }
                      ]
                    },
                    "max_dist": 35
                  }
                ]
              }
        }
    }
}
lofty citrus
#

should I just stick to 1.10?

warm tendon
#

Maybe it's the flying? Not entirely sure tbh. No other content logs?

#

Try switching it to ground movement to see if it fixes it

#

Why are you updating the format version anyway?

earnest harbor
#

I need someone to teach me how to make something breed-able and make sure that the baby model shows, I need something to be tame-able, something to follow me and to be able to be picked up . I’m making a huge pet mod which I can model but I can’t code for the love of god. Paying in PayPal if taught right and if it works !

indigo ether
#

how can i make an entity pass through walls but not ground

lofty citrus
#

but should I not?

lofty citrus
#

here's a vex sample

warm tendon
#

I mean, it is good to have it updated, but jo reason to do it if it's working and you don't need new components. Just a waste of effort

lofty citrus
#

🫡

#

is "minecraft:movement" necessary for all movement?

#

for example flying

#

for some reason the issue was
"minecraft:behavior.nearest_attackable_target" needs minecraft:behavior.delayed_attack" to attack mobs

#

I removed the "minecraft:behavior.delayed_attack" and it won't attack

royal parrot
#

Did mojang remove the ability of using the ender dragon runtime identifier to increase the entity render distance? 🤔 I saw people saying it worked, but I tested it and had no effect

ruby cape
#

Lmk I guess

atomic moth
#

What component should i add to make entity to run from sun into the shadows, like skeleton

#

?

rain egret
atomic moth
#

},
"minecraft:behavior.flee_sun": {
"priority": 15,
"speed_multiplier": 1.4
},

#

You meant this right?

rain egret
#

then why do you ask?? :v

atomic moth
#

Well it have highest priority but still entity walks under sun

atomic moth
#

Should i send json file of entity?

rain egret
rain egret
atomic moth
rain egret
#

ok, you should use priority 3

atomic moth
rain egret
atomic moth
#

Okey

rain egret
atomic moth
rain egret
#

no

atomic moth
#

K i will test it now

rain egret
atomic moth
#

Nothing changed

#

It avoids blocks it should avoid but not sun

rain egret
atomic moth
#

:((

rain egret
atomic moth
#

Okey

atomic moth
#

Maybe problem is something else

#

Mb format version?

#

Or

#

},
"minecraft:behavior.flee_sun": {
"priority": 1,
"speed_multiplier": 1.4
},
This itself

#

Maybe it does not work on format version 1.20.80?

rain egret
atomic moth
#

Then what is happening to my custum entity?

rain egret
atomic moth
#

I already sent file previously

atomic moth
rain egret
rain egret
rain egret
atomic moth
#

It walks around

#

Btw should point out if it accidentally goes under shadow for example under tree it will not came out from it

#

But i have to push it to go there or it should go under tree accidentally while wondering around

rain egret
atomic moth
#

Okey lets see

atomic moth
#

Lets wait for someone more experienced mb they can help

rain egret
sour escarp
#

how would i make an entity thats visible to only one player at a time?

ruby cape
#

I believe your best option would be a particle 🤔

mental trench
#

Can anybody help me with an entity that can be paint-able.

pliant oak
#

is there a filter to tell if the entity has naturally spawned or not?

rain egret
pliant oak
#

yes, but never mind my question, i have found a solution

#

i used minecraft:spawn_event in the spawn rules file of the entity and it worked

rain egret
pliant oak
#

actually it's minecraft:herd with an event that worked

pliant oak
#

is there a native way to make mobs despawn when the difficulty is changed to peaceful or do i need an environmental sensor for that?

lofty citrus
mental trench
#

I'm gonna record a sample from a different addon for a basis

#

Here

lofty citrus
#

wait let me get the docs

#

that's the same how sheep works

#

here properties

#

let me explain briefly to you how it works
Inside the Entities in BP
you put properties
e.g.

"properties": {
          "property:ore_type": {
            "type": "int",
            "range": [0,6],
            "default": 0,
            "client_sync": true
          }
        },

ore_type will be your property name

in your render_controllersyou create an array
e.g.

"textures": {
          "Array.ore_type": [
            "Texture.coal",
            "Texture.iron",
            "Texture.gold",
            "Texture.copper",
            "Texture.emerald",
            "Texture.diamond"
          ]
        }
//Below it you have this which will check the property in the entity and change the texture
"textures": [ "Array.ore_type[query.property('property:ore_type')]" ]
#

@mental trench

mental trench
#

Ohh, I am following it

lofty citrus
#

it might be hard at first, but ask me if you need mroe info

mental trench
#

So it will mostly focus on render_controllers and properties on the entity behavior, am I right?

lofty citrus
#

you create and change the property in the entity behavior and the render_controller will check it and change the texture

#

that's the gist of it

mental trench
#

Does it still need events on the entity behavior ?

lofty citrus
mental trench
#

I am gonna do first what you told to me

lofty citrus
#

events on entities still exists only on the items it's removed cause it's on scripts now

mental trench
#

@lofty citrus nothing changes

smoky jay
#

How can i add attack animation to my parrot-like entity? I already have a "attack" animation variable but it's not showing

gloomy rain
#

how to lock entity look at target?

lofty citrus
mental trench
#

there is an error here

mental trench
lofty citrus
lofty citrus
#

comma there

#

very common mistake

#

we all have been there

mental trench
#

Oh yeah HAHAH

mental trench
rain egret
# lofty citrus

"arrays": {
"textures": {
"Array.variants": [
"Texture.texture1",
"Texture.texture2",
"Texture.texture3"
]
}
},

lofty citrus
lofty citrus
mental trench
#

Is this right? Sorry to bother huhu, I'm so new about the entities thing

rain egret
# mental trench

That looks good, note that arrays count from 0, so the property must be within the range 0-2

mental trench
#

Okay let me check if it's gonna work

#

Man it works HAHAH

#

But it doesn't change into a next texture variant

rain egret
#

you have to see the behavior

mental trench
#

Then?

rain egret
#

can you send it?

mental trench
#

The addon?

rain egret
#

file

#

only the entity file

mental trench
#

The behavior right?

rain egret
#

yes

mental trench
rain egret
# mental trench

ok, there are 2 problems,

  1. it uses version 1.20.80
  2. there is nothing that makes your properties change
mental trench
#

How can I solve it?

rain egret
#

1, just change 1.16.0 to 1.20.80
2, I don't know how you planned the texture change

mental trench
#

The texture will changed when holding a stick

rain egret
#

Do you mean, if I equip a stick to the armor stand, it will change texture to the following one?

#

or if I hit him with a stick?

#

@mental trench

mental trench
#

I think like equip

rain egret
mental trench
#

If it's the runtime identifier then yes

mental trench
#

Ohh does the interacting will not work?

rain egret
mental trench
#

Interact, I'm so sorry huhu

rain egret
#

In this case I just randomize the states, but you can try it, it's still so simple that it can't fail

mental trench
#

Thanks man for the effort, I'm gonna try if it's gonna work

#

Man it works 100%, thank you so much.

steady tundra
#

what is the alternative to this?

"domain": "msd:entity_id",
"subject": "other",
"operator": "!=",
"value": "q.property('msd:player_id')"```
rain egret
#

Oh, sorry, you're just looking for an alternative

rain egret
rain egret
steady tundra
#

i was hoping to set an int property

rain egret
steady tundra
#

why? 😂

#

in short, i have multiple entities of one type that i want to control individually where each one goes

#

so i thought a random property, copied to a dummy, then "attacked"

rain egret
#

{
"test": "has_property",
"value": "msd:entity_id",
"subject": "other",
"operator": "!="
}
Ok. I think I misunderstood, tell me, does this make sense to you?

#

@steady tundra

steady tundra
#

yeah

#

you're testing if the other entity has the property, regardless of value

#

i basically want 1 entity, 1 pathfinder dummy. Times X

#

so each entity goes to it's one pathfinder

rain egret
steady tundra
#

yeah

#

so is there an alternative we know of?

rain egret
obsidian oasis
#

Quick question. If we want our add-on to include refreshed models for pre-existing mob, as per the guideline requirements they have to be new mob as we cannot change he vanilla version ?

glacial sand
#

How do I make render controller when you hit a mob I doesn't turn red like an item when held

lofty citrus
#

@mental trench how is it now?

#

where can I find the attack types for this?

mental trench
lofty citrus
#

nice

mental trench
#

but i am having trouble HAHAH, cuz instead the animation will be triggered when crouching (like armor stand). It spinning endlessly

torn apex
#

Hello guys, how do I add sound effects when an entity is spawned?

glacial sand
#

Is there a render controller for like a tnt

lofty citrus
kind charm
glacial sand
kind charm
glacial sand
#

Ok

torn apex
#

@lofty citrus will check thanks for the reply

wanton venture
#

How can I make an entity attract/follow others entity to it's position without modifying the other entities?

earnest harbor
#

Anybody know what can cause my entity to not show?

trim craterBOT
earnest harbor
#

I tried all the solutions provided but nothing is working

warm tendon
#

Do you have the content log on? It may tell you what the issue is if that article didn't help

obsidian oasis
#

does anyone know why this may be happening ?

#

Model appears different with random shading on certain cubes (no determining factor). Exact same HEX code for colour for the shaded and non-shaded sections

atomic moth
#

#1299675741289447506 messageAny help? It seems its very easy thing to fixs but i do not know how

fading elm
#

And texture uv

sonic estuary
#

how do you make an entity only face 1 direction? or specifically always face north?

mental trench
# lofty citrus welp goodlock mate

Because of your teaching, I kinda understand a bit creating a custom component for block. You're a big part of my learning in creating addon.

dusky kraken
#

how do i fixed this error?

[Molang][error]-minecraft:player.0.persona-e136c41816740d77-7 | entity/player.entity.json | variable.helmet_layer_visible = 1.0;variable.leg_layer_visible = 1.0;variable.boot_layer_visible = 1.0;variable.chest_layer_visible = 1.0;variable.attack_body_rot_y = math.sin(360*math.sqrt(variable.attack_time)) * 5.0;variable.tcos0 = (math.cos(query.modified_distance_moved * 38.17) * query.modified_move_speed / variable.gliding_speed_value) * 57.3;variable.first_person_rotation_factor = math.sin((1 - variable.attack_time) * 180.0);variable.hand_bob = query.life_time < 0.01 ? 0.0 : variable.hand_bob + ((query.is_on_ground && query.is_alive ? math.clamp(math.sqrt(math.pow(query.position_delta(0), 2.0) + math.pow(query.position_delta(2), 2.0)), 0.0, 0.1) : 0.0) - variable.hand_bob) * 0.02;variable.map_angle = math.clamp(1 - variable.player_x_rotation / 45.1, 0.0, 1.0);variable.item_use_normalized = query.main_hand_item_use_duration / query.main_hand_item_max_duration;variable.has_tale = !variable.is_first_person && q.property('ct:has_tale');variable.has_hat = !variable.is_first_person && q.property('ct:has_hat');variable.has_cape = !variable.is_first_person && q.property('ct:has_cape');variable.has_cape_2 = !variable.is_first_person && q.property('ct:has_cape_2');variable.has_cape_3 = !variable.is_first_person && q.property('ct:has_cape_3');variable.has_pet = !variable.is_first_person && q.property('ct:has_pet');variable.has_crown = !variable.is_first_person && q.property('ct:has_crown');variable.has_halo = !variable.is_first_person && q.property('ct:has_halo');variable.player_moving = query.modified_move_speed * 2 && query.modified_move_speed >= 0.015;variable.player_idle = query.modified_move_speed <= 0.1;variable.is_sneaking = query.is_sneaking; | Error: query.property does not have an actor.
#

its show me every pre_animation that the player have

dusky kraken
gusty ermine
#

animation ?

#

finish

bronze sorrel
#

how to import prisma 3d animations

crimson yarrow
#

Anyone know how to make an entity detect and target an entity hundreds of blocks away?

lofty citrus
soft oak
#

What is the height of the nametag based on?

rain egret
#

minecraft:collision_box

misty spoke
#
    "format_version": "1.20.80",
    "minecraft:entity": {
        "description": {
            "identifier": "nd:death_skull",
            "is_spawnable": false,
            "is_summonable": true,
            "is_experimental": false
        },
        "component_groups": {},
        "components": {
            "minecraft:inventory": {
                "inventory_size": 45
            },
            "minecraft:physics": {
                "has_gravity": true,
                "has_collision": true,
                "push_towards_closest_space": true
            },
            "minecraft:behavior.pickup_items": {
                "can_pickup_any_item": true,
                "goal_radius": 2
            },
            "minecraft:health": {
                "value": 998
            },
            "minecraft:damage_sensor": {
                "triggers": {
                    "cause": "all",
                    "deals_damage": false
                }
            },
            "minecraft:collision_box": {
                "width": 0.9,
                "height": 0.9
            },
            "minecraft:knockback_resistance": {
                "value": 998,
                "max": 1000
            }
        },
        "events": {}
    }
}```
#

for some reason, i cant open the inventory of the entity

#

i also cant see its texture and model

soft oak
mental trench
#

Guys, can you change the interaction where the player should have a stick on the mainhand to interact in this code.

mental trench
#

How?

kind charm
mental trench
#

Like this one?

#

"wiki:on_interact": {
"trigger": {
"filters": {
"test": "is_family",
"subject": "self",
"value": "pig"
},
"event": "wiki:interacted",
"target": "other"
}
}

kind charm
true schooner
#

How do i fix this? 😭

Anyways here's the code

{
"format_version": "1.8.0",
"minecraft:client_entity": {
"description": {
"identifier": "witherstormmod:sickened_snow_golem",
"materials": {
"default": "snow_golem",
"head": "snow_golem_pumpkin",
"emissive": "entity_emissive_alpha"
},
"textures": {
"default": "textures/entity/sickened/sickened_snow_golem",
"emissive": "textures/entity/sickened/sickened_snow_golem_emissive"
},
"geometry": {
"default": "geometry.snowgolem"
},
"spawn_egg": {
"base_color": "#B1A6BC",
"overlay_color": "#4E2374"
},
"animations": {
"move": "animation.snowgolem.move",
"arms": "animation.snowgolem.arms",
"look_at_target": "animation.common.look_at_target"
},
"animation_controllers": [
{
"move": "controller.animation.snowgolem.move"
}
],
"render_controllers": [
"controller.render.snowgolem",
"controller.render.emissives"
]
}
}
}

#

Shoot i can't send the BP entity code

#

Rip

rain egret
#

and what is the problem?? 🤷‍♂️

true schooner
#

The pumpkin not showing

#

Even tho it's not sheared

rain egret
true schooner
#

wait

#

mb

#

forgot

rain egret
true schooner
#

Ohhhh

rain egret
#

If it doesn't work try to enable attachables in entity client

true schooner
rain egret
true schooner
#

Yes

rain egret
#

ok

wooden radish
#
{
    "format_version": "1.16.0",
    "minecraft:entity": {
        "description": {
            "identifier": "jay:bullet",
            "is_spawnable": false,
            "is_summonable": true,
            "is_experimental": false
        },
        "components": {
            "minecraft:scale": {
                "value": 1
            },
            "minecraft:damage_sensor": {
                "triggers": [
                    {
                        "cause": "all",
                        "deals_damage": false
                    }
                ]
            },
            "minecraft:type_family": {
                "family": [
                    "npc"
                ]
            },
            "minecraft:health": {
                "value": 32767,
                "max": 32767
            },
            "minecraft:movement": {
                "value": 0
            },
            "minecraft:jump.static": {
                "jump_power": 0
            },
            "minecraft:physics": {
                "has_collision": true,
                "has_gravity": true
            },
            "minecraft:pushable": {
                "is_pushable": false,
                "is_pushable_by_piston": false
            },
            "minecraft:knockback_resistance": {
                "value": 1
            },
            "minecraft:collision_box": {
                "width": 0.72,
                "height": 2.01
            },
            "minecraft:nameable": {
                "alwaysShow": true,
                "allowNameTagRenaming": false
            }
        }
    }
}
#

my entity just wont die even with /kill

wooden radish
rain egret
#

you have made it so that it does not take damage, including /kill

wooden radish
#

i changed it to true

wooden radish
rain egret
wooden radish
#
{
    "format_version": "1.16.0",
    "minecraft:entity": {
        "description": {
            "identifier": "jay:bullet",
            "is_spawnable": false,
            "is_summonable": true,
            "is_experimental": false
        },
        "components": {
            "minecraft:scale": {
                "value": 1
            },
            "minecraft:damage_sensor": {
                "triggers": [
                    {
                        "cause": "all",
                        "deals_damage": true
                    }
                ]
            },
            "minecraft:type_family": {
                "family": [
                    "npc"
                ]
            },
            "minecraft:health": {
                "value": 32767,
                "max": 32767
            },
            "minecraft:movement": {
                "value": 0
            },
            "minecraft:jump.static": {
                "jump_power": 0
            },
            "minecraft:physics": {
                "has_collision": true,
                "has_gravity": true
            },
            "minecraft:pushable": {
                "is_pushable": false,
                "is_pushable_by_piston": false
            },
            "minecraft:knockback_resistance": {
                "value": 1
            },
            "minecraft:collision_box": {
                "width": 0.72,
                "height": 2.01
            },
            "minecraft:nameable": {
                "alwaysShow": true,
                "allowNameTagRenaming": false
            }
        }
    }
}```
rain egret
#

If you are going to be true, then there is no need to put damage sensor

#

🤷‍♂️

wooden radish
#

I removed it but its still not working sorry entities arent my specialty

rain egret
#

Many have the same problems when testing updated addons

wanton dune
wanton dune
rain egret
#

although yes. it is advisable to use updated versions, I usually use 1.20.80

wooden radish
#

yeah guys im not to sure whats going on here none of this is working

rain egret
wooden radish
#

okay so.. it is working? but theres still old entities here. thats why it wasnt working but they wont disappear

#

the one taking damage works but idk why this old one is here

rain egret
wooden radish
#
{
    "format_version": "1.8.0",
    "minecraft:entity": {
        "description": {
            "identifier": "jay:text",
            "is_spawnable": false,
            "is_summonable": true,
            "is_experimental": false
        },
        "component_groups": {
            "jay:bullet_despawn": {
                "minecraft:instant_despawn": {}
            }
        },
        "components": {
            "minecraft:damage_sensor": {
                "triggers": {
                    "cause": "all",
                    "deals_damage": false
                }
            },
            "minecraft:type_family": {
                "family": [
                    "text"
                ]
            },
            "minecraft:nameable": {
                "alwaysShow": true,
                "allowNameTagRenaming": false
            },
            "minecraft:health": {
                "value": 1,
                "max": 1,
                "min": 1
            },
            "minecraft:collision_box": {
                "width": 0.0,
                "height": 0.0
            },
            "minecraft:push_through": {
                "value": 1
            },
            "minecraft:scale": {
                "value": 0.0
            },
            "minecraft:knockback_resistance": {
                "value": 100,
                "max": 100
            },
            "minecraft:physics": {
                "has_gravity": false
            }
        },
        "events": {
            "jay:bullet_despawn": {
                "add": {
                    "component_groups": [
                        "jay:bullet_despawn"
                    ]
                }
            }
        }
    }
}```
rain egret
#

By the way, what command are you using? Send it.

wooden radish
wooden radish
rain egret
wooden radish
#

ooo I thought u meant inside of the json

#

/event entity @e[type=jay:bullet] jay:bullet_despawn

rain egret
#

jay:text

rain egret
wooden radish
#

that was the complete wrong file im so sorry

#
{
    "format_version": "1.20.80",
    "minecraft:entity": {
        "description": {
            "identifier": "jay:bullet",
            "is_spawnable": false,
            "is_summonable": true,
            "is_experimental": false
        },
        "component_groups": {
            "jay:bullet_despawn": {
                "minecraft:instant_despawn": {}
        },
        "components": {
            "minecraft:scale": {
                "value": 1
            },
            "minecraft:type_family": {
                "family": [
                    "npc"
                ]
            },
            "minecraft:health": {
                "value": 32767,
                "max": 32767
            },
            "minecraft:movement": {
                "value": 0
            },
            "minecraft:jump.static": {
                "jump_power": 0
            },
            "minecraft:physics": {
                "has_collision": true,
                "has_gravity": true
            },
            "minecraft:pushable": {
                "is_pushable": false,
                "is_pushable_by_piston": false
            },
            "minecraft:knockback_resistance": {
                "value": 1
            },
            "minecraft:collision_box": {
                "width": 0.72,
                "height": 2.01
            },
            "minecraft:nameable": {
                "alwaysShow": true,
                "allowNameTagRenaming": false
                }
            }
        }
    },
    "events": {
        "jay:bullet_despawn": {
            "add": {
                "component_groups": [
                    "jay:bullet_despawn"
                ]
            }
        }
    }
}```
#

this is the correct one im so sorry

rain egret
#

ok

wooden radish
#

sorry it was my other testing one

gloomy crag
#

Do you know if there is a way to make it so that only the player himself can see an bone in its geometry when in third person?

low talon
#

Is there a way to get an entity to drop items not from a loot table but from their inventory?

wooden radish
low talon
crude gust
#

Any ideas why there is an error query.property called on an actor without a property component? I'm trying to use q.property in RP entity, I have

"properties": {
                "nubs:rotation": {
                    "type": "int",
                    "values": [
                        0,
                        1,
                        2,
                        3
                    ],
                    "default": 1,
                    "client_sync": true
                }
            },

in my entity behavior file.

#

Game says that it doesn't have any properties.

#

Fixed it:

"nubs:rotation": {
                    "type": "int",
                    "range": [
                        0,
                        3
                    ],
                    "default": 1,
                    "client_sync": true
                }
low talon
#

Help!! My entities are falling into hoppers and can't get out to continue their behaviours. What sort of movement component stuff could I be missing?

reef oyster
wanton dune
#

the die fall should be die_fall or dieFall

low talon
#

I have an entity that I've setup to do trades with and after only a few trades, its telling me that it will not do that trade anymore. I think I have trade_resupply being added/removed correctly??

#

Why would it do this?

low talon
#

O

#

I'm trying to control which entites pickup which items. I have 3 in an area and I've tried telling them with the pickup_items behavior and sharables components but they insist on picking up everything around them as soon as they pick anything up. Any pointers?

low talon
#

How do entities decide on exchanging items between themselves? I've seen my custom entities do it once but I didn't think I did anything to make that happen.

low talon
#

More questions.. I'm trying to make an entity that fishes. I'm trying to use the villager_v2 as a template. I've set dweller and behavior.work but the entity doesn't do anything (even after trading which the documenation mentions).

wanton dune
#

How do I make the entity can take damage but will never die

rain egret
low talon
#

Is it possible to read information from, say, a book item in the world and then use that information to control the behaviour of an entity?

wanton venture
#

I don’t think so

wanton venture
#

What materials should I use for this

#

entity_alphablend makes the cube of the inside not show

#

got it!

#

Why does my projectile stays floating?

{
  "format_version": "1.13.0",
  "minecraft:entity": {
    "description": {
      "identifier": "kai:death_eye_laser",
      "is_spawnable": false,
      "is_summonable": true,
      "is_experimental": false
    },
    "component_groups": {
      "kai:despawn": {
        "minecraft:instant_despawn": {
        }
      }
    },
    "components": {
      "minecraft:collision_box": {
        "width": 0.5,
        "height": 0.55
      },
      "minecraft:hurt_on_condition": {
        "damage_conditions": [
          {
            "filters": {
              "test": "in_lava",
              "subject": "self",
              "operator": "==",
              "value": true
            },
            "cause": "lava",
            "damage_per_tick": 4
          }
        ]
      },
      "minecraft:projectile": {
        "on_hit": {
          "impact_damage": {
            "damage": 5,
            "destroy_on_hit": true,
            "destroy_on_hit_requires_damage": false
          },
          "definition_event": {
            "affect_projectile": true,
            "event_trigger": "kai:despawn"
          }
        },
        "hit_sound": "bow.hit",
        "power": 1.6,
        "gravity": 0.05,
        "anchor": 1,
        "offset": [
          0,
          -0.5,
          0
        ]
      },
      "minecraft:physics": {},
      "minecraft:pushable": {
        "is_pushable": false,
        "is_pushable_by_piston": true
      },
      "minecraft:conditional_bandwidth_optimization": {
        "default_values": {
          "max_optimized_distance": 80.0,
          "max_dropped_ticks": 7,
          "use_motion_prediction_hints": true
        }
      }
    },
    "events": {
      "kai:despawn":{
        "add": {
          "component_groups": [
            "kai:despawn"
          ]
        }
      }
    }
  }
}
low talon
#

That's funny.. If it travels in lava, it will die?

wanton venture
wanton dune
wanton venture
#

just used slime outer and slime

wanton dune
wanton dune
wanton venture
#

From last time I checked

wanton dune
wanton venture
wanton venture
#

The projectile should despawn upon impact

#

But it stays floating... for no reason

wanton dune
wanton venture
#

I can't

wanton dune
wanton venture
#

Can't use runtime_ids nor think I need them

wanton dune
#

Nvm

wanton dune
#

Guys, is there a component able not make entities receive any effects

wanton venture
#

minecraft:mob_effect_immunity

wanton dune
#

thanks, I guess?

low talon
#

Is there a way to capture entity interactions with script instead of just the interact component?

wanton dune
low talon
wanton dune
low talon
#

I'm trying to use this little script: javascript: world.beforeEvents.playerInteractWithEntity.subscribe((event) => { const { player, target } = event if (target.typeId == "utilblocks:droidalphadesign") { //const component = target.getComponent("minecraft:npc"); //component.defaultScene = "ducky_intro" event.cancel; player.runCommandAsync('dialogue open ' + target.id + ' @s "ducky_intro"') }. The entity targeted has the minecraft:npc component but I couldn't seem to use it. I get an error that the entity has no permission to execute?? I'll get the exact error in a sec...

#

"[Scripting][error]-ReferenceError: Native function [Entity::runCommand] does not have required privileges. at <anonymous> (events.js:578)"

kind charm
low talon
#

oh okay

#

argh now it won't let me use id as a string. How do I do that?

#

.toString didn't work.. 😦

kind charm
#

What?

low talon
#

I need the id of the target

#

oh wait... and the player id

#

"player.id.toString"??

kind charm
#

What are you doing?

wanton venture
#

If your question is now related to scripting then I recommend you moving to #1067535382285135923

wanton venture
low talon
#

How can an entity get a "scoreboardIdentity"?

formal veldt
low talon
#

Maybe I need to go back to my other question about getting an id from an entity that I can use with a command

glass aurora
rain egret
#

"minecraft:inventory": {
"container_type": "inventory",
"private": false,
"inventory_size": 45
},
I guess this would be the correct configuration

glass aurora
rain egret
glass aurora
# rain egret Wow, I didn't know about the loot chest, although to see the inventory, you just...

Apparently you need that component, it's not enough to set "private": false. If you look at the donkey's file, you'll see that it has an inventory when tamed, but it can only be opened when it has the "minecraft:is_chested" component.

"minecraft:donkey_tamed": {
        "minecraft:is_tamed": {
        },
        "minecraft:equippable": {
          "slots": [
            {
              "slot": 0,
              "item": "saddle",
              "accepted_items": [ "saddle" ],
              "on_equip": {
                "event": "minecraft:donkey_saddled"
              },
              "on_unequip": {
                "event": "minecraft:donkey_unsaddled"
              }
            }
          ]
        },
        // ..interact component..
        "minecraft:rideable": {
          "seat_count": 1,
          "crouching_skip_interact": true,
          "family_types": [
            "player"
          ],
          "interact_text": "action.interact.ride.horse",
          "seats": {
            "position": [ 0.0, 0.925, -0.2 ]
          }
        },
        "minecraft:behavior.player_ride_tamed": {

        },
        "minecraft:inventory": {
          "inventory_size": 16,
          "container_type": "horse"
        }
        // ..Breedable component..
      },

      "minecraft:donkey_chested": {
        "minecraft:is_chested": {
        }
// ..interact component..
      }
rain egret
low talon
#

I've now got an entity that I can interact with to get either a trade or dialogue by using a stick when I interact with them to control which. However, the entity is consuming the sticks! How do I stop that? Is it some member of the minecraft:npc component or is it in the dialogue scene members?

#

Ahh.. I think its the stupid example scene I copied

low talon
#

Is there a way to give an entity a selection box?

proud basalt
#

For an entity to be able to hold an item do I need more than these 2 components ?

"minecraft:inventory": {},
"minecraft:equip_item": {}
wary flax
low talon
#

Is it possible to use the behavior.eat_block to only eat fully grown crops? Can I filter it by some value?

low talon
#

Is it possible to use query.block_state to control the success_chance perhaps? I don't know how to use the queries

low talon
#

With behavior.move_to_block is there a way to use target_block_filters to actually refer to the block and states?

wanton venture
wanton venture
#

Whag materials should I use that works like entity_alphablend but won't have the face culling?

proud wharf
#

"+states": ["DisableCulling"]

wanton venture
#

Where does that goes?

proud wharf
#

In your custom material json

proud basalt
#

is it possible to change the size of an held item?

formal veldt
wanton venture
proud basalt
formal veldt
proud basalt
#

like if I want the diamond sword to display in the hand like an apple would

proud basalt
proud basalt
#

found another way without attachables

fast kraken
#

How do I make an entity follow you from a certain range, but not shooting projectiles until its at a smaller range?

little cloud
low talon
#

Hey I'm wondering, is it possible to cause an entity to do an emote or is it player and user interface only?

#

How do the armor stand poses work? Is that for any entity?

#

ahh.. /playanimation?

#

argh no command line autocomplete

crystal oyster
#

mb, didn't realize that was on the fourth

limpid wave
#

I need some help with an error I'm getting on a mob...

[Animation][error]-kuma:gray_comun_rat | Error: can't find animation breath
[Animation][error]-kuma:gray_comun_rat | Error: can't find animation walk

I can't understand why this error is happening, because the animations are working fine, and everything looks to be working in spite of it. Does this error come from the animation? or from the controller?

rat.entity.json

                "move": "controller.animation.Ratita.move",
                "moving": "animation.rata.walk",
                "static": "controller.animation.Ratita.static",
                "staticking": "animation.RataComun.breath",
                "sit": "controller.animation.rata.move",
                "sitting": "animation.RataComun.sit",
                "look_at_target": "animation.common.look_at_target",
                "sniffing": "controller.animation.newrat.sniff",
                "sniff": "animation.RataComun.sniff"
            },```
#

Controller.json

            "initial_state": "default",
            "states": {

                "default": {
                    "animations": [
                        "look_at_target",
                        {
                            "walk": "query.modified_move_speed"
                        }
                    ],
                    "blend_transition": 0.1,
                    "transitions": [
                        {
                            "sit": "query.is_sitting"
                        }
                    ]
                },

            }
        },
        "controller.animation.Ratita.move": {
            "states": {
                "move": {
                    "animations": [
                        {
                            "moving": "query.modified_move_speed"
                        }
                    ]
                }
            }
        },
        "controller.animation.Ratita.static": {
            "initial_state": "static",
            "states": {
                "static": {
                    "animations": [
                        "breath"
                    ]
                }
            }
        },```

animations.json
```"animation.rata.sitting": {...}
"animation.rata.static": {...}
"animation.rata.walk": {...}
"animation.RataComun.sniff": {...}
"animation.RataComun.sit": {...}
"animation.RataComun.breath": {...}
rain egret
limpid wave
#

So in the controller, I go by the definition in the entity? Rather than the animation name?

limpid wave
low talon
#

Hey... Is there a way to make an entity permanently invisible?

#

Well, at least until I change it again from script

#

or something

rain egret
low talon
#

can't be seen or interacted with nor attacked but they will be invulnerable anyway I think

rain egret
low talon
#

Nooooo

#

I need to be able to interact with it from script at any time

#

I want to create a kind of follower that you can summon and send away again and that has certain other interactions, particularly with other player's followers

#

But it has to be spawned at all time

rain egret
low talon
#

no, sometimes it will have a model I guess...

#

I don't think that component will help me

#

Hmm... I can make them invisible with effects for 11.5 days apparently.. Maybe I can update that on some interval

rain egret
low talon
#

"toggle visibility"?

rain egret
#

why 11 days?

low talon
#

I don't know what works yet I am only trying to figure out how to do something

#

Because the maximum duration that you can apply an effect for is 20000000 ticks

rain egret
low talon
#

what tag?

#

There is no effect end event

true schooner
rain egret
#

just make the command run permanently

low talon
#

Sounds lag inducing

#

Do entities get despawned if they aren't in the simulation distance of any player?

rain egret
rain egret
wanton dune
low talon
#

Do I put that in the tick.json file or something?

wanton dune
tall shard
#

How do you detect the wither's charging skull event using a Molang? Is there even any? I tried query.is_charged and is_charging but they don't work.

#

has_target enables upon wither detecting you.

low talon
#

Aww there is nothing in the example source data for it that tells me

#

But it looks to me like they are just special behaviours with no links to any other components or properties

tall shard
#

Oh okay, thanks for responding.

low talon
#

Does anyone know if its possible, in the behaviour json events, can an entity add a tag to itself?

#

Is it possible to run commands in events?

rain egret
#

"custom_event": {
"queue_command": {
"command": [
"say hello"
]
}
},

low talon
#

Yes, I found it, thanks!

wanton dune
#

Guys can I make a projectile hold item? I want to fake that entity throws a block

#

And position the item to looks like a full bloc

earnest harbor
#

hi, anyone know why my spawn egg texture is giving error in the code?

soft oak
#

How do you make entity projectiles drop on the ground if it does not hit an entity

soft oak
#

Bind the itemslot to the model and add the equippable component

wanton dune
sour escarp
#

is there a way i can make a mob i can control? like, when i right click it i go into control mode, and can move the mob, and use its abilities with certian keys? like if i made a wardenlike control mob, i could move it, use space to make it sonic screech, and use key g to make it do something else

obsidian pier
#

Does anyone know how to use texture animations that uses hold on last frame?

sweet nimbus
#

Could I get some help with this spawn rule?

    "format_version": "1.8.0",
    "minecraft:spawn_rules": {
        "description": {
            "identifier": "pto:ostrich",
            "population_control": "animal"
        },
        "conditions": [
            {
                "minecraft:spawns_on_surface": {},
                "minecraft:brightness_filter": {
                    "min": 7,
                    "max": 15,
                    "adjust_for_weather": true
                },
                "minecraft:weight": {
                    "default": 100
                },
                "minecraft:herd": {
                    "min_size": 2,
                    "max_size": 5
                },
                "minecraft:biome_filter": {
                    "test": "has_biome_tag",
                    "value": "savanna"
                }
            }
        ]
    }
}```
I want my entity to spawn in savanna biomes in herd of 2 to 5 but it won't spawn at all
subtle glade
#

How do I remove the death animation from an entity?

low talon
#

I'm wondering, for player entities, do the enchanted items they are wearing use effects? Is there a way to detect quickly, by examining the effects that are applied to the player, if they have some kinds of enchanted items?

#

In particular, I want to know if they have frost walker or haste (?) or such things that would affect their movement.

wanton venture
wanton venture
wanton venture
wanton venture
obsidian pier
modern hawk
#
"components": {
        "minecraft:damage_sensor":{
            "triggers":[{
                "on_damage":{
                    "filters":{
                       "any_of":[
                            {"all_of":[
                                        {"test":"has_tag", "subject":"self","value":"clickingTooFast"}
                            ]}
                        ]
                    },
                    "deals_damage":false
                }
            }]
        },

Why does this damage sensor not work?

rain egret
low talon
#

Is there any documentation available for render controller json files? Anything comprehensive about entity jsons?

#

Are there any tutorials about rideable entities? Is it possible to control the entity being ridden with the velocity methods/properties? I'm thinking, to completely control the movement of the player as well since you can't do that directly.

solar valley
#

Sometimes, my projectiles go inside walls or floor. How I fix this?

low talon
#

Is there a way to prevent a player from dismounting a rideable entity?

#

Is there way to not dismount with jump, at least?

#

Can I forcefully add the riding component to a player perhaps?

kind charm
low talon
#

awww

#

Sorry its the wrong channel but while you're giving answers, how do I make the preview the default version?

low talon
#

Oh wait... is it "/set_movement_authority"?

kind charm
#

no inputpermission.

low talon
#

oh there is something new in that class?

kind charm
#

Yes.

low talon
#

PlayerInputPermissionCategoryChangeAfterEvent?

#

InputPermissionCategory

#

dismount false I suppose

#

But it says that dismounting may still occur?

#

Can I still use PlayerInputPermissionCategoryChangeAfterEvent in 1.21.44 to detect the Dismount category change when they do dismount?

#

And then try to force them back on by setting the component perhaps

ruby cape
#

Anybody know an alternative to replacing the mount health bar?

amber dragon
#

Hay I need some help editing this entity. I have a submarine and I need help making my submarine rise and lower in water when you look up and down.

solar valley
#

Can someone recommend a sfx editing program?

proud basalt
solar valley
#

For mobs and all of another things

proud basalt
#

Idk I mostly record my own voice and edit it with a video editing software

#

Like lumafusion

proud basalt
#

My volume was at 100% and my heart dropped

#

This is very good

solar valley
#

Thanks

placid elk
#

Is it possible to separate 2 materials on single models?

#

For example, I'm making a hologram entity that glows and is semitransparent. However, I can't separate the materials due to my limitation about materials.

#

the stand should be solid and the hologram beam should be glow-semitransparent

strange wharf
#

(screenshot of Bahavior pack code) I made an airplane add-on where when we get in it will run a function that makes the plane fly according to the function above. But this doesn't work, does anyone know where the error is?

drowsy swift
#

is anyone alive?, i used "minecraft:interact" component to play the swing animation while interacting with the entity to open the entity inventory, but for some reason i am no longer able to open the entity inventory

#

what should i do to fix that?

rain egret
drowsy swift
rain egret
drowsy swift
#

I'll see about that later

rain egret
#

I know this affects the 3d model in the UI, though I'm not sure if it would work for an external animation.

gleaming crypt
#

Guys a quick question. I want to display a entity name on a dummy entity. I need it so i can display text above a block in the game. Even dough i have the nameable component defined and i spawn the entity with a name, the name does not show to the player. Why is that?

fading elm
#

guys i have a question. why can my mob cant spawn in custom blocks. Can you guys help me please.

#

i did change the top layer of the plains biome into my custom block and try to make the mob spawn in that block but nothing spawn there.

kind charm
#

Custom blocks arent really considered solid.

fading elm
#

are there any way to make it consider a solid block

kind charm
fading elm
#

lets me try

#

oh it work

#

thank you @kind charm

dusk tendon
#

no way to detect item tags in filters right?

tall shard
#

Does anyone know if baby nitwit villager is a thing on BE? If so, how do you find them in the game. I need to ensure so I will create a model for them.

tall shard
#

It looks like villager_v2.json only transforms babies into unskilled and nitwit adults. But I could miss something.

reef oyster
sour escarp
#

how would i make an entity place a giant sphere of blocks around itself?

wanton venture
#

Make it run the commands to place the blocks. Probably you’d prefer /structure

wanton venture
wanton venture
reef oyster
sour escarp
wanton venture
wanton venture
sour escarp
reef oyster
wanton venture
#

In the scripts section of the entity client file, call your animation controller once the entity reaches a certain health value using actor_health

sour escarp
wanton venture
sour escarp
wanton venture
#

Same story! You can save whatever block you want in a structure, including air

lunar lynx
#

doesnt have to be a structue too

pliant oak
#

is it possible to spawn an entity with no selection box?

#

so the player can't interact with it in anyway

pliant oak
#

i have found a way, i can use the evocation fangs runtime identifier

amber dragon
#

Hay I need some help editing this entity. I have a submarine and I need help making my submarine rise and lower in water when you look up and down.

sour escarp
#

what does the ender dragon use to destroy all blocks around it?

sour escarp
#

i cannot make a sphere of air

wanton venture
# sour escarp yes, but a structure block does squares

You will build a sphere of any block and then fill the remaining part of the structure with minecraft:structure_void, then you will replace the block you built the sphere with with air. Done, your structure placed a sphere of air.

pliant oak
#

people tend to forget the existance of structure void

sour escarp
wanton venture
#

That's correct

simple sinew
#

How can I query properties of a different entity, now that "q.get_riders" and "q.get_nearby_entities" is deprecated?

#

Or is there a way to make an entity which is riding the player be visible in first person?

wicked scaffold
#

Yo is there a way to highlight a player?

#

Like the glow effect on Java, I seen an addon do it but it was from a long time ago

#

I just wanna make the player whiteish.. like, a ghost. Like this color "⬜"

spring root
#

is there any way to make a playing sound via /playsound or some other way follow an entity as it moves?

wicked scaffold
#

A constant sound?

spring root
#

yeah, working on a vehicle, trying to keep it attached to the vehicle

wicked scaffold
#

Yeah it's possible, by lots of methods

#

Do you want scripts or mc functions or command blocks?

spring root
#

scripts ideally

wicked scaffold
#

By scripts I mean JavaScript not molang

#

It's the best option ngl tho

spring root
#

yep that works

wicked scaffold
#

Alright do you have any idea of the game api?

spring root
#

yeah this entire project is very typescript heavy

wicked scaffold
#

Alright then

#

You should know how to play a sound by now but sure

import { world, system } from "@minecraft/server";

system.runInterval(() => {
  let entities = world.getDimension('minecraft:overworld').getEntities({type: 'yourEntityType'});
  for (let i = 0; i < entities.length; i++) {
    world.getDimension('minecraft:overworld').playSound('yourSound', entities[i].location, {volume: 3, pitch: 1});
  }
}, 3);
spring root
#

that doesnt seem to follow the entity, it just keeps playing it at the location it was set to play at unfortunately, i mean it updates every 3 ticks, but id have to have a very short lasting sound

wicked scaffold
#

Uh no, it follows the entity, plays the sound to all players near the entity, just change the volume depending on your liking, and 3 ticks is so it doesn't create lag.

#

Alternatively you could do a music command that loops ur sound on the players in the car. But it wouldn't be following the entity exactly...

spring root
#

hmmmmm ok, ill play around with it more, tyty

simple sinew
#

No worries, I just found it here somewhere as well ✌️

wooden radish
#
{
    "minecraft:entity": {
        "format_version": "1.14.0",
        "description": {
            "identifier": "jay:raft",
            "is_summonable": true,
            "is_spawnable": true,
            "is_experimental": false
        },
        "components": {
            "minecraft:buoyant": {
                "apply_gravity": true,
                "base_buoyancy": 1.0,
                "simulate_waves": false,
                "big_wave_probability": 0.03,
                "big_wave_speed": 10.0,
                "drag_down_on_buoyancy_removed": 0,    
                "liquid_blocks": ["water"]
            },
            "minecraft:underwater_movement": {
                "value": 5
            },
            "minecraft:navigation.walk": {
                "can_sink": false
            },
            "minecraft:rideable": {
                "seat_count": 1,
                "family_types": ["player"],
                "interact_text": "action.interact.enter_boat",
                "seats": {
                    "position": [0, 0, 0]
                }
            },
            "minecraft:input_ground_controlled": {},
            "minecraft:health": {
                "value": 10,
                "max": 10
            },
            "minecraft:movement": {
                "value": 3
            },
            "minecraft:movement.basic": {},
            "minecraft:collision_box": {
                "width": 1,
                "height": 1
            },
            "minecraft:physics": {}
        }
    }
}```
#

any reason my boat goes the speed of light?

wicked scaffold
#
"minecraft:damage_sensor": {
        "triggers": {
          "on_damage": {
            "filters": {
              "any_of": [
                {
                  "all_of": [
                    { "test": "has_tag", "value": "ds:team_1" },
                    { "test": "has_tag", "subject": "other", "value": "ds:team_1" }
                  ]
                }
              ]
            }
          },
          "event": "ds:hit_team_player",
          "deals_damage": false
        }
      }
wicked scaffold
#

Actually nvm

#

How'd I make multiple triggers with their own actions?

wicked scaffold
frank carbon
#

Yea, simply make "triggers" an array. Each entry in the array is an object much like the "triggers" one you have now.

"minecraft:damage_sensor": {
  "triggers": [
    {
      "on_damage": { /* ... */ }
    },
    {
      /* Another one */
    }
  ]
}
wicked scaffold
#

Or what exactly?...

#

Oh yea right

frank carbon
#

IIRC the "event" key goes inside on_damage. Here's one trigger:

{
  "on_damage": {
    "filters": { /* ... */ },
    "event": "ds:hit_team_player",
    "target": "self"
  },
  "deals_damage": false
}
wicked scaffold
#

Cool thanks!

#

You're actually the best, thank you sooooooooo much!

tall shard
#

Is there any way to make tradeless villagers shake their head when clicking on them? Something similar to the one in Java edition.

wanton venture
#

You can modify their code to play an animation when interacted, yes

wanton venture
#

How can I play an animation when an entity is summoned/spawns in the world, but not when the world is simply reloaded?

deep patio
wanton venture
#

That will work, but do you know if there is a more straightforward way of doing so, like a query?

kind charm
wanton venture
#

That'd work, thanks

sweet nimbus
#

Hey does anyone have an idea how I could have a mob change its behavior when it goes below a certain amount of health

#

I want it to have the behavior of a phantom when above 16 hp and the behavior of a basic melee mob when it is below that

#

I’ve tried to learn how to use events and component groups but it’s not really clicking 😅

deep patio
#

You could use query.health in an server side animation controller. then trigger the event from in there.

sweet nimbus
sweet nimbus
#

Thanks man

sweet nimbus
#

@deep patio Sorry for the ping but when setting up component groups do I leave any components in the default components folder?

deep patio
sweet nimbus
#

Got it, thanks!

tall shard
spring root
#

any way to disable the fishing rods ability to grab and pull entities?

gusty ermine
#

Make a particle that only the player sees ?

sterile flint
#

Hi, everyone! I’ve got a problem that may have an easy solution. I have an item called "brush" that, when I interact with an entity, changes the item to "brush_red" via /replaceitem command.

The issue is that "brush_red" launches a projectile when used, triggered by a q.is_using_item inside an AC. But when using the /replaceitem command, the game thinks that I'm actually using the new item obtained, so it launches the projectile as soon as I get it.

Any clever ideas on how to solve this? I'm looking for an easy fix, so I don't have to change my entire system. Thanks!

frank carbon
#

A solution will involve either finding some way to delay the invocation of /replaceitem to after the state transition occurs, or to store the state of whether the player holds brush_red or not sometime before /replaceitem is invoked. I would probably go with the former

sterile flint
#

OK, but I don't know how to even start hahaha

frank carbon
#

If the entity interaction uses transform_to_item that might be tricky. What I suggest necessarily involves another system, like a "minecraft:timer" component or a behavior pack timeline

sterile flint
frank carbon
#

Oh right, duh. You literally just said this—sorry, made me lol

sterile flint
#

The state transition is triggered when I use "brush_red" on a regular basis. What I don't want is to transition to "is using" in the exact moment when I one item for the other

#

"brush", the first item that I need to use over an entity to change for "red_brush", doesn't have a projectile or any states whatsoever

#

My first idea is to create a blank animation with a similar duration of the vanilla "pick up item" animation and trigger that animation with a /playanimation command right before the /replaceitem. Then I can add a query to check if that specific animation has finished before the player uses the item to shoot the projectile. Since this animation will only play when you get the item, it won't shoot the projectile at that time, but you can shoot it any other time. But I'm not sure if you can check if a specific anymation has finished via queries, I've never done that before, just used all animations finished

frank carbon
#

That is a good thought, but I'm afraid to share that /playanimation has client-sided effects only. You cannot use it for timer logic in the behavior pack

#

But you're on the right track, you could certainly introduce a delay using server-sided animations

sterile flint
#

Hmm... How so?

#

I can also use a timer as you said. Since this AC that triggers the projectile is linked in the player.json (long story...), I can add a boolean property in that behavior file, set it to true with a /event command right before the /replaceitem command and, in the same event, set a component group with a small timer that, when finished, sets the property to false. So I can check the state of that property with a query too, and since that property will only be true when I replace the item, then it won't launch the projectile at that time, but it'll launch it any other time

#

Those where the main two ideas I had. But I came here thinking that there might be an easier fix for this. I mean, this can't be THAT tricky, right? 😅

frank carbon
#

I could see that working. I was going to suggest something somewhat like that earlier 😓

sterile flint
#

Yeah, but should I get to that? I mean, isn't there a more direct approach?

#

(btw thanks for the ideas!)

frank carbon
#

I'm not sure if there's a simpler solution. The problem inherently comes from the fact that q.is_using_item and the state transition is acting too slow, and the /replaceitem command changes the item before your state inspects the player's held item (I'm making an assumption here)

#

You could try a different query ...? Like q.main_hand_item_use_duration > 0, but I don't know if that will have any notable improvement

#

My thinking is it could somehow evaluate to true a tick sooner, since on the client it appears to act a couple of frames faster. But that's me being hopeful

sterile flint
#

I'll test that and let you know!

#

I've also tried solving this via scripts, by adding system run delays, but that didn't worked

frank carbon
#

I ran a test and they appear to act simultaneously :(

sterile flint
#

So the timer approach is the most likely solution, right?

frank carbon
#

I'll recreate your setup and fiddle around with some stuff, see if there's a simpler/better solution

#

Is it something like this? Some entity that, when interacted with, runs an event on the player that invokes /replaceitem; then an animation controller on the player that changes states when q.is_using_item evaluates to true, which then reads the player's held item (here I am using /execute, not sure what you use)

sterile flint
#

Is similar, I just have the replaceitem directly in the interactable entity, inside an event with a queue_command. And I use another player's event to trigger the projectile instead of en execute command. But it kinda works like that

pseudo shale
#

Hi, everyone! Is there a way to launch custom projectile if it doesn't have a runtime_identifier? I tried to do this with the command "summon xxx:projectile" and also with adding the component "minecraft:spawn_entity", but the projectile does not move after spawning

sterile flint
#

What's the fastest way to trigger a command when a projectile hits a NPC entity? (having in mind that since it's a NPC, it can't take damage)

frank carbon
#

@sterile flint Assuming that the plain brush is usable, the controller only switches states if I hold the Use key. Hitting it briefly while looking at the interactable entity does replace the item, yet it doesn't make the controller change states.

#

Is there anything else different about my setup from yours?

sterile flint
#

It's a large project, so there may be other things messing with it. But I just managed to prevent the switching to fire the projectile with a minecraft:timer component added to the player.json as we talked about yesterday

#

Now I'm facing a secondary issue: the "red_brush" can also be interacted with a specific block to replace that item for another one called "orange_brush". In this case, the "red_brush" does trigger a projectile, not like the "brush", which doesn't have any projectile attached

#

So in this case, I'm still unable to prevent to fire the red projectile when I interact with the "red_brush". I was able to prevent to fire the second projectile on the switch, meaning the projectile attached to "orange_brush", the same way I prevented to fire the "red_projectile" on the first switch. But since I already have the "red_projectile" item in hand, when I do right click to interact with the block to change the item for the orange one, it fires the first projectile no matter what

#

I've faced with this issue a couple of weeks before and I tried to solve it by trying to prevent to fire any projectile when the player interacts with this specific block (which is the one that does the item switching via scripting), but I haven't got any luck yet

#

So I just used "sneaking" to change the brushed and added a query to fire the projectile that checks if the player is not sneaking. So, when you're sneaking, you won't fire any projectile but you can switch the brushes

#

But to be honest, the audience for this project can have a hard time learning about the sneaking thing

#

It'll be confusing for them

#

So I rather just have them firing projectiles when trying to switch brushes (which won't do any harm more than just looking weird) than adding a secondary action (sneaking)

#

But if I have a way to solve this projectile firing thing, that'll be perfect

frank carbon
#

So from what I understand about the specification:

  • the player is given a Brush item that rotates to various colors, each color being its own item;
  • the colored Brushes fire projectiles on hitting the Use key;
  • the player presses the Use key on some entity/block to switch Brush colors
#

Would it be unintuitive for users to perform the last instruction with the Attack key instead of the Use key? I'm not sure if that fits within the scope of your project, but that could avoid the problem entirely

sterile flint
sterile flint
#

Or the brush switching

#

If you mean the projectile firing, chaging that right now is not a possibility since it would mean to change a lot of files

frank carbon
#

Brush switching, yes

sterile flint
#

And if you mean changing brushes with the attack key, that was my first option

#

Let me tell you what I've tried and didn't worked

#

First, have in mind that this will be played in adventure mode, meaning that the world will be unbreakable, which also means that when a player attacks a block, is not registered as a hit. So I had to do some workarounds first to register an attack as a hit

#

That's easy to solve by a /give command with a "minecraft:can_destroy" NBT tag

#

So the hit will be registered

#

Now, what I did managed to do, is to use scripting to replace the brushes after a block breaking

#

But since I don't want to player to actually break the block, it won't do anything with just 1 hit

#

(I added a "minecraft:destructible_by_mining" with 9999 seconds, so the block won't break)

#

So if I find a way to change the brushes with just 1 hit to the block, with the specific brush in hand, that'll solve my problem

frank carbon
#

I believe there is an EntityHitBlockAfterEvent in scripting that is stable

sterile flint
#

Besides, I prefer not to have the same action button to switch the brushes and to fire the projectiles

#

Yes there is. Let me check with chatgpt if I can get a code working... (by the way, I'm new to scripting, so I've created every script with chatgpt and the help of some fellow dev 😅 )

#

Ok, at least this code is not working:

world.events.entityHitBlockAfter.subscribe(({ entity, item, block }) => {
  if (block.typeId === "let:maceta_flores_amarillas" && item?.typeId === "let:pincel_red") {
    entity.runCommandAsync("say item reemplazado");
  }
});```
#

GOT IT WORKING! @frank carbon

#
world.afterEvents.entityHitBlock.subscribe(({ damagingEntity: source, hitBlock: block }) => {
  if (source?.typeId === "minecraft:player") {
    const itemStack = source.getComponent("minecraft:inventory")?.container.getItem(source.selectedSlotIndex);
    if (itemStack?.typeId === "let:pincel_red" && block.typeId === "let:maceta_flores_amarillas") {
      source.runCommandAsync("replaceitem entity @p slot.weapon.mainhand 0 let:pincel_orange");
    }
  }
});```
#

Now if I hit the block, it'll change to the brush!

sterile flint
#

@frank carbon done, I have the entire system working, left click to change the item, right click to shoot the projectile. That's exactly what I was looking for. Thanks for motivate me to look into it!

rigid kiln
#

¿that train is using the Minecart Runtime?

wooden radish
#
{
    "format_version": "1.8.0",
    "minecraft:client_entity": {
      "description": {
        "identifier": "jay:goblin",
        "materials": {
          "default": "entity_alphatest"
      },
      "textures": {
          "default": "textures/entity/goblin"
      },
      "geometry": {
          "default": "geometry.goblin"
        },
        "scripts": {
            "animate": ["walk_controller", "attack_controller"]
        },
        "animations": {
            "walk_controller": "controller.animation.goblin.move",
            "attack_controller": "controller.animation.goblin.attack",
            "attack": "animation.goblin.attack",
            "idle": "animation.goblin.idle",
            "move": "animation.goblin.move"
      },
      "render_controllers": ["controller.render.default"]
  }
}
}
#

goblin.entity.json^

#

my animations arent valid for this?

rain egret
wooden radish
#

okay so my entity appears now but it says these arent valid

rain egret
#

Also send the file

primal hawk
#

how do i make an entity constantly looking at player

#
                "minecraft:behavior.look_at_target": {
                    "priority": 0,
                    "angle_of_view_vertical": 360,
                    "angle_of_view_horizontal": 360,
                    "look_distance": 40,
                    "probability": 1.0,
                    "look_time": [200, 200]
                },
                "minecraft:behavior.look_at_player": {
                    "priority": 0,
                    "angle_of_view_vertical": 360,
                    "angle_of_view_horizontal": 360,
                    "look_distance": 40,
                    "probability": 1.0,
                    "target_distance": 40,
                    "look_time": [200, 200]
                },
#

using this but not working

wooden radish
# rain egret where you have placed your animation controllers

rp | animation_controllers | <file>

{
    "format_version": "1.12.0",
    "animation_controllers": {
        "controller.animation.goblin.attack": {
            "states": {
                "default": {
                    "transitions": [
                        {
                            "attacking": "q.is_delayed_attacking"
                        }
                    ]
                },
                "attacking": {
                    "blend_transition": 0.2,
                    "animations": ["attack"],
                    "transitions": [
                        {
                            "default": "!q.is_delayed_attacking"
                        }
                    ]
                }
            }
        },
        "controller.animation.goblin.move": {
            "initial_state": "standing",
            "states": {
                "standing": {
                    "blend_transition": 0.2,
                    "animations": ["idle"],
                    "transitions": [
                        {
                            "moving": "q.modified_move_speed > 0.1"
                        }
                    ]
                },
                "moving": {
                    "blend_transition": 0.2,
                    "animations": ["move"],
                    "transitions": [
                        {
                            "standing": "q.modified_move_speed < 0.1"
                        }
                    ]
                }
            }
        }
    }
}```
rain egret
rain egret
strong tide
#

Is it possible to make a boat like the vanilla one?

wooden radish
rain egret
rain egret
#

initial state: default

wooden radish
#

I cant send my animation file

wooden radish
wooden radish
rain egret
rain egret
wooden radish
#

yes none

#

should I make the animation file 1.10.0?

rain egret
#

I assume that the names of your animations match the names in the entity client

wooden radish
#

yes

rain egret
primal hawk
wooden radish
rain egret
wooden radish
#

I combined the 3 animation files together into 1

#

blockbench gave me 3

rain egret
primal hawk
wooden radish
#

the only animations I have are my goblin one and I put those all in 1 file

#

the one I snet

rain egret
#

This is fixed

rain egret
wooden radish
#

okay yes the old ones went away thank you! but I have some new ones

#

with the animation controllers

rain egret
storm spire
#

Does the on_attack parameter on the behavior.delayed_attack working

wooden radish
rain egret
#

I just organized it

rain egret
storm spire
storm spire
rain egret
strong tide
#

is it not possible to replicate the vanilla boat?

wooden radish
#

all my movement is so low

storm spire
wooden radish
#

its 0.2?

rigid kiln
#

i want to make that the engine entities works like the Lifeboat Trains. like rotating to the rail direction without using the minecart Runtime, coupling them to a tender, coach, truck or other engine

storm spire
wooden radish
storm spire
storm spire
wooden radish
#

oh shit i didnt even notice that

#

thank you

storm spire
#

Does anyone know how charge_charge range attack work I followed the documentation but it doesn't seem to work maybe I did something wrong

#

"minecraft:shooter": {
"def": "snowball"
},
"minecraft:behavior.ranged_attack": {
"priority": 3,
"attack_radius": 30,
"attack_radius_min": 0,
"burst_shots": 10,
"burst_interval": 0.5,
"charge_charged_trigger": 2,
"charge_shoot_trigger": 0.5,
"swing": true,
"set_persistent": true,
"attack_interval": 5,
"ranged_fov": 360
},

The goal is the entity should charge for 2 seconds before firing a baradge of attacks for 5 seconds and it will cooldown for a very long time cause it will only use this behavior once

opaque coyote
#

any idea of that problem?

low talon
#

Heyas! I'm trying to create something like a boat where you can ride it and move it around but I cannot get it to work. Is there something special I need to do or is this just impossible?

storm spire
low talon
storm spire
low talon
#

I don't want to clobber all the boats... sigh

#

But it is an interesting idea which I wasn't sure you could do because I definitely do want to clobber all the chickens and stop the egg laying every 5 minutes.

rigid kiln
#

¿someone knows how to make an animation controller or function that rotates the engine to the current rail specific direction?

storm spire
storm spire
storm spire
rigid kiln
storm spire
tall shard
#

Does distance_to_nearest_player filter inside a behavior component only check for the player that activates the component?

sterile flint
#

Hey guys, I have an entity that’s programmed to follow another entity by targeting it, but what I want to achieve is for Entity 1 to detect Entity 2 within a radius of 10, and then keep moving toward it until it gets within a radius of 1. In the behavior target component, what should I modify?

#

I’m not sure which specific instances I need to modify in the component to make this work

boreal bear
#

Those can get pretty convoluted but easy enough to understand

#

I think you would just add it straight to its components. Component group if you want the behavior to be given in game

boreal bear
#

If you dm me, I can get a better idea of what you specifically want so I can work on it. I need an excuse to put things in the old experience folder.

tropic plaza
#

How can i have an entity play passive particles effects?

sterile flint
cursive geyser
#

how do i add animation applicable to a player that scales their root bone to 0

sour escarp
#

how do i change an entitie death sound?

unborn sage
#

I have an entity I want to change the .geo and the skins after a "hatching" event...I I can't figure out the render controls to make it work...it showing both .geo models and skins at the same time...how do I split them to different models for specific "component groups"

storm spire
unborn sage
#

So...I have 2 stages where it's an egg...them need to have mark varent 1.

cursive geyser
#

is it possible to make an animation that makes a player's model translucent

#

how do i create an animation

#

i have this:

{
  "format_version": "1.8.0",
  "animations": {
    "animation.scale_root": {
      "loop": true,
      "bones": {
    "root": 0
      }
    }
  }
}

in rp/animations but i can't play it in-game (or then the animation itself is just broken)

deep patio
drowsy swift
#

@nova plume bao_act_upvote

nova plume
#

as i said set a to 0

drowsy swift
#

alright, how can i remove the hit sound?

#

in the entity.client thing?

cursive geyser
#

how do i make an entity drop its inventory's contents (like a player does) on death

nova plume
#

script

drowsy swift
nova plume
drowsy swift
drowsy swift
wanton dune
drowsy swift
drowsy swift
nova plume
# nova plume sound_definitions
{
    "format_version": "1.14.0",
    "sound_definitions": {

        //don't use the namespace, just the name
        "name.hit":{"sounds": [""]}
   }
}
drowsy swift
#

im not entities expert

nova plume
#

in
RP\sounds\sound_definitions.json

drowsy swift
nova plume
#

yeah

drowsy swift
#

and add the hit sound inside of it

#

right?

nova plume
#

mb it is
.hurt not hit

drowsy swift
#

alright

drowsy swift
#

double no

#

so its not "sound_effects":["hurt":"uranium.hurt"]

#

noticed.

nova plume
#

🤡 wait it is not sound_definitions

drowsy swift
cursive geyser
#

& where do i put this exactly

#

also how do i add an equipment component to an entity

#
{
  "format_version": "1.21.0",
  "minecraft:entity": {
    "description": {
      "identifier": "tr:combat",
      "is_spawnable": true,
      "is_summonable": true
    },
    "components": {
      "minecraft:equippable": {},
      "minecraft:breathable": {
        "total_supply": 15,
        "suffocate_time": 0
      },
      "minecraft:health": {
        "value": 80,
        "max": 80
      },
      "minecraft:equipment": {
      },
      "minecraft:loot": {},
      "minecraft:hurt_on_condition": {
        "damage_conditions": [
          {
            "filters": { "test": "in_lava", "subject": "self", "operator": "==", "value": true },
            "cause": "lava",
            "damage_per_tick": 4
          }
        ]
      },
      "minecraft:collision_box": {
        "width": 0.6,
        "height": 1.8
      },
      "minecraft:nameable": {
        "always_show": true,
        "allow_name_tag_renaming": false
      },
      "minecraft:inventory": {
        "inventory_size": 36,
        "private": false
      },
        "minecraft:physics": {
      }
    }
  }
}

#

this is what i have rn

drowsy swift
cursive geyser
#

in script if i try to get the equippable component of this entity it returns undefined

drowsy swift
#

via scripts or commands

#

or anything

nova plume
drowsy swift
#

that can trigger the entity event

nova plume
cursive geyser
#

do u mean

nova plume
#

it doesn't work

cursive geyser
#

is that what you mean

#

how come skeletons & zombies have armor equipped then and they can have offhand items

nova plume
#

you can't use it in scripting

cursive geyser
#

oh

#

commands work then?

#

wait nvm i couldnt use them

nova plume
drowsy swift
#

done

drowsy swift
nova plume
#

with commands

drowsy swift
#

lemme check something

drowsy swift
#

other entities needs to be done using commands or functions, which i will not be doing

nova plume
#

yeah
commands can be used in scripting tho

drowsy swift
#

bec, why, just why would u make that armor for ur zombie pet something

drowsy swift
drowsy swift
#

the particles will always be played, so i think using entity.client will be slightly better than scripts

#

idk im not entities expert

nova plume
#

client entity

cursive geyser
#

what bone's scale do i set to 0 if i wanna hide whole player

#
{
    "format_version" : "1.8.0",
    "animations" : {
        "animation.scale_root" : {
            "loop" : true,
      "bones": {
        "scale": 0
      }
        }
    }
}

w this it looks like that

#

the arms, cape & torso are hidden but not legs or head

cursive geyser
#

can i make a render controller or wtv you use to change an entity's transparency to override invisibility

vernal crown
#

We can have the minecraft:loot component in component groups, right? Does that mean I can do different loot tables for, say, an angry bee and a not angry bee?

formal veldt
#

all components can be in component groups

vernal crown
#

Cool, thanks!

drowsy swift
#

@nova plume js "particle_emitters": {"isotopic_uranium": "exe:isotopic_uranium"}, "particle_effects": {"isotopic_uranium": "exe:isotopic_uranium"}which one?

#

i, dont think i can make those particles playable in that way

#

hmmmm

#

i think i have to use an animation file, that will have a locator thing that is used to generate the particles

#

and using a "script": "per_animation" thing to generate the particles

#

entity.clientjs "animations": {"fog": "animation.isotopic_uranium.fog"}, "scripts": {"animate": ["fog"]}

#

animationjs { "format_version": "1.8.0", "animations": { "animation.isotopic_uranium.fog": { "loop": true, "animation_length": 1, "particle_effects": {"0.0": {"effect": "exe:isotopic_uranium"}} } } }

#

uh, why no particles?

wanton dune
wanton dune
#

Uhuh

nova plume
#

particle_effects is just a short name for the particle so you can call it from the animation

drowsy swift
#

my brain hurts

drowsy swift
wanton dune
drowsy swift
#

itt should spawn the particles now right?

wanton dune
#

Should be

nova plume
wanton dune
#

-# Sorry I can't resist it

drowsy swift
nova plume
drowsy swift
#

lemme see if it works,

#

i cant trust my luck

wanton dune
#

We can make a controllable drone in the next update because of the get movement thingy²

#

And it's accurate to detect wasd while the movements are disabled

drowsy swift
#

i can edit it now

#

way better

wanton venture
#

I want to make an entity attack that makes enemies approach peacefully to the attacker. Kinda like holding wheat makes cows follow the player. How can I make this?

#

Not easily possible, but you could use a damage sensor to detect projectile damage, check if the entity was put into a wall and make it unable to move with a component group.

dusky kraken
wanton venture
#

Ah, thought you wanted to make what you said, make the entity get stuck, not just create a projectile 👍

storm spire
#

Can someone help on how the entity that takes the texture of the ground works

harsh fern
#

i gotta learn how to do behaviors.. but is there a way to make an entity run towards the nearest of a certain type of entity if an event is triggered?

clever fern
#

Does anyone know how I can create an event that changes the player's hit box?

clever fern
tame willow
#

anyone know why this does not work

#

i want make a scale with the property

formal veldt
tame willow
#

😦

tame willow
formal veldt
#

yup.

tame willow
#

okey

#

thankiu

clever fern
#

😱

formal veldt
#

seeing ghosts?

storm spire
sterile flint
#

Guys, what's the best way to make a phantom-like flying entity "fly" a vertical path set by different dummy markers, without doing weird spins between each target?

#

Which components would you use to achieve a more linear path?

wanton venture
#

Can I make an entity shoot two projectiles at the same time?

little cloud
sterile flint
little cloud
sterile flint
#

That's something that came across several times, but I'm not quite sure how to do it

#

I mean, I'm not sure how to turn that path that you see in the video into an animation