#Entities General
1 messages · Page 13 of 1
The "scene" you mean the entire construction? (well, the part that I need for that at least)
yeah
try keeping it small, I exported a 200x200x200 scene and it was 400mb once I converted it 
wouldve ran blender but not blockbench
Hmm let me see if I got it:
- Use a structure block to select the area of the animation (blocks and entities included)
- Import that into blockbench (somehow)
- Create the animation with the entity flying towards the destination
- Should I remove the blocks in blockbench? Or should I leave everything there?
- Save it as a entity animation
- Play the animation in-game... but not sure how to load it in the right coordinates
Something like that?
To be honest, I don't know if I'm going to make this work. It sounds that's beyond my knowledge (and I don't have the time right now to test it too much sadly 😦 )
pretty much, yeah
fair enough, I'll send you the link once I'm finished documenting this if you would like
could be a while though, I have other priorities
Absolutely! I want to try it as soon as I have the time
So, besides this option, is there any other way I can make it work at least a little bit better?
What part of the render controller should I add so that the player does not appear?
I tried with "part_visibility": [
"root": false
],.
But it didn't work
disable the other render controllers that are rendering the player
It's * not root
the way part visibility works is it disables the cubes with that name
Not the bone itself
part visibility doesn't hide children of the bone
Oh
So if you hide the body it doesn't affect its children which are right arm, left arm
You need to add them to part visibility individually
you can use * at the stand and ends of the string too though
body* : body_1, body_2
*body : a_body b_body
Ok thanks I'll try it.
The player model is not in the render controller, so no matter how much I try to remove visibility from the parts, it won't work.
What is the appropriate locator id for the fox's equip behavior? i tried 'held_item' based on the geo of the fox but that didnt work.
"minecraft:equip_item": {},
"minecraft:behavior.equip_item": {
"priority": 2
}
Afaik, if you want a custom entity to hold an item you make a folder in it's geo with named rightArm or leftArm
understood, would rightArm be considered as its 'mainhand'?
Uhuh, just try /replaceitem and you'll see if it really works
okay thanks
Guys
I have an error in my player.json
I made a custom totem add on using player.json but I have an error
Send the error and file.
The error is that minecraft:damage_sensor cannot detect effects, so if I have resistance 255 but for example a warden attacks me, the totem is still activated
When in reality thanks to the resistance effect it should not activate the totem
is there a way to fix this?
I thought a filter existed.
I don't think that works, there are quite a few levels of resistance and depending on the level you survive or not.
Just detect it with scripts then add player a tag so if player have that tag or whatever
Is it possible to put more than one query in an animation controller transition?
yes, use the AND logical operator. (&&)
I tried to make controller animations for this model using property, but there are some errors
Can you make an entity drop its inventory without killing it and the entity is in the same position?
It is possible to make an entity like axolotls or fish, meaning that you can catch them with the bucket ?
Is it possible to modify the player's collision when crouching? Because it seems that when I crouch my collision box returns to its default size
You will need to create a bucket item with the entity and use scripts or add the "on_interact" component and replace the bucket with the custom bucket when the player interacts
Json only?
Yeah... I know script way just curious if there's is in json only
Letme try smt
Guys its possible to put "minecraft:knockback_roar" in a component_group of player.json?
Nice thanks a lot
np
you can put any component in component groups.
How do I set the offset of the projectile my entity is shooting is it in the projectile itself or in the entity shooting it?
I have an animation playing based on minecraft:variant in a component group. However, removig this component group does not stop the animation from playing. Is this an error?
Removing the component if you use a variant won't work iirc, someone correct me if I'm wrong tho, you need to set the new value of the variant.
Yeah that's what I'm doing
wanted to know if this is an expected behavior or is an error
the same happens with any other component like skin id, mark variant, is_chested, is_sheared, etc
the skin id, mark variant makes sense but is chested and is sheared? That shouldn't happen, because you can remove those 2 component using events
It's probably a bug on those two... What format version do you use and what mc version are you.
Latest mc version, format version 1.21.30
I will try again those two
oh, is chested is being removed but there seems to be a delay
hm
Is removed with 0.5s delay aprox
welp just reducing the timer to 0.5 fixes my problem
Another reason why components like q.is_sheared are superior than the others for anims
See told you it is removed, addon creators should have not used the q.is_sheared when changing something in addons before if it can't be placed and remove in entities components lol
Yeah
I think I might have set the condition yesterday to mark_variant && q.is_chested on accident
Things that happens when coding late at night
Is there a way to anchor the item to the hand of my custom model? I added rightItem to the model but that doesn't seem to work, I would appreciate it if you could help me
If there is a way but I don't know exactly how to do it
Is it possible for a projectile to curve like a boomerang when shot I saw this angle offset parameter but I don't think it can achieve my goal
Is this correct?
Wich addon?
It's one that the other Angel made
It is not public.
Ah
What does this do?
I’m trying to get boats to be able to climb up blocks like horses do
key word
“Trying”
You can't do anything about that I think? Since boats have hardcoded behavior especially the controls
And boats have a "system" that they only work on waters I mean they are faster in water compared to land
The boat has a modifiable entity file I was tryna mess with
Yes but doesn't mean you can really do anything
I made a version with commands but as you can see it’s incredibly janky
You used /tp?
There’s not really any other fluid way
Let's see I'mma do it with scripts cause scripts is quite flexible.
me and a friend have tried scripts
Are you sure about that?
But it always leads to the boat desyncing from the player
What way you used?
Ohh the applyImpulse()?
applying vertical knockback, directly changing the boat pos and a few others I can’t remember atm
We can use tp in scripts but also retaining it's velocity
Tbh the issue is the speed
ice boats travel so fast that they’re capable of moving more than 1 block in a tick
So velocity
so the 20 tick system that the game runs on is too slow to keep up
even if you were to get the boat to be able to climb, there would a lot of scenarios where you would just crash
you could try a 45 degree raycast but that seems like it would be a lot to handle
- If a lot of people are playing
- If you have a slow device
- If you have a slow server
How are detecting the boat will climb up? Can you send me the scripts, I wanna see what you guys did.
It was ages ago. I no longer have the files I’m afraid
I feel like I’ll just have to stick with the command version, but appreciate the help
Tbh it might be easier to create a separate entity that acts like the boat
Or I just stick to flat tracks
Create a new one I guess, you could try
Boring.
I don’t think I’ll be able to recreate the feel of the original boat
low friction racing is fun
might just be worth trying to figure out how to apply KB again
can someone explain how events and component groups work in simple terms, i looked at the wiki and i thought i understood but ig not since my events arent working properly
Is there a way to stop my entity from wandering into the void when it has the minecraft:behavior.float_wander component?
With scripting yes
Component groups are like sections in which you can store specific behaviors. For example, the entity's server-to-client behavior to change it's texture. Events are something you call to do something, such as running a command or adding a component group.
Component groups are like block states & events like commands you call to do something
Component groups store ... groups of components. When applied, the components in that group are applied to the entity; any older values for each component are overwritten. Removing a component group removes each of the components.
ok.. then my entity events should work unless i did something wrong with them
Learned today not all of them get removed lol
im gonna try to debug but the debugger never said anything was wrong
Numbered components have undefined behavior when they are removed. My guess is there isn't a default value they assume.
So if you had a "minecraft:variant" component with a value of 3, then you removed the variant component, the variant does not take on a value—so no equality comparisons work
That's my guess anyway
I thought that, but defining them in the components should set it to the one in components
That's how my head thinks it should work, we are assigning it a default value and overwriting it with a component group
Not sure if that is an intended behavior or an error
im stumped, its like the events arent even adding anything
and if they are its not working how i intended
(their behavior is not changing at all)
Send the entity file so it's faster to know the error
can i dm it.?
You could
I have this error and I don't know how to fix it, I even tried changing to another entity.json
Is the model valid?
In Minecraft the log tells me that the trix:casino model was not found, however in my entity.json
I don't have geometry.trix: casino defined, if not geometry.io
And if your models go to path models -> entity -> model.json
yes, there it is
This happened to me after I tried to replace the model
Then check if your model json is valid
The only thing that changes this model with the previous one is that this one is in another position.
Does anyone know why when I use minecraft:behavior.float_wander my entity never stops going upwards?
Anyone?
Where is the entities anchor I have this projectile that I want to set it's offset bu I don't know where to base it cause I don't know the entities anchor
And plss this rotates relative to the entities rotation
Does anyone know what render controller dragon uses when it moves to the center one last time upon death?
Ah, it was the default one. I set the query.death_ticks wrong by mistake so it was invisible for a bit.
how far does a entity need to be for it to be out of render distance?
How can I make an entity able to hold items?
I know those
So
My guy here has a pickaxe on it's hand
You need to add a folder named rightItem in your model
That's odd, why there're a lot of problems relating to the positioning of the item rn 🤔
Not even player's model?
nope
Is there an animation needed to show it?
No, there shouldn't be... As long as that folder exists it will show the item no matter what
I'm using vanilla holding but it does huh nothing
Did you try the fox geom?
It has the held_item... I forgot if it's locator or folder
Hahaha, sorry I mean open the geom file of fox and you'll see something named held_item
Then try adding the same to your original model
-# tbh I'm just guessing here cause this shouldn't have any problems
Doesn't work neither
Me when https://wiki.bedrock.dev/entities/entity-holds-item.html#model doesn't works
it is working fine for me
same
What's the problem?
It cannot equip 3d items or all items
Are you sure your entity behavior file is working it has the right components
Can I check your behavior file
It might be from the render controller or animation or the behavior file those are the sources of problem I might know
I can't really find the problem but did you try using vindicator
It equips an axe
Vindicator behavior?
yes
The model is this
Oh hmm then you probably messed up in the model part did you position the right item where you want it?
And is not an animations problem because I even deleted the animations file
100%
And the only mentioned common problem, which is the one I'm having, the reason is not applicable for me
Because as you can see I'm only using a single geometry
I haven't encountered this types of problems cause setting an entity equip an item should be easy
Well it works what doesn't work
Oh I think I just passed a little of my luck to you
All I did was restart my game
Thanks!
Nah I was just joking your the one who solved the problem
The vanilla model geometry.dragon used for ender dragon does something with animations that I can't see in the custom dragon model I use, weird... Then there is multiple neck and tail parts spawning everywhere if you use the original bone names... 🤔
nvm is not working
Is just bows and crossbows
this is another level of nonsense
Moved this to #add-ons
How do i block player hit but allow mobs to hit you?
{
"on_damage": {
"filters": {
"test": "has_tag",
"subject": "self",
"value": "mobA"
}
},
"cause": "",
"deals_damage": false
}
How to remove shadow from an entity?
is_family can help
Ty
How did the Hive make custom block/player entities for their Hide and Seek game?
Does anyone know if there is a way to make entities that can't get hooked by a fishing hook?
Only by adjusting it's collision box
You could kill the hoow when in 1.5 block range from the entity
How to spawn a projectile after an animation is done
I am making an entity that spawns through scripts, it does an animationd and despawns
First animation is spawning animation, second animation is shooting animation, third animation is despawning animation. I want it when the second animation is done it spawns a projectile, then it despawns
How do I make my tamed entity disappear when I'm at least 16 blocks away from it?
I don´t know because mine are not coupled.. so..
Use environment sensor then use filter for it
I need help. I made custom armor models for zombies. But I can't get the armor trims to work properly. I put the trim textures inside "textures\trims" folder. But it looks like they are only used by the player while zombies still use the default trim textures. How can I fix this and make it work for non-player mobs only?
Ah, nvm. I got it working on every mob now. But I still want the player to be unaffected by it.
I can probably work around this if I change the UV's of the player armor model and add both default and custom textures to a single texture file. But I don't wanna mess with the player stuff too much and I am looking for a straightforward way to do it.
Also I don't think it's a good idea to have vanilla textures included in a pack.
I dislike this workaround. But it is the only one that works. 😭 I wish they had trim textures defined in the attachables.
anyone happen to know how to detect if a specific AI Behavior component is active?
Is there a way to add health to entity defined on his health? Like if his health is 50 it will add extra 5 and same with other healths
Is there a way to check if the attacker & hurt have a tag that starts with something like "team:"?
Here is my current code:
{
"on_damage": {
"filters": {
"any_of": [
{
"all_of": [
{ "test": "has_tag", "value": "team:1" },
{ "test": "has_tag", "subject": "other", "value": "team:1" }
]
}
]
},
"event": "ds:hit_team_player",
"target": "other"
},
"deals_damage": false
}
Now instead of making multiple of these can I make it so if you have a tag that starts with "team:" and the player u are tryna hit has that same exact tag, it triggers the event?
// in component_groups object in player.json
"ds:normal_health": {
"minecraft:health": {
"value": 20,
"max": 20
}
},
"ds:hearts_11": {
"minecraft:health": {
"value": 22, // the default value they should be on when this comp group is on them and they haven't lost health
"max": 22
}
}
And then this (same file, basically to trigger do /event ??? (I don't really remember command, just see the args, you'll find ur event's id)
// in the events object within the player.json
"ds:set_health_normal": {
"add": {
"component_groups": [
"ds:normal_health"
]
}
},
"ds:set_hearts_11": {
"add": {
"component_groups": [
"ds:hearts_11"
]
}
}
Yoooo anyone?
did spawn rules break or something for custom entities in this update?
mine dont spawn like at all no more
No sadly because filters are limited to that you need to manually put it
how do I get an entity that fires projectiles but can't turn around from it's inital rotation, at least not on it's own?
Ah dang
Guys, quick question
When you use an /event command to change an entity texture that has a minecraft:npc component, by altering its variant (each variant is linked to a specific texture), the dialogue box still shows the default texture instead of the updated one. This happens because the "skin" change isn't applied to the NPC's UI. Manually updating the skin fixes this, but is there a way to update the dialogue box skin directly within the event?
No i don't think it will update, just close the npc ui & reopen it
Is this somehow possible without much expenditure?json "minecraft:health": { "value": "query.property('heart_stealer:hearts')" }
That doesn't uhhh seem right... Idk abt u but I made a 2 way gate to interact with the player health..., I mean it doesn't look like there are any problems with it so just yea
Test it and try
I have tested it and it didnt worked, thats why I asked
I don't know if this is the right channel, but I made a modal for an item (3d) and I want to add it, yet I'm not sure how
#1067869136606220288
Almost very part of entities bp file doesn't accept molang
Unfortunately
sad
how do i make it work so that the creaking is always aggressive towards the player and the heart doesnt matter
how do I ban an entity from looking behind itself or at least unable to turn around from it's inital rotation?
Ohhhhh
I've tried that but that changes nothing
I've removed the "skin_list" property from the NPC component, and that was it
Ah well, good for you
Well, sorry again for the ping, uhm can I detect in the filter if they player has a property?
Yo so this but instead of tag thing, can I detect if they have a property in the filter, instead of has_tag?
Yes...
I want to create a player animation for when the player is holding a certain custom item I have
How would I go about finding the player model, and putting the animation to the player, rather than to a custom entity
No... It just detect you have that property but not values
I'll give you list of filter names
bool_property, enum_property, float_property, int_property
{
"test": "enum_property",
"subject": "self",
"domain": "property:name",
"operator": "==",
"value": ""
}```
This is player's geom file, include slim, normal and cape
Thanks again!
Can I just shove it right into a resource?
Just use the identifier of the model it's already in the software/app built-in itself you just the model for references
alr bet. Also, I've been told that theres a player model on blockbench, but I cant find it anywhere in bedrock entity or entity wizard
They probably meant thi
alr, thanks!
how do I have an entity that shoots be unable to turn around and attack entities behind it?
If an entity is in a block, can I make the entity interactable while also being able to break the block? Trying to 'make' a tile entity for something
Why is it so hard to get your entity to pickup and equip armour 🙃
Anyone know if there's a way to detect an entity's behavior starting/stopping/changing from script?
Would something like WorldAfterEvents.dataDrivenEntityTrigger work? It's been a while since I've looked at the World[Before|After]Events but that might be where I'd start looking.
Unfortunately, no, I'm already handling that event and the component doesn't seem to get added or removed.
Hey, I am working on a entity, but wants when it dies, that it doesn't have that anoying death sound and particles, hwo can you fix this? A custom sound or partciles is also good, like radom.burp. This is my code:
{
"format_version": "1.10",
"minecraft:entity": {
"description": {
"identifier": "mc:it",
"is_spawnable": true,
"is_summonable": true,
"is_experimental": false,
"max_health": 1,
"health": 1,
"minecraft:entity_collision": false,
"minecraft:pushable": false,
"minecraft:hitbox": {
"width": 0.6,
"height": 1.8
},
"minecraft:scale": 0.0001,
"minecraft:can_climb": false
},
"components": {
"minecraft:behavior": [],
"minecraft:physics": {},
"minecraft:collision_box": {
"width": 0,
"height": 0
},
"minecraft:pushable": {
"is_pushable": false
},
"minecraft:despawn": {
"despawn_from_distance": false,
"despawn_from_player_distance": false
},
"minecraft:damage_sensor": {
"triggers": [
{
"cause": "all",
"deals_damage": false
}
]
},
"minecraft:tick_world": {
"on_tick": []
},
"minecraft:nameable": {
"allow_name_tag_renaming": true,
"always_show": true
}
}
}
}
why isn't it firing at players? it works with villagers
Your code shouldn't even work... You have some components in description field.
Are Spawn Rules broken as of now? i got this spawn rule but my entity won't spawn :/
Can I be able to override a health component with minimum value cause I tried overding it with a normal health component and it doesn't work
It does... idk why
If I make weight 0 in spawn rules will it make the mob stop spawning? I want to disable all vanilla spawns
I have the particle effect in the MCADDON file once extracted in the RP
Can some one please help by taking a look at it.
I dont know what to do...
I just want to attach the particle created on snow storm to the entity when its walking and sitting.
Could someone please take a look at this for me
is it possible to change the size of the player inventory?
im trying to mimic a warden behavior 'minecraft:behavior.emerge', but i wanted to see if there's a way to do it from a wall? Instead of the ground
Does anyone know how to make an entity reliably path to certain kinds of blocks on demand?
you can use the minecraft:behavior.move_to_block component
But it's not consistent. It takes a while before it actually starts pathing
Is it possible to make a texture array in a render controller that uses string values instead of enums?
Anyone got the player.entity.json?
I downloaded one of the vanilla but
Have some mistakes
How do i stop look_at_target anim from playing when i play my own animation where it involves with moving head?
Just overwrite previous animations it 🤷
really helpful.
genuinely not giving me any instructions whatsoever that i have to resort using some hacky method
What?
Btw you can just stop the Lok at target animations if you have some query used
well i do need to disable the whole animation really
either way doesn't really matter anymore i got it to work.
Anyone know what I would use to make an entity hold the item in its first inventory slot?
One question, how can I make a mob spawn quite rare?
It is a very difficult mob to find.
Is it possible to make an entities hitbox rotate with the animation of the body in RP?
Cause I have this entity that bends it's head so hitting the head doesn't damage it cause the hitbox is still stuck on its original position?
Does anyone know how to make a entity test if a player is riding them then execute a command only on that player that's riding them
One message removed from a suspended account.
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are there any youtube tutorials for resource animation controllers? because mine keep glitching
You can test for a player riding the entity with an environment sensor an the has_rider test
what "minecraft:color" do?
how minecraft:color component works?
How do I make it so that when an entity's inventory is full (in this case, 3 slots), it triggers an event?
How can I make an entity float?
pretty sure by just falsing their physics
},
"minecraft:physics": {
"has_collision": false,
"has_gravity": false
from the docs it seems like for different colors of entities
such as tropicalfish etc
why does it activate just once?
{ "format_version": "1.12.0", "animation_controllers": { "controller.animation.geschenk.closing": { "states": { "default": { "transitions": [ { "closing": "query.is_roaring" } ] }, "closing": { "blend_transition": 1, "animations": ["closing"], "transitions": [ { "default": "query.all_animations_finished" } ] } } } } }
How can I make the name of the player not appear using player.json?
How do I remove this?
is the looked_at component broken?
did you ever find a solution to this? im having a similar issue
You could create a dummy entity, that uses your spawn rules, to spawn naturally in the world. Via transform you could instantly transform this dummy into your actual entity, without it triggering the "minecraft:entity_spawned" event
Then the egg of your entity and the /summon command will alwas trigger "minecraft:entity_spawned" event and the naturally spawned will not.
Does anyone know if this is a bug or not?
Pretty sure the block has the state.
Block:
{
"format_version": "1.20.20",
"minecraft:block": {
"description": {
"identifier": "better_on_bedrock:pale_pumpkin",
"states": {
"pog:is_open": [ false, true ]
}
}
}
}
Entity component:
{
"minecraft:inside_block_notifier": {
"block_list": [
{
"block": {
"name": "better_on_bedrock:pale_pumpkin",
"states": {
"pog:is_open": true
}
},
"exited_block_event": {
"event": "better_on_bedrock:instant_despawn",
"target": "self"
}
}
]
}
Is it possible (wiuthout scripts or experimental features) to have an entity transform from a lightning strike?
aka, Mob A gets struck by lightning and instantly dies and Mob B spawns in its place.
Or alternatively, Mob A is struck by lightning and changes model, health, and behaviour. Basically becoming a different mob (Mob B).
Yes it is.
The villager json file may assist you.
when an entity spawns, can you have lightning summoned at their location (ideally without scripts)?
You can do entity spawn event -> queue command -> summon lightning
As part of the spawn rules, entity.json, or ...scripts?
Is there a way to remove the riding text from a rideable entity? Setting it to just a space in the lang file makes it so the gray backing appears but I'd rather nothing showed up at all
You mean the interact text or?
Yes
I don't believe interact_text works in rideable anyways, I haven't ever had success with setting that to anything outside of the language. Also that's a string without a boolean option to turn it off
hey by chance is it possible to set up multiple geometrys inside one entity? and if so can they be changed using the get_name query?
You can set it to an invisible character but there still will be a small black box.
Yes you can find a lot of Add-Ons on MCPEDL that have set a nametag to change appearance feature. You can take a look at them.
Oh great ill definitely have to hunt for those
how to set custom properties outside the enum values
like
"causal:testProperties": {
"values": ["test","test2"]
}
then set the property outside the "values" like "test3"
No you can't... The values you specified there are the values you can only set no matter what
Otherwise it will throw error
is there any subtitute for property?
that can be accessed using molang query function
probably, not so sure, since skin id, variant or mark variant only accept integer values
how to determine the sounds of an entity based on it's actor properties?
is it even possible?
Was the limit on the number of actor properties removed? It was 32 before, but I vaguely recall the limit being removed.
my entities other side is dark
what could be the issue in te json file?
1 side is always dark and 1 side is always light
how to use properties in materials?
Can someone tell me what does that mean?
I still dont understand how to use animation controllers. I add a folder animation_controllers in an RP folder or BP?
There are animation controllers in both the BP and the RP. Where you want to put it depends on whether you're trying to do something on the client or on the server.
The issue here is that "idle" is not a defined animation on the entity.
Not exactly clear what you mean here. Do you mean the sounds that the entity makes based on some internal state?
Hmm, Microsoft's documentation seems to suggest that the limit still exists. Sad.
I defined it as default state or whatever it is. I am making a guide book for a map, i made a book, idle anim and animation of the changing page. I cant even make a book start and idle animation on summon, only using commands in game.
Can you send the client-side entity definition here?
Thats a good question. What is client side?
Give me a few minutes.
{
"format_version": "1.20.20",
"minecraft:client_entity": {
"description": {
"identifier": "my:guide_book",
"materials": {
"default": "entity_alphatest"
},
"textures": {
"default": "textures/entity/guide_book"
},
"geometry": {
"default": "geometry.guide_book"
},
"render_controllers": ["controller.render.default"],
"animations": {
"basic_controller": "controller.animation.guide_book.new"
}
}
}
}
You mean this?
That's the one.
There is no reference to idle in the animations compound.
You have basic_controller in there, but not idle.
Ah, that how it works, i need a reference in the entity?
The way it works is that an animation controller will play animations that are defined within the entity that is using the controller, not referencing the animations by their absolute ID.
That way, two entities can use the same animation controller, but have completely different animations connected to it.
For instance, you might have an animation controller for handling a walking animation, and whether the entity will be idle, walk, or run. But if you have a humanoid mob, those animations will be much different than, say, a giant spider mob.
But arent animations declared in the controller?
They are referenced in a controller via the IDs assigned in the entity definition, but it is in the entity definition itself where that declaration happens.
One message removed from a suspended account.
What is "origin" and "size" in geometry? I am trying to make a 16x16 pixel hud element that changes from a molang query
origin is the position of the geometry and size is the size of it
on the screen?
In the model's space, measured in pixels.
How do you decrease the spawn rate on entities
Do animations require animation controllers?
not really
you can have animation that doesn't have an animation controller and you can play it /playanimation
you just use anim controller when you want to trigger something in a specific way like accurate or whatever you wanted
does swimming have to do with HUD elements and their position?
"minecraft:ageable": {
"duration": 1200,
"feed_items": [
{
"item_tag": "minecraft:is_meat"
},
{
"item_tag": "minecraft:is_fish"
}
],
"grow_up": {
"event": "minecraft:ageable_grow_up",
"target": "self"
}
}
why won't this work? do I have to type out every id for this?
How to detect if my entity was spawned in using a spawn egg or summoned using commands and after detecting it, I can run an event on the entity. I know I can detect it using scripts but those things require specific versions but I wanna make my addon compatible with all versions. So I need alternatives.
Which component makes the rider not get off when pressing jump?
"minecraft:can_power_jump" didn't work
You can disable player jumping using /inputpermission command
this component needs to have minecraft:horse.jump_strength
anyone got an idea as to why the transparent areas on my mob are showing as black?
Change the material to "bat"
Does anyone know how to stop my mob from ejecting the rider when getting inside water?
afaik that's a hardcoded thing already... Choice is to ride it with /ride constantly
Actually it stopped ejecting the rider when I added the "can_power_jump" component
Maybe I also moved something else, but I think thats what I did
That's kinda bs
Now I'm trying to make it so you can ride it under water but I can't make it go up or down
I guess I'll have to do it the hard way with scripts
I'm triying to make a villager like entity that is able to attack with arrows to mobs in bedrock but for some reason it starts to attack other villages randomly
If someone can help me with this issue please DM me
Or ping me here
I think you made a Pillager
is this how you handle enum properties? Because for some reason when i put the variables in a anim controller nothing happens, even when the property was updated in the BP.
BP/entity/dragon.behavior.json
"maniacc_fns:dragon_state": {
"client_sync": true,
"type": "enum",
"default": "init",
"values": [
"init",
"sleep",
"wakeup",
"groundIdle",
"startairguard",
"aerialguard",
"endaerialguard",
"groundGuard"
]
},...
RP/entity/dragon.entity.json
"scripts": {
"initialize": [
"variable.sleep = query.property('maniacc_fns:dragon_state') == 'sleep';",
"variable.wakeup = query.property('maniacc_fns:dragon_state') == 'wakeup';",
"variable.groundIdle = query.property('maniacc_fns:dragon_state') == 'groundIdle';",
"variable.startAirGuard = query.property('maniacc_fns:dragon_state') == 'startairguard';",
"variable.airGuardPath = query.property('maniacc_fns:dragon_state') == 'aerialguard';"
]...
Everything looks fine but are you sure that it's setting the property?
Yes, I ran the script to give me the output and it tells me exactly which one is being activated
Neither of my animations are playing unfortunately
Hey. Does someone know how to make the ghast the shooting texture? The render controller says it uses variable.ischarging.
But how is this variable set?
It is a hardcoded variable. You can call it directly.
How. I have to call it from the server side. I am developing a bedrock server software.
I used the vanilla render controller for the client. I don't know about server though.
Could you tell me how its called on the render controller? Maybe I figure out a way to do that.
I dont have the experience for client sided variables since I mainly do server sided stuff...
{ "format_version": "1.8.0", "render_controllers": { "controller.render.ghast": { "arrays": { "textures": { "Array.skins": [ "Texture.default", "Texture.shooting" ] } }, "geometry": "Geometry.default", "materials": [ { "*": "Material.default" } ], "textures": [ "Array.skins[variable.ischarging]" ] } } }
You use Array.skins in render controller. In textures, you switch depending on the state of ischarging variable. But you need to also set the ghast.entity.json file inside resource_pack/entity if you don't use the default texture path and add two texture file (regular and shooting textures) locations there.
"textures": { "default": "textures/entity/ghast/ghast", "shooting": "textures/entity/ghast/ghast_shooting" }
This defines the texture directories. Then render controller takes the names "default" and "shooting" from here.
Just edited my comment for a little more information.
ty
No I made a villager that can trade and work like one that also shoots zombies
how do I have this give the player a spear item? the arriw makes its animations work and it works overall but it is annoying to have the spear turn into an arrow when you try to pick it up. I'd except an infinite arrow glitch if I have to.
is your .lang file set up correctly?
yes
so turns out its suppose to be en_US
not en_us
that is mb
hey does anyone have an updated version of the wolf render controller? the MCB RP doesnt seem to be updated
This is from the current stable...
{
"format_version": "1.8.0",
"render_controllers": {
"controller.render.wolf": {
"geometry": "Geometry.default",
"materials": [ { "*": "Material.default" } ],
"textures": [
"query.is_angry ? Texture.angry : (query.has_owner ? Texture.tame : Texture.default)"
]
}
}
}
Compare it with the MCB RP
tysm
I wanted to know what vanilla material (if any) I could use to make a stained glass type entity
Basically I want translucency but I don’t want to be able to see through the entity
Or I guess I don’t wanna see the textures behind it
Does anybody know how to make a mob unable to drop their gear?
When using ""minecraft:scale": { "value": 12.5 }" the entity becomes gigantic, but this greatly affects the performance of the minecraft server, is it possible to increase the size of the entity without affecting the server?
Use animations I guess?
"scripts": {
"scale": "q.mark_variant == 0 ? 1.0 : q.mark_variant == 1 ? 2.0 : q.mark_variant == 2 ? 4.0 : q.mark_variant == 3 ? 6.0 : q.mark_variant == 4 ? 8.0 : q.mark_variant == 5 ? 10.0"
}
Is this form optimized?
nothing's wrong, you could try it.
in the very end in the query.mark_variant == 5 ? 10.0 after it add : 1
okay
thankys
from #1067870355814895687
Is there a way to make on_interact's use_item take more than one item? I don't want to have to use interact multiple times and I don't particularly want to use commands
^ I guess it also needs to "require" that amount of item through the interact so commands wouldn't really work
Does anyone know why my border entity won't show up?
[border.ce.json]
{
"format_version": "1.10.0",
"minecraft:client_entity": {
"description": {
"identifier": "evident:border",
"render_controllers": [
"controller.render.evident_border"
],
"textures": {
"default": "textures/entity/sg_border"
},
"materials": {
"default": "entity_alphatest"
},
"geometry": {
"default": "geometry.evident:border"
},
"animations": {
"preview": "animation.sg_border.preview",
"always": "animation.always",
"always_offset": "animation.always_offset.hub_static"
},
"scripts": {
"initialize": [
"variable.pos_x=0;variable.pos_y=0;variable.pos_z=0;"
],
"animate": [
"preview",
"always",
"always_offset"
]
}
}
}
}
[border.se.json]
{
"format_version": "1.16.0",
"minecraft:entity": {
"description": {
"identifier": "evident:border",
"runtime_identifier": "minecraft:tnt",
"is_summonable": true,
"is_spawnable": false,
"is_experimental": false
},
"components": {
"minecraft:breathable": {
"breathes_water": true
},
"minecraft:physics": {
"has_gravity": false,
"has_collision": false
},
"minecraft:custom_hit_test": {
"hitboxes": [
{
"pivot": [
0,
100,
0
],
"width": 0,
"height": 0
}
]
},
"minecraft:damage_sensor": {
"triggers": {
"deals_damage": "no"
}
},
"minecraft:pushable": {
"is_pushable": false,
"is_pushable_by_piston": false
},
"minecraft:collision_box": {
"width": 0.0001,
"height": 0.0001
}
}
}
}
The reason I'm using the TNT runtime identifier is to make it show at any distance, something very useful for a border
Is it possible to have an entity that is not pushed by water?
Is there anyone here who's familiar with coding mob variants? I need help :>> #1323353171720011898
Hi do you know if its possible to apply texture to a mob/block based on the block below them(like when the mob stands on grass it gets the grass texture?
So what I would do for entities is you can have an event constantly running that has the command of 'execute if block ~ ~-1 ~ grass run event entity @s id:turn_grass_event' . Therefore inside your entity you can have events that activate component groups that have different variants or mark_variants (whichever you prefer) defined inside them for each type of block you want to use. Then all you have to do is setup the rendercontroller of the entity to use specific textures when the variant or mark_variant is a specific value.
not sure how I would do blocks
i want it so that every block works. every time the entity goes over a block it should apply the texture
is there a way to just get the textures?
without doing it manually?
No
Yeah unfortunately i cant help you there.
ok
Can I make it so if I right click my animal it gives me an item
"minecraft:interact": {
"interactions": [
{
"on_interact": {
"filters": {
"all_of": [
{
"test": "is_family",
"subject": "other",
"value": "player"
},
{
"test": "has_equipment",
"domain": "hand",
"subject": "other",
"value": "bucket:0"
}
]
}
},
"add_items": {
"table": "loot_tables/gameplay/entities/cow_milking.json"
},
"cooldown": 0.0,
"cooldown_after_being_attacked": 0.0,
"hurt_item": 0,
"particle_on_start": {
"particle_type": "smoke",
"particle_y_offset": 0.25,
"particle_offset_towards_interactor": true
},
"swing": true,
"use_item": true,
"transform_to_item": "bucket:1",
"play_sounds": "milk",
"interact_text": "action.interact.milk",
"spawn_entities": "minecraft:cow_adult",
"spawn_items": {
"table": "loot_tables/entities/cow.json"
}
}
]
}```
use queue command
"event:name": {
"queue_command": {
"command": "say test"
}
}```
Ok Thank you
Why does ender dragon spawner render two models? 🤔 There is the regular model next to the miniature model. I want to get rid of the first one but I don't know how.
Can someone help me fix this the problem is the dialogue not showing up even I click the Talk button I'm making a custom npc
Here the file
how do i render items in custom player model
So
Is the zombie horse not being capable of acquiring a target intentional?
I added the attack, move towards target, etc, components and it still does not function as intended
I am tired and dont understand it.
I have this fish (shark) that is supposed to swim, but it does not. It was based on dolphins, so removed the navigation and used cod instead.
But still. They just sit there (and no errors as far as I can tell and the game cares to say).
May I ask if anyone knows what is the go to for entities to move/swim?
Here is the json for reference.
If you're using the dolphin's code you have to use their runtime id.
I realised.
I dont think sharks with the dolphin's code would look right.
So opted to have them be more generic mobs that can swim like fish.
Unless there is a runtime for mobs to act like fish, is there a generic set up?
https://wiki.bedrock.dev/entities/runtime-identifier.html
Swimming mobs are notorious to implement due to the movement components not behaving as expected(or working at all) hence why most aquatic mobs use rnutime ids(barring marketplace projects).
darn.
Ok, I see what you mean (was reading runtime identifiers)
I get how that is a fix to an otherwise annoying issue for anyone making a mob that swims.
Thanks, I will try these.
now they just flop about on the ground and still stationary while swimming....
I will have to gut the whole code and figure out why these fish are broken.
I swear if the error is a random character....
Is it a known issue that rideable entities on format version 1.20.0 can't jump up single blocks when ridden, when I put the format version down to 1.16.0 it can jump up single blocks?
or is there a new component on 1.20.0 that determines how high a entity can path
update, now they want to move after giving them dolphin's runtime identifier.
But now they make bubbles when the code is set to false.
I swear, either the coding for addons is more a suggestion to this frustrating game, or something else is wrong.
ok, they work nicely.
Is there a way to get a mob to attack a boat.
I can get them to go ham on armor stands (family: inanimate), but not boats.
I've tried to get some things to attack boats, but it does not work with basic targeting, however you can use the minecraft:area_attack component to make the shark destroy any boats in an area around it. You can even change the time in-between damage so it takes a longer or shorter time to break the boat.
just make sure you add a filter in the component to where it will only work on boats
That sounds interesting.
The issue I have is they flat out ignore boats. They can't damage something that they won't target.
I also noticed when they go for armour stands when I had them target inanimate entities, they attack but dont deal damage (which included boats but they still ignored them). At least, they are not breaking the stand.
I liked the idea of them chasing boats and chomping at them to scare the player, but end up not damaging the boat.
It would be interesting to see them break boats if provoked so that players can still sail around them when left alone.
hmm... when i did this I had a serpent that was always chasing the player so it just chased the player when he was in a boat, im not sure how you would accomplish the pathfinding towards a boat if the player is not the target.
do you want them to attack players?
Only when provoked, so when they are hit by the player.
They do that and will naturally chase boats when the offending player is in it.
They also go for undead mobs as a different behaviour and will also target the mob even if in a boat.
So the issue of targeting the 'rider' of a boat is not the issue. I am not sure why the code can identify the family of the entity, but still not go for boats.
My best guess is there is another piece of code that prevents them from doing so.
And whether it is something a casual coder can feasibly have access to is beyond me.
Either way, it is not the end of the world.
It is simply a limitation I assume folks will have to compromise on for bedrock.
yeah no clue why boats dont work as a targetable entity 🤔
My best guess is that bedrock coding will always have its limitations, bugs and other wacky quirks that has to be dealt with to achieve whatever it is one intends to do/make.
Either way it goes, it is a blessing to have have a great community still.
spitting facts
How can I make an entity check another entity's bool property?
Can you define an enum property's default value with Molang?
Since they're both strings idk whether it would differentiate "value" from "{ return 'value' };"
I am not sure I understand. Do you mean putting Molang in the default value field for a property?
"my:property": {
"type": "enum",
"values": ["value"],
"default": "{return 'value';};",
"client_sync": true
}
yes
No, I doubt that works
You might be able to set a Molang variable to a string and assign the property through the set_property event response, though.
the ms learn docs make it sound possible
An error can still occur if a numeric result is returned from the expression for an enum property (which expects a string result)
(default value section)
How bizarre. I agree, that does imply it
I cannot see why it would not?
I don't know when I'd use it personally but I'm rewriting the wiki page
Nice.
Nevermind what I suggested a moment ago, then. According to that what I suggested would fail too
Indeed, I think that insinuates a string value returned in Molang is a unique pointer to that string, which itself is a number
i guess it could check if the string is one of the enum values and, if not, treat it as Molang
I'll test at some point
I wonder if you could use an int property to store string values!
how can i add a component or trigger an event when an entity attacks a player?
i tried to use damage sensor on player.json but it seems it doesnt work
default can take Molang. Very curious
Although the only query it can take is 'had_component_group'
Sort-of. Not directly, through queries and variables like I thought; those return some string datatype that Molang does differentiate from integers. I cannot find a way to convert a string to a number in Molang.
It could be done through scripting if one wrote a hashing function to convert a string to a number.
is it just me... or is the projectile component super iffy? I literally copy past the projectile from an arrow tweak what it does when it hits the ground and it has super weird gravity behaviors and inertia seems to have no effect. I wish I could just use runtime identifiers, but that screws up everything that I did for when it hits the ground. My projectile works, but the movements is super finiky... like it will be flying forward fine, but then it just stops moving and falls. 😢
@rare heath The projectile component works best with runtime identifiers, regrettably. Without them, Minecraft tries to combine the projectile physics with entity inertia, and you get the result you see.
typical minecraft screwing
What component could be used to make an entity move towards a certain entity?
I think I could use a mixture out of some sort of sensor that will set an entity as the target and a move towards target.
but really not sure how to do this nicely
It's possible to make an entity like this one in Bedrock?
Are conditions possible in damage_sensor?
Cuz i need to disable damage only when the entity has a specific tag
Yes. Should be.
Ok since it did not show up in auto completion but i will check
Ok, it was in on_damage
Oh, well uhh
The deals_damage property is not dependent on the filters in on_damage
As in, it will be false regardless of conditions
Hello guys, i dont really know where to post this question, so sorry if i am posting this in the wrong channel. Does anybody know whats this sound that get played when you hit a invunerable enity, i dont like it and i want to remove it, but i cannot find that specific sound. Can someone please help me. (Dont ignore my message please 😢 )
This is waht i am talking about...
You have to have two entries. The first will be the one that tests for the tag and has deals_damage set to true. The second will be your deals_damage set to false entry. If my knowledge of damage sensors is correct, it should try to run the test on the first one, if it is successful it will deal damage, if not it will go to the next and no damage will be given. Im not sure if this matters, but make sure the on_damage is before/above the deals_damage entry in the first one
So it does in fact affect deals_damage, correct?
yes you just need that second entry
how do yall get it to show the code properly btw... ive never rly used discord before so no clue how that works
"triggers": [
{
"cause": "all",
"on_damage": {
"event": "col:damage",
"filters": {
"all_of": [
{
"test": "has_tag",
"subject": "player",
"value": "double_frozen_damage"
},
{
"test": "has_tag",
"value": "frozen"
}
]
}
},
"damage_multiplier": 2
},
{
"cause": "all",
"on_damage": {
"event": "col:damage"
}
}
]
} ```
ignore my tags but this makes it to where the entity takes double damage when they have the tags that I have specified. since you are not using damage multipliers, just substitute those for deals_damage
thx
Ok I'll try your method and see if it works
I can't even do it cuz i can't use queries in the value property, but thank you for answering anyway
didnt you say it was a tag?
Well yes
It was testing for a tag but the value of the tag was actually a molang query
ah.. you can test for a range of values, but i dont think you can do molang
Ok ima drop what i was trying to do
So i was thinking of liie
Like*
A peace system where players can disable pvp for each other, and my idea was that the players would get each others' usernames as tags, then the damage sensor would check for said tag and determine whether to deal damage or not
Wait, is this sarcastic or genuine
genuine
Well rip, gotta break it to the bois that we ain't getting a friend system 
Kind of off topic, but im not sure what forum to put this in, but this one seems active enough. Is there a way to substitute scoreboard values into things like /say You have killed <insert scoreboard entry> ogres...
Im sure it wont end with a server wide war
/titleraw, and it belongs in #1067869288859447416
Or /tellraw
oh shoot. Didn't even know that was a command. thx
Does anyone know how to make a mob get progressively stronger
Or for it to spawn at a specific time in game
Not at the point that I can really test this myself again, still brushing up on the docs since last time I messed with addons in 2022, are new mobs at least viable yet to include as regular spawns? Back then I made a few that spawned in various biomes and even having more than 10 or so was enough to make mobile unplayable and they were not complex mobs (screenshots attached). Thanks 🙂
If I wanted an entity to sleep in a bed at night. What type of behavior would I need?
Context: This mob is like a villager, but I cannot get them to go to a bed and lay in it.
it worked!
Thank you! ❤️
there has been an interesting development where a mob from an addon was given the ability to open doors.
The thing is, me and a friend did not realise that it also meant the same mob would be able to open iron doors.
I have no idea how to remove that without also removing the ability to open normal doors. Nor understand why that is a thing because no vanilla mob should be able to do that. XD
in the navigation component there is an option that you can set to false called can_open_iron_doors
im guessing that will fix the issue
How do I make an entity always look down at the ground?
How do I fix this???
Code:
"minecraft:behavior.nearest_attackable_target": { "priority": 2, "set_persistent": true, "must_see": true, "entity_types": [ { "filters": { "any_of": [ { "test": "is_family", "subject": "other", "value": "player" }, { "test": "is_family", "subject": "other", "value": "mob" } ] }, "max_dist": 32 } ] },
maybe you mean monster
mob
FYI the Withered Symbiont entity doesn't have "mob" in the family component
Hello is anyone aware of how to make animations play faster if my entity is moving faster?
You add query.modified_move_speed to an animation in the animation controller file.
can u please tell me what property/how should i add it. I's created a post if you're fine with sending it there #1326281334733148302
hey, just tell me if it is possible to adjust the entity look_at_player head rotation
i need to make it from this fast rotation into a very slow rotation
https://cdn.discordapp.com/attachments/523663022498250762/1327003191199404154/VID_20250109_225532.mp4?ex=67817b87&is=67802a07&hm=757b75318e1883e3180100e31aefa70090c4107b67ad57f00f5bddc96d6e3a07&
hiii, so I was making an entity, whom I added the minecraft:behavior.delayed_attack component. it does work, but only as long as I'm further than at least 1 block from him. anyone knows how to make sure it attacks me even when I'm inside its model?
How do you make a mob spawning in a village have a specific texture? Can I use behavior components to help me out? For example, a wandering trader spawning inside a village without its hood.
how can I make the entity swim down?
even with the player attracting her attention she keeps swimming just on top of him and not at the same height
How can I make a chest minecraft 54 slots?
"minecraft:inventory": {
"container_type": "minecart_chest",
"inventory_size": 27,
"can_be_siphoned_from": true
}
But when I set the inventory size to 54 it doesn't work.
Visually no but it does work you you need to edit the ui to show those slots.
How?
So is it possible to make this entity available to only 1 player?
Is it possible to eliminate the event where the fish spawns from the fishing rod?'
Btw
Is there a component that allows a mob to rest on a specific face of a block, similar to a bat
guys im new to scripting and i have this code: import { world, EntityHurtAfterEvent } from "@minecraft/server";
// Define a list of selected mob types to track
const trackedMobs = ["minecraft:zombie", "minecraft:skeleton", "minecraft:creeper"];
// Event listener for when an entity gets hurt
world.events.EntityHurtAfterEvent.subscribe((eventData) => {
const entity = eventData.hurtEntity;
// Ensure the entity exists and is in the tracked list
if (!entity || !trackedMobs.includes(entity.typeId)) return;
// Get the health component to check if the entity has died
const healthComponent = entity.getComponent("health");
if (healthComponent && healthComponent.current <= 0) {
const damageSource = eventData.damageSource;
// Determine the cause of death
let causeOfDeath = "unknown";
if (damageSource) {
if (damageSource.cause === "explosion") {
causeOfDeath = "explosion";
} else if (damageSource.cause === "fire" || damageSource.cause === "lava") {
causeOfDeath = "fire";
} else if (damageSource.damagingEntity) {
causeOfDeath = "normal attack";
}
}
// Execute the command to notify about the death cause
runEventCommand(entity.typeId, causeOfDeath);
}
});
// Function to execute a command based on the death cause
async function runEventCommand(mobType, causeOfDeath) {
try {
const dimension = world.getDimension("overworld");
await dimension.runCommandAsync(say A ${mobType} died due to ${causeOfDeath}!);
console.log(A ${mobType} died due to ${causeOfDeath});
} catch (error) {
console.error(Failed to execute command: ${error});
}
}
the code have this error and i dont know how to fix
[Scripting][error]-Unhandled promise rejection: TypeError: cannot read property 'EntityHurtAfterEvent' of undefined
[Scripting][error]-Unhandled promise rejection: TypeError: cannot read property 'EntityHurtAfterEvent' of undefined
[Scripting][error]-Plugin [Hollow Earth BP - 1.0.0] - [main.js] ran with error: [TypeError: cannot read property 'EntityHurtAfterEvent' of undefined at <anonymous> (blood_eff.js:7)
]
can anyone help me
this kinda sounds like... AI?
-# i don't judge you, I'm just sad
import { world, system } from '@minecraft/server';
const mobs = [...];
world.afterEvents.entityHurt.subscribe(({ hurtEntity, damageSource: { damagingEntity, damagingProjectile, cause }, damage }) => {
if (!mobs.includes(hurtEntity.typeId) return;
});```
It should be this.
if you detect death. Why not just use entityDie?
world.afterEvents.entityDie.subscribe(({ deadEntity, damageSource: { damagingProjectile, damagingEntity, cause } }) => {
if (!mobs.includes(deadEntity?.typeId) return;
});```
thanks. i did code myself but getting error so i put that on AI and its still error lol.
I've checked bat.json but no component which causes it
hi there, I m trying to make my entity have 100% accuracy shooting arrows, but I still see that missing a lot.
how can I handle that? the server is set on hard and I have made that config on the arrow:
"uncertainty_base": 6,
"uncertainty_multiplier": 0,
any idea?
tried making uncertainty_base 0?
Is it possible to make an entity that only can be seen by specifiec player?
Can we assign different sounds to the same entity depending on its variant/entity property?
hey
how can i make transparent part of the entity render infront of another part
without hiding it
hi there, on server side shouldnt the q.is_charging return 1 when entity is charging with : json "minecraft:behavior.ranged_attack": { "priority": 3, "swing": false, "speed_multiplier": 1.0, "burst_shots": 1, "charge_shoot_trigger": 1.30, "charge_charged_trigger": 0.85, "attack_radius_min": 0.5, "attack_radius": 20.0, "target_in_sight_time": 0.1 },
because I m trying to test it with simple message it and never gets triggered:json "standby": { "transitions": [ { "shooting": "q.is_charging" } ] }, "shooting": { "on_entry": [ "/say I m shooting" ], "transitions": [ { "register_type": "!q.is_charging" } ] }, "register_type": { "on_entry": [ "/say Now registering type of ranged" ] },
What does this mean? Are these chunks or blocks of radius?
chunks
how to force an entity to be ALWAYS looking at the player?
the behavior.look_at_player should work, no?
it does, but the entity looks at player but when the player moves, the entity takes a few seconds then looks at him
Adjust the priority
Is it possible to have multiple spawn eggs for a single entity, for example I would like to have spawn eggs for multiple color variants of my entity.
you could create multiple items using the "minecraft:entity_placer": {} component, or you could use the "minecraft:transformation": {} component to create dummy entities that turn into your entity when spawned
Thanks a lot!
hi there, can a entity have multiple minecraft:timer?
For component groups, yes
For components, no
but what happens if you have one in the components and then another in components groups and it get activated? will that overwrite the one from the cmoponents?
yes.
.
You can use the timer flags components if you want to have multiple timers. They also behave like timers.
how is it?
I'm not sure what you mean but here's the docs for them:
https://learn.microsoft.com/en-us/minecraft/creator/reference/content/entityreference/examples/entitygoals/minecraftbehavior_timer_flag_1?view=minecraft-bedrock-stable
https://learn.microsoft.com/en-us/minecraft/creator/reference/content/entityreference/examples/entitygoals/minecraftbehavior_timer_flag_2?view=minecraft-bedrock-stable
https://learn.microsoft.com/en-us/minecraft/creator/reference/content/entityreference/examples/entitygoals/minecraftbehavior_timer_flag_3?view=minecraft-bedrock-stable
Hey can any1 help me?
I’m making a machine entity that represents a fighter jet but u have modular weapons(can remove or swap out weapons).
If any1 DM’s, to help me I’ll show the text of the machine.
How to run commands in entity's BP entity event?
queue_command
@winter olive Yes, I did it this way, but I don't know why it reported an error, the Minecraft version is 1.20.
What's the manifest and format_version ?
How to make eastergg nametag variant like Toast rabbit?
I managed to make one but I want more
The issue has been resolved, thank you very much
How do I use on_attack in minecraft:behavior.delayed_attack to trigger an event? I tried writing it as shown in the image, but the event bafm_attack_event was not successfully triggered.
How can I improve this?
By colouring it
Yeah that too, but I mean the model itself.
How does action && stuff control dust particles?
Place the particles inside the animation or control them with an animation controller?
Could be either. Could be both. It really depends on what would be more convenient or would make more sense.
There is a ton of flexibility with the particle system and with animations. For example, if you wanted a particle to emit periodically, you have a couple of choices:
- To control the emission with the animation (i.e. looping enabled, the particle emits at every certain key frame interval, and the particle definition uses a simple steady/instant emission rate component)
- To control the emission within the particle (i.e. use expression/looping lifetime component, and the animation or controller simply emits the particle)
The choice between which to choose comes down to the complexity of the animations that need implemented. I would expect that non-looping math-driven animations played conditionally would probably not use particle key frames, since it would emit once and then never again. It would make more sense to attach the emitters onto the entity (perhaps via animation controllers) and have them activate conditionally.
But I opened its pack to check and did not find that it used an animation controller to control the dust particle generation or placed the particles in the animation to occur together with the animation
is there a way to make an entity not selectable by Commands?
and no, I don't want to disable spawnable option
-# tho it's kinda just, not make it put the id but still selectable lol
Just teleport
Tho I don't think you can make it.
Just a hunch lol
Simply do not teleport them. What is the problem you are trying to solve?
ahh. I have an entity, I want players that can't use /tp or able to teleport that entity while they can still teleport other entities like normally
Since we cannot fine-tune control over the player's commands, I would look into disabling that access and giving the player an alternative that I could control.
E.g. a form that lets the player put in an entity's information, then teleports them to it. You can then pre-parse an error/failure if the identifier matches your entity.
hmm...
how do I change the background nameTag image for a certain entity?
You can't
Have you all had issues with mobs spawning at high y values?
I've found a totally okay workaround, but spawn rules haven't been my friend exactly
Anyone know what's wrong with this float property? I keep getting an error saying default value does not match specified float type.
there's a way to make that a entity summon a row of a ground attack in more directions like the Evocation Fang?
how to change the player's horizontal jump velocity?
does the "delay_filter" component in spawn rules talk about min and max time in ticks or seconds?
Check the final generated Json, whether it has 0.0 or 0. Could be that your compiler removes trailing 0, turning it into an int, in which case you could set the default to something with non zero value after decimal place (e.g. 0.0001) or just set it to a molang string "0"
How do you add a sit option on a entity chair
"minecraft:rideable": {
"seat_count": 2,
"family_types": [
"creeper"
],
"pull_in_entities": true,
"seats": [
{
"position": [ 0, -0.2, 0 ],
"min_rider_count": 0,
"max_rider_count": 0,
"lock_rider_rotation": 0
},
{
"position": [ , -0.2, 0 ],
"min_rider_count": 1,
"max_rider_count": 2,
"lock_rider_rotation": 0
}
]
}```
Does anyone know which damage types bypass the immunity timer?
does the "delay_filter" component in spawn rules talk about min and max time in ticks or seconds?
Suicide type though I don't know if it's still in the game it might be renamed to self_destruct
Alright, its selfDestruct
Have they made Minecarts data driven yet?
they are minecart track driven
How can I make a custom chest ui for an entity?
Is there a video or wiki about this?
i've tried many methods but nothing works
Does the any_slots_empty test not work in the move_to_block behavior?
I just keep getting this
I have it like this```json
"minecraft:behavior.move_to_block": {
"start_chance": 1,
"search_range": 16,
"goal_radius": 1,
"tick_interval": 20,
"stay_duration": 2,
"target_selection_method": "nearest",
"target_blocks": [ "minecraft:chest" ],
"target_block_filters": {
"test": "any_slots_empty",
"value": "inventory",
"subject": "block",
"operator": "=="
},
"on_reach": {
"event": "rsg:save_to_chest"
}
}
hey yall, I haven't touched my addon for a while. could someone remind me how to make an entity's texture render with transparent elements? my sheep has black areas where it's meant to be clear 😔
Change the material
I always use "bat" for transparent textures
hmmm wouldn't that mess up the sheep's ability to change colors?
Not that I know
What method are you using for the colors?
Just different textures?
uhhh the sheep has one TGA texture
I'm not sure if this will affect
I don't think if that has something to do with the material
it's definitely odd since the vanilla sheep does have transparent elements
is it possible using
"minecraft:inventory": {
"container_type": "container",
"can_be_siphoned_from": true,
"inventory_size": 27,
"restrict_to_owner": false```
to load a loot table into their inventory
that won't affect it tbh
changing the materials to bat in the entity file just completely gets rid of the skin 😂
try using entity_alphatest
that's what I did - it gets rid of the semi-transparent elements (the skin). the sheep originally has "sheep:entity_change_color" as the material, but I have no idea why won't some elements be transparent
Does anybody know how to add interaction to mobs
"minecraft:interact": {
"interactions": {
"on_interact": {
"target": "self",
"filters": {
"test": "has_tag",
"operator": "=",
"value": "slayer"
},
"event": "bossfight"
}
}
},
This doesn't work and I don't know why
Your operator is supposed to be == rather then =
Then it'll work?
Well are you testing if the player has the tag or the entity
Tried alot of ways lol
If player has the tag then event
Ok then your missing "subject"
"minecraft:interact": {
"interactions": {
"on_interact": {
"target": "self",
"filters": {
"test": "has_tag",
"operator": "==",
"subject": "player",
"value": "slayer"
},
"event": "bossfight"
}
}
},
?
Operator needs to be also ==
Not only =
That should work
Okay I'll test this on bridge then Minecraft
Ok
What is it?
no difference btw
Oh, ok never knew
{
"minecraft:interact": {
"interactions": [
{
"on_interact": {
"filters": {
"all_of": [
{
"test": "is_family",
"subject": "other",
"value": "player"
},
{
"test": "has_tag",
"value": "-"
}
]
},
"event": "-",
"target": "self"
},
"interact_text": ""
}
]
}
}```
Doesn't work brrr
@warm wedge
Yeah I was about to tell him to use yours
Currently testing it
Oh I see, it was right and wrong. It was just formated wrong
How
BTW Coddy do you know how to make a ui for an entity rather then a block, because that's all i know for json ui
Because I'm trying to figure out how to make a inventory ui like the horse
It doesn't workk
Doesn't work go brrr
Idk how doesn't say anything wrong
On bridge
Then you definitely did something wrong in your side
It works fine with me
What is the format version of the mob
"container_type": "horse"?
1.16.0
Yeah but my own because I want to add health bar in there and a chest slot to remove and add the chest to give the entity inventory
Ahh. Say hello to our little friend.
#1067869374410657962
Yeah I'm still waiting
Here is the damn file
Idk why isn't it working
"minecraft:interact": {
"interactions": [
{
"on_interact": {
"filters": {
"all_of": [
{
"test": "is_family",
"subject": "other",
"value": "player"
},
{
"test": "has_tag",
"subject": "other",
"value": "demonslayer"
}
]
},
"event": "rengokubossfight",
"target": "self"
},
"interact_text": "Start Fight"
}
]
}
This should work
That's what he did btw
you only added the interact text
-# I didn't see you added operator lol
Also, try using queue_command not run_command
I also advise you to always add an identifier in your event
instead of test do it as coddy:test
Brr
^ try this @warm wedge
Agree
Doesn't work
it just doesn't want to
Thanks for trying to help I'll probably figure it out one day what's the problem
Do you guys know why damage sensor doesn't work also on player
it works on players
Nope
you problem then
So... nothing about this?
Well your missing
"priority": {}
I recommend to also add
"speed_multiplier": {}
Tho it's not necessary
I don't think the error is related to that
It's having problems with the test filter
But you need a priority
Even if the problem is with the test filter
bedrock: "addons can't use runtime identifiers"
also bedrock: "Can't use SwellGoal unless Mob is a Creeper mob"
excellent design choices there
They can
I've used them and they work
cant use em for marketplace though, forgot to mention that part
Ah ok
Welcome to Bedrock! 50% is data drivem and the other 50% is data driven with heavy restriction.
as is tradition, not the end of the world ill just recreate the specific behaviors and triggers with scripting and entity properties -> client anim/render controller
question regarding nbt editing:
how can i replace the items of a chest minecart inside a structure with a loot table?
To create randomized loot for your structure, you will need to download NBT Studio. This method can only be done on a PC.
https://wiki.bedrock.dev/loot/randomized-structure-loot.html
You'll want to find the entities in the NBT.
i know how to do it for blocks, i don't know how to do it for entities tho
i tried to do the same thing i do for blocks but it didn't work
see
i tested the loot table with /tool command, it's valid
i have also tried to look for mineshafts in the game files and it's not there
anyone?
never mind, this worked, apparently i have made a typo in the file name and repeated the same typo in the loot command
how do you use this? I put it never works
"minecraft:world_age_filter": {
"min": 48000
},
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Hello,
I got a question: I want the vanilla zombie to move to a custom block, that I created, but the mob doesn't want to go to it.
I added this to its components:
´´´json
"minecraft:behavior.move_to_block":{
"priority": 1,
"goal_radius": 0.5,
"search_height": 10,
"search_range": 100,
"target_blocks": ["rm:broken_egg"]
}´´´
Could it have something to do with the fact, that the block is only 0.2 blocks in hight?
is there any way to prevent player items from dropping on death without cheats on? seems insane that you cant have the gamerule keepinventory set to true without cheats on, if you turn cheats off it turns the gamerule back to false
If I delete the enderman entity out of the Minecraft files will it be fine? I’m just trying to stop that specific entity from spawning
Idk why my entity doesn't want to use the behavior.random_stroll component, I have literally no other components than these```json
"components": {
"minecraft:health": {
"value": 20,
"max": 20
},
"minecraft:movement": {
"value": 0.2
},
"minecraft:collision_box": {
"width": 0.5,
"height": 1
},
"minecraft:inventory": {
"container_type": "inventory",
"inventory_size": 3,
"private": false
},
"minecraft:can_climb": {},
"minecraft:jump.static": {},
"minecraft:movement.basic": {},
"minecraft:behavior.float": {
"priority": 0
},
"minecraft:navigation.walk": {
"can_path_over_water": true,
"can_pass_doors": true,
"can_open_doors": true
},
"minecraft:behavior.random_stroll": {
"priority": 1,
"speed_multiplier": 1
},
"minecraft:physics": {},
"minecraft:is_hidden_when_invisible": {}
}
Its just standing there, occasionally looking around as if it were trying to walk somewhere but doesn't
Nvm, it was an event running over and over and for some reason that was interrupting the behavior
interesting, did you get it working?
as a ✨ fun fact ✨ the set_persistent property is also not working
both are reported to Mojira now
is it possible to change the amount of immunity frames that something has?
It didn't work. Maybe it's a nonexistent parameter.
hi there, what compoenent can I use to set a target when a mob is hit by a player that is not the current target? is it possible?
I m facing a situation where players can kill some mobs on distance as it is not on target of the mob, and at the end the mob dont do anything
i dunno if theres a way, but u could check for the distance that the player is hitting the mob from, and then just heal it if its over like 15 blocks or smth
{
"format_version": "1.10.0",
"minecraft:client_entity": {
"description": {
"identifier": "jay4x:chunk_hopper",
"materials": {
"default": "entity"
},
"textures": {
"default": "textures/entity/Chunk_Hopper"
},
"geometry": {
"default": "geometry.chunk_hopper"
},
"render_controllers": [
"controller.render.chunk_hopper"
],
"spawn_egg": {
"texture": "textures/items/hopper"
}
}
}
}```
my spawn egg texture isnt popping up, any reason why?
How can I make my entity able to equip armor?
Do the filters "int_property" etc just not work at all?
https://learn.microsoft.com/en-us/minecraft/creator/reference/content/entityreference/examples/filters/int_property?view=minecraft-bedrock-stable
They seem to always return true
Even if the property name is wrong in the domain
hello someone knows how I can make a mob when attacking a player the mob grab it and the player does not oue to let go until the mob dies or something specific happens
Does anyone know why my car entity isn't walking over 1 block high blocks? It just stops, I have the necessary components, yet it just stops. Any help is appreciated!
{
"format_version": "1.20.80",
"minecraft:entity": {
"description": {
"identifier": "car:black_cobblecar",
"is_spawnable": true,
"is_summonable": true,
"is_experimental": false
},
"component_groups": {},
"components": {
"minecraft:movement.basic": {},
"minecraft:jump.static": {},
"minecraft:collision_box": {
"height": 0.9,
"width": 0.9
},
"minecraft:movement": {
"value": {
"range_min": 0.25,
"range_max": 0.5
}
},
"minecraft:input_ground_controlled": {},
"minecraft:physics": {},
"minecraft:rideable": {
"controlling_seat": 0,
"crouching_skip_interact": true,
"family_types": [
"player"
],
"interact_text": "Ride Black Cobblecar",
"passenger_max_width": 0.00,
"pull_in_entities": false,
"rider_can_interact": false,
"seat_count": 1,
"seats": {
"position": [
0,
0.10,
-0.25
],
"max_rider_count": 1,
"min_rider_count": 0,
"rotate_rider_by": 0
}
}
},
"events": {}
}
}
something like that i would like to know how it is done
Look at the zombie entity:
is there not anything that causes an entity to load chunks around it?
I know ticking area is a thing but I couldve sworn there was a property
Could someone pass me the vanilla model of the player?
tick_world
it's in mobs.json
geometry.humanoid.custom:geometry.humanoid
why does using multiple render controllers on player.entity.json cause lag spike when wearing steve or persona skin
and not when u use a custom skin pack or a marketplace skin
Are seat positions moved when an entity is animated?
Nope.
Rip
Hello
Is it possible for an entity that has this in its features to die?
"minecraft:damage_sensor": {
"triggers": {
"deals_damage": false
}
}
you make it unkillable
with any damages except /kill
So is it impossible for him to die right now?
yeah that's the point of that
don't add that if you want it to be killable
I want him to be immortal
How to change death sound to another
I have this turret entity that attacks villagers and player but for some reason players have to be a sertain distance before it attacks yet villagers can be right up to it and it attacks, but it won't shoot if a player is right up to it. why is that?
When using the tick_world component, what does the radius parameter represent - chunks?
yes
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um isnt that the youtuber?
if it's a youtuber called teras something like that
how do I have an entity build up and then release entities for when it opens? it's hard to explain but the entity looks a bit like this
It would probably be easiest to have a behavior pack animation running alongside that animation, which spawns the entities at the same time as when it opens on the rp animation
hi there, when using variable_max_auto_step on mobs to auto step one block higher it works fine, but to step down I see that the mob have a small wait period before jump down from the block, is there anything that I can do to remove this small period?
where can i find the docs for filters? like {"test": "has_tag"...}
For some reason, when this guy attacks, he launch himself to max speed. And i don't want that
There's any way to fix in and mantain his normal walk speed?
"blend_transition": 0.2,
Could help
how do i make my custom entity to wear an armor?
i have already enabled attachables
but it doesnt seem to show right in game
Hello, I have a question and I wanted to see if someone could help me. I want to make an entity look big but if I make it very big in blocbench it won't render how I do it. I understand that you have to use "minecraft:scale" but I don't know where and how to use it.
its on entity bp
Hello,
Does anybody know, how I would play an animation, if my entity is given a special item?
Like how do I implement it in my animation controller?😅
Forget about it, I will do it via "minecraft:interact"
Could you please explain to me a little what it would be like, I don't have experience with that type of code.
Go to your behaviour pack of your entity and implement this:
"minecraft:scale" { "value" : X}
Replace the X with any number, you want to scale your entity up.
Then go to blockbench and just model it in a smaller size, if you want it bigger, just scale it up like shown on top
if that is but in the game you still see yourself small
.
Thank you very much brother if it worked for me
is there a quick way or really any way to copy a bunch of entities from one world to another?
u could export structures
oh ya. im gonna try that
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anyone know how to spawn entities by placing blocks like irongolem
scripts
I am attempting to switch out an entity's custom_hit_test component with an alternate version of it to change the size in real-time. However, this doesn't appear to function correctly. It seems to resync on world reload, but it refuses to update in real-time. I reckon this is a bug?
How can I also see description like this guy on yt?
#1338748052982468658 message
How would i use the variable.attack_time ?
Which vanilla entity does not have the health component?
Boat.
thanks
Any advice on how to fix my custom NPC entity having NPC as theyre name when looking at them? I tried removing it, turning it off, yet it remains :/
Unfortunately no.
You need to rename them to make the NPC text be something else. You can do this in many ways, the most common being summoning the NPC with the custom name itself.
That's if with "fix" you meant change, because there is technically nothing to fix as that is an intended behavior xd
Can't spawn eggs go to the spawn eggs creative munu?
They can
How can I make a player that holds the interaction button (e.g. right mouse button) on an entity to trigger an event on it?
I know how to do the clicking but I don't know how to do the holding.
Then I also need to stop the event after not holding the interaction button anymore.
It could be when using an item or when the player is bare hand.
Anybody here know of a working example of an interaction counter for an entity? I want to make an interaction allowable only once every 24 hours for my entity but can't seem to figure it out. The closest I've come is using a filter for "clock_time" == 0.25 (Sunset), but that's not once a day--that's just all while it remains Sunset.
And only at Sunset.
I need something that allows me to basically milk a wolf (not what it sounds like) once a day, and then that's it for the day until at least 24 (game) hours goes by...
Does anyone know why behavior.melee_box_attack or behavior.melee_attack does not work very well when I put it or any other AI goal component inside a component group?
As soon as I put an AI goal component inside a component group, the entity still tries to attack the target entity but it cannot hit the target entity at all...
behavior.ocelotattack works though. 
Now, random stroll and look at components fail to work when I have a component group AI goal component. Why?
Maybe order of operations? This kinda stuff vexing me lately too—different but similar. I wonder if the order of the components matters in your case?
Also wonder if chatgpt knows, or if it would just provide some bullshit guess lol
I’ve been using 3o-mini high model for advice and it’s about 60-70% accurate.
minecraft:input_air_controlled
Does this need any components to work with it?
#1341814782180986890
👍
Guys, I need to know if there is any way to have the glowing effect in Minecraft, if it can be replicated to give the effect to entities with some addon or if it can be done somehow?
Is there a way to make an NPC not split in half when an animation is executed and that the feet also execute the animation since I want to make an animation of a sitting NPC?
hi there, do someone know where I can download the vanilla materials? or may I know what are the available masked materials that I can use on a player?
Is there a way to prevent leaving a vehicle when Space button is pressed?
it doenst have the default materials
Do you mean changing priorities or just just placing the code on top of other component codes? I think that didn’t work. But I’ll give it another go.
I didn’t have a good time with ChatGPT. But I’ve been using it for creating mathematical functions that are useful for animations.
Funny thing is I see these components getting used by vanilla entities everywhere without any issue. So my last resort is using the whole vanilla code of any entity as a start point and adding/removing components gradually from there.
It can work! What matters most is the “format_version”—infuriatingly different between generations of entities. Things can work totally differently between versions. Documentation tends to focus on the most recent format versions.
Okay, I got it work now. I don't exactly know what resolved it lol. I put these components inside a component group and changed the format version to use the same as fox's.
Almost definitely the format version mattered in your case. It’s frustrating working with “older” formats (I say it in quotes because technically they’re not supposed to indicate that they’re “deprecated” our “outdated” in any way—just different). As they develop new formats, oftentimes new functionality is only possible in those new formats, and sometimes (often) old functionality is changed or moved around in the new format (or removed/unsupported entirely).
They may never “update” or reformat prior format versioned entities—there’s little reason to, unless they add behavior to the mob that can’t be achieved in the original format.
This is part of the reason there are 3 horse entity files in the resource pack side of things lol
3 different formats and they don’t want anyone’s 15-year-old horsie “Sea Biscuit” getting 86’d on world startup by removing a legacy file
In that case, thanks for your help! I changed it from 1.21.0 to 1.21.40. I guess there have been so many changes recently.
I just found a weirdly specific game breaking bug. It causes a crash if you hit a custom entity holding a crossbow, throw a shareable item that the entity doesn't eat and wait for it to pick it up over crossbow.
Edit: Nvm, my behavior.charge_held_item component was in the wrong place.
Fun with interactions
I hate them
I’m still learning as well
It truly feels like an awards ceremony when you finally get it all worked out, but then you remember this would have been so much easier if it was just thoroughly documented!
Exhibit A: “Entity format version 1.21.40 and all entities that share this version” —> and then all child documentation for every component group, component, and event possible for that format version.
Is it possible to make dyeable armor for entities?
Yeah. Dyeable armour is possible.
but I say, for an entity to use not the player, for example what happens with the wolf
A player...is an entity...