#Entities General

1 messages · Page 15 of 1

charred cargo
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Option 1:

  • Detect when the player has a tag
  • Give them the slow falling effect(since slow falling cancels out fall damage, independent of how fast you actually fall)
  • Then use applyKnockback in a script to cancel out the slowed falling speed and make it seem as though you are falling at a normal speed and take no fall damage
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Option 2:

  • Turn on the game rule that makes fall damage false
  • Detect when the player has a tag
  • Make a script that calculates for how long an entity has fallen
  • Then applyDamage only if the entity/ player does not have the tag
charred cargo
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I reccomend option 1

gilded shore
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What? really?

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Not even with damage_sensors?

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are you dsure?

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cuz i can cancel fall damage with damage_sensor

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but it cancels it fully

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Like even if i dont have the tag it cancels

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so i wanna make it only cancel when i have the tag

charred cargo
gilded shore
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cuz none of those options work for me

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i just dont know how to make it only work if the player has the tag

charred cargo
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I've done one before

gilded shore
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No i mean i dont wanna use those

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i dont wanna use feather falling

charred cargo
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Ok, that makes more sense

gilded shore
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and i dont wanna calculate to apply damage by myself cuz it wont be the same

charred cargo
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Use a filter to detect if the player has a tag

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In damage sensors

lost jungle
#

Is there a way for an addon to render cosmetics on the player and still allow them to use their bedrock creator skins?

Or is there really no way to do that and players have to use classic skins?
This includes whenever a player is not even using the cosmetic. Just because the addon is running.

lost jungle
kind charm
#

Yeah theres a #1072983602821861426 post.

valid comet
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i need a help,.

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when i add a geometry and texture in player.entity.json

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i don't know why

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but all entities are invisible

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just added "yeti_boss": ...

long oriole
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yo, I wonder if I made a custom entity with a block looking and put it inside a real block, will it cover the texture of the real block?

charred cargo
charred cargo
valid comet
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srry, all the players

charred cargo
#

Are you positive that you edited( or made a new) render controller for the player

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Because without doing that the game won't render them

subtle glade
#

How to cancel fatal damage on an entity in new versions?

charred cargo
subtle glade
willow cypress
#

How name tag disappear

tulip dome
#

#1371729209696845885 Can anyone help with it

charred cargo
tulip dome
#

even by editing its json?

charred cargo
#

You'll have to manually edit the behaviour entity file of every entity to add that feature

tulip dome
#

that’s what I’m doing I want to make villager attack

wind kite
#

Hi guys
I creat the cow tank
Let's goooo🦦

#

I'm genius

main cedar
#

can i set pitch and volume of a sound in an animation?

fading elm
#

is it possible to modify the players geometry to allow more joints

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like split an arm into two pieces to add more flexibility

charred cargo
#

You'd have to make animations for the new model tho

fading elm
#

i did try this kind of already but animations are tough

spring root
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why is my entity so much faster when im riding it and moving it around vs not riding and its AI moving it around? i cant find anything that would cause this

subtle glade
# charred cargo How did you do it

In the old version I did it like this:

"minecraft:damage_sensor": {
  "triggers": [
    {
      "on_damage": {
        "filters": {
          "all_of": [
            {
              "test": "has_damage",
              "value": "fatal"
            },
            {
              "test": "is_family",
              "subject": "other",
              "value": "player"
            }
          ]
        },
        "deals_damage": false
      }
    }
  ]
}
stable brook
#

hello! i have an entity where he plant seeds ecc how i can play an animation when the entity plant the seeds?

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i tried to search for molang, ecc but i don't have found nothing 😦

charred cargo
#

Have you tried using it, or did you think it had to be done differently?

stable brook
subtle glade
pale mulch
#

Is there an entity armor size cap? Ive tried multiple times to have cubes far up in the helmet model yet it doesn't work

cobalt dirge
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Is there a trick to making NPC Dialogue boxes to work in 1.21? In earlier versions it was sufficient to use /dialogue change ... and set minecraft:npc on my entity but now it doesn't seem to work. If I manually run /dialogue open the dialog appears, so that part works. I even tried to add an on_interact event, but of course run_command is no longer supported in events 😁

vivid valve
#

In tick_world component, is radius means block or chunks

rain egret
#

Tickingarea It does not solve the problem

cobalt dirge
lost jungle
#

When you have a mob with a segmented neck and have it look around.
Is there something needed for the model to use its neck to look as well?

Meaning when you have the head looking, would the code need something for the model to also move its neck?

That way, the mob wont just have the head itself moving, but the neck can bend too when looking around.

charred cargo
lost jungle
charred cargo
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No, sadly

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It's not really that hard, tho

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You'd just need to make the rotation a fraction of the target rotation

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It'd look like this in the animation
In this example, 0.1 is the fraction that the neck is of the entity's rotation
query.target_x_rotation * 0.1

lost jungle
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ooh, alright. That is nice.
Thanks, man 👍

charred cargo
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No problem 👍

rain pilot
#

hello i'm making an entity like horse can be rideable how do I make when the mob comes a block he jumps it?

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i don't want to add can_power_jump

bitter fractal
#

Hello, I'm using a custom material with "USE_UV_ANIM"

the black spaces are supposed to be transparent, what could I do?

kind charm
bitter fractal
#

It's my first time working with materials :b

kind charm
bitter fractal
#

it worked!

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tyvm!

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I didn't find any documentation for creating materials in the microsoft page

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where could I learn more about this?

kind charm
bitter fractal
#

I see
Thanks!

wanton venture
#

Can I make animations have sounds?

kind charm
wanton venture
#

How

kind charm
wanton venture
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Thanks

main cedar
#

how to make entities not show armor?

charred cargo
#

If you do need it to render attachables, then you might want to make an animation to make armor disappear if it is wearing any

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You might want to also look into render controllers as there might (no guarantees) be a way for it to work under the use of one of those

main cedar
rain egret
main cedar
pliant oak
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transient mobs can't be saved with structure blocks

gaunt harbor
#

yo

feral ore
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hey guys, using entitiy wizard do you guys know if it is possible to make an npc with multiple textures like the vanilla one

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with the selection

lofty citrus
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what's one way to trigger a script when a player interact with an entity?

main cedar
lofty citrus
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why before? why not after?

main cedar
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do you want to react to an interaction?

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or create a new one

lofty citrus
lofty citrus
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it doesn't trigger the interaction? I just want it to be able to interact and trigger a script

rain egret
main cedar
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why not just use the script event like i said

vale mantle
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Can I add a fly component on a range mode, and a walk component on a melee mode?

lofty citrus
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rightclicking on an entity doesn't work

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should I just leave minecraft:interact blank?

lofty citrus
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oh beforeevents works on all entities

cursive geyser
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is it possible to render an outline on an entity for a player(s) under specific conditions

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not for all players but specific ones

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doesn't have to be an outline it can be something else too but it has to be specific to only show for certain clients

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im making it for a team system if that helps at all

vale mantle
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Are piglin melee and range component connected to their animation? Or is it simply that they must hold a weapon or item like a sword?

cursive geyser
#

how do i render translucent textures on entities

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why can't i see my custom entity?

rp/entity/pillar_pink.json:

{
  "format_version": "1.8.0",
  "minecraft:client_entity": {
    "description": {
      "identifier": "ultra:pillar_pink",
      "materials": {
        "default": "entity_alphablend"
      },
      "textures": {
        "default": "textures/entity/pillar_pink"
      },
      "geometry": {
        "default": "geometry.pillar_pink"
      },
      "animations": {},
      "animation_controllers": [],
      "render_controllers": ["controller.render.pillar_pink"]
    }
  }
}

rp/models/entity/pillar_pink.geo.json:

{
  "format_version": "1.12.0",
  "minecraft:geometry": [
    {
      "description": {
        "identifier": "geometry.pillar_pink",
        "texture_width": 16,
        "texture_height": 16,
        "visible_bounds_width": 2,
        "visible_bounds_height": 25.5,
        "visible_bounds_offset": [0, 12.25, 0]
      },
      "bones": [
        {
          "name": "bb_main",
          "pivot": [0, 0, 0],
          "cubes": [{ "origin": [-0.5, 0.5, -0.5], "size": [1, 1, 1], "uv": [2, 1] }]
        }
      ]
    }
  ]
}

rp/render_controllers/pillar_pink.render_controllers.json:

{
  "format_version": "1.8.0",
  "render_controllers": {
    "controller.render.pillar_pink": {
      "geometry": "geometry.pillar_pink",
      "materials": [{ "*": "entity_alphablend" }],
      "textures": ["default"]
    }
  }
}

bp/entities/pillar_pink.json:

{
  "format_version": "1.13.0",
  "minecraft:entity": {
    "description": {
      "identifier": "ultra:pillar_pink",
      "is_spawnable": true,
      "is_summonable": true,
      "is_experimental": false
    },
    "components": {
      "minecraft:damage_sensor": {
        "triggers": {
          "cause": "all",
          "deals_damage": "no"
        }
      },
      "minecraft:type_family": {
        "family": ["mob"]
      },
      "minecraft:fire_immune": {},
      "minecraft:movement": {
        "value": 0
      },
      "minecraft:loot": {
        "table": "loot_tables/empty.json"
      },
      "minecraft:collision_box": {
        "width": 0.1,
        "height": 0.1
      },
      "minecraft:behavior.look_at_player": {
        "priority": 0,
        "look_distance": 0,
        "probability": 0
      },
      "minecraft:persistent": {},
      "minecraft:nameable": {
        "always_show": true,
        "allow_name_tag_renaming": false
      },
      "minecraft:pushable": {
        "is_pushable": false,
        "is_pushable_by_piston": false
      },
      "minecraft:physics": {
        "has_gravity": false,
        "has_collision": false,
        "push_towards_closest_space": false
      },
      "minecraft:conditional_bandwidth_optimization": {}
    }
  }
}
charred cargo
cursive geyser
#

i dont understand this entity stuff bro i only do scripting

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💔

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but i need to make this first

charred cargo
charred cargo
#

Your supposed to put the short name of those areas

cursive geyser
#

the shorthands defined in the rp entity file?

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so "default" for both

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?

charred cargo
#

So instead of geometry.pillar_pink you'd use geometry.default

charred cargo
cursive geyser
#

why does it need geometry. on the front

cursive geyser
#

material.default

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?

charred cargo
cursive geyser
#

and texture.default?

charred cargo
#

Yes

cursive geyser
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okk i'll try

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nope it still doesn't work

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rp/entity/pillar_pink.json:

{
  "format_version": "1.8.0",
  "minecraft:client_entity": {
    "description": {
      "identifier": "ultra:pillar_pink",
      "materials": {
        "default": "entity_alphablend"
      },
      "textures": {
        "default": "textures/entity/pillar_pink"
      },
      "geometry": {
        "default": "geometry.pillar_pink"
      },
      "animations": {},
      "animation_controllers": [],
      "render_controllers": ["controller.render.pillar_pink"]
    }
  }
}

rp/render_controllers/pillar_pink.render_controllers.json:

{
  "format_version": "1.8.0",
  "render_controllers": {
    "controller.render.pillar_pink": {
      "geometry": "geometry.default",
      "materials": [{ "*": "material.default" }],
      "textures": ["texture.default"]
    }
  }
}
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this is the texture file

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but i doubt it matters

charred cargo
#

Oh I know what's wrong
You left empty areas in animation controller and animations

cursive geyser
#

but why would that matter

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it's not supposed to break it is it

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they're just empty , meaning there's no animations meant to be used on the entity

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HEY i see it now

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nevermind

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you were right

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thanks

charred cargo
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Think if it like this
It throws errors to animations acting on the entity
Which means it throws errors to the geometry of the entity
Which means the game breaks the geometry

charred cargo
cursive geyser
#

do u know what the size ratio is from geometry to ingame blocks

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cos i want this to be exactly the size of 1 full minecraft block

charred cargo
#

Also yes

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Every single pixel is 1/16 of a block

cursive geyser
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so 16x16x16 would be one block

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?

charred cargo
cursive geyser
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ah yes tyy that works

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perfect

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i can see it pretty far out too great

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this will make my claim system so much better

charred cargo
#

Are you trying to remake the beacon or something?

cursive geyser
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it's for a faction claim system

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!f map command is supposed to show pillars (corners of claim) for nearby factions

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so you can see where the bounds of other claims go whilst claiming

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it tells you like "green: team 1, pink: team 2" and then the pillars of that color on the map correspond to the claim of those factions

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ilkll use animations to hide them for other players

charred cargo
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Oh, interesting

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Hope it all goes well

cursive geyser
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thank you!!

vale mantle
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Anyone know how I can make an entity fly and attack like a wither? Like, flying in place to shoot stuff

tulip dome
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#1376276790984704152

cursive geyser
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is it possible to query if a player has a tag in render controllers

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i tried adding this to my render controllers for players but it doesn't work

{
          "controller.render.player.cape": "query.has_tag('cape')"
        }
formal veldt
cursive geyser
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any workarounds ?

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what things can i query for then

formal veldt
#

properties

cursive geyser
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could i create a property that then matches the value of whether or not a player has that tag

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or is that also not possible

formal veldt
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at that point just use the property.

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why use a tag

cursive geyser
formal veldt
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you can change property values in scripts.

cursive geyser
#

oh okay

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do i make the property for player.json in the behavior pack

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like a custom component ?

formal veldt
cursive geyser
#

ahh tyy

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how do i query for properties

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though

formal veldt
cursive geyser
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tysm !!

cursive geyser
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and then set the property to either none/film thru scripts

rain egret
rain egret
#

Within your property

cursive geyser
rain egret
#

Yes

cursive geyser
#

ill copy it wait

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[Molang][error]-minecraft:player.0.aaaaaaaa-7b21-4637-9b63-8ad63622ef01.c0bf77c3-7a3d-416a-ab37-0943aa54e46f | entity/player.entity.json | query.has_property('ultra:cape') == 'film' | Error: query.has_property does not have an actor.

rain egret
#

Ok Everything is correct, so you are probably not updating your addon correctly.

cursive geyser
#

it did update

rain egret
#

Or there is an error in the syntax of your behavior

cursive geyser
#

earlier it said .property now it says .has_property

cursive geyser
#
{
          "controller.render.player.cape": "query.has_property('ultra:cape') == 'film'"
        }
#

this is in render_controllers

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for player.entity.json

rain egret
#

I mean behavior, If there is an error, parts of the code probably fail.

cursive geyser
#

its not because of my behavior packs i don't think

rain egret
#

Make sure the version you use in the behavior format_version is higher than 1.20.80

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Your entity and your manifest.json

rain egret
#

Yes

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The newest is better

cursive geyser
#

also is my render controller meant to look like this

{
  "format_version": "1.10.0",
  "render_controllers": {
    "controller.render.player.cape": {
      "geometry": "cape",
      "materials": [{ "default": "cape" }],
      "textures": ["cape"]
    }
  }
}

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at first tje material just said ["cape"] but it was giving me a warn for expected object

cursive geyser
cursive geyser
#

when i used .property

formal veldt
#

what

cursive geyser
#

in the console

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when it said query.property(...)

formal veldt
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use query.property.

cursive geyser
#

so i switched it to .has_property(...)

formal veldt
#

dont

cursive geyser
rain egret
cursive geyser
#

still says the same thing

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[Molang][error]-minecraft:player.0.aaaaaaaa-7b21-4637-9b63-8ad63622ef01.c0bf77c3-7a3d-416a-ab37-0943aa54e46f | entity/player.entity.json | query.has_property('ultra:cape') == 'film' | Error: query.has_property does not have an actor.

formal veldt
#

you didnt save.

cursive geyser
#

[Molang][error]-render_controllers/player.render_controllers.json | render_controllers | controller.render.player.cape | materials | default | cape | Error: unknown token: cape

[Molang][error]-render_controllers/player.render_controllers.json | render_controllers | controller.render.player.cape | materials | default | cape | unrecognized token: cape

cursive geyser
#

what makes you think i do not make sure that i save before loading

formal veldt
#

it wouldnt say that then.

cursive geyser
#

when i saved

formal veldt
#

why

cursive geyser
#

cus i just didnt

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i only changed the format versions

formal veldt
#

then change it...

cursive geyser
#

i did????

formal veldt
#

why are you wondering it says the same thing

cursive geyser
#

i will change it i just had not YET changed it when i saved it last time

cursive geyser
#

not .has_property(...)

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so i only changed up the things i believed were the root of the issue

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O wow it works now but

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i think i have to respawn for the cape to change if i switch the property value

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nope it just doesnt change at all

formal veldt
#

you dont

cursive geyser
#

even if i try to change the value

formal veldt
#

show me the file.

cursive geyser
#

which

formal veldt
#

the render controller.

cursive geyser
#
{
  "format_version": "1.10.0",
  "render_controllers": {
    "controller.render.player.cape": {
      "geometry": "cape",
      "materials": [{ "default": "cape" }],
      "textures": ["cape"]
    }
  }
}

that's the render controller itself, this is the condition

{
          "controller.render.player.cape": "query.property('ultra:cape') == 'film'"
        }
#

it always shows the cape even if i change the value

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o wait

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i think my script is the issue

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oh yeh my condition was flipped lol

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when the property was film i was trying to set it back to film and when it wasnt i would set it to none

rain egret
#

Geometry.cape
Texture.cape
Material.cape

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Not just "cape"

cursive geyser
#

amazing

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another question , since i want to add support for multiple cape textures, am i meant to make a separate render controller for each cape

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like do i add more texture definitions into here:

"textures": {
        "default": "textures/entity/steve",
        "cape": "textures/entity/cape_film"
      },

and then make a render controller for each separate texture and then check for the condition to see if that cape should be rendered for them

cursive geyser
#

ehh i tried doing that but it says my render controllers are invalid

#
{
  "format_version": "1.10.0",
  "render_controllers": {
    "controller.render.player.cape_film": {
      "geometry": "cape",
      "materials": [{ "default": "cape" }],
      "textures": ["cape_film"]
    },
    "controller.render.player.cape_ultra_1": {
      "geometry": "cape",
      "materials": [{ "default": "cape" }],
      "textures": ["cape_ultra_1"]
    }
  }
}

#
{
  "format_version": "1.21.82",
  "minecraft:client_entity": {
    "description": {
      "identifier": "minecraft:player",
      "materials": {
        "default": "entity_alphatest",
        "cape": "entity_alphatest",
        "animated": "player_animated"
      },
      "textures": {
        "default": "textures/entity/steve",
        "cape_film": "textures/entity/cape_film",
        "cape_ultra_1": "textures/entity/cape_ultra_1"
      },
      "geometry": {
        "default": "geometry.humanoid.custom",
        "cape": "geometry.cape1"
      },
      "scripts": {
        "scale": "0.9375",
        "initialize": [
          "variable.is_holding_right = 0.0;",
          "variable.is_blinking = 0.0;",
          "variable.last_blink_time = 0.0;",
          "variable.hand_bob = 0.0;"
        ],
        "pre_animation": [
          "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;"
        ],
        "animate": ["root"]
      },
      "animations": {
      },
      "render_controllers": [
        {
          "controller.render.player.first_person_spectator": "variable.is_first_person && query.is_spectator"
        },
        {
          "controller.render.player.third_person_spectator": "!variable.is_first_person && !variable.map_face_icon && query.is_spectator"
        },
        {
          "controller.render.player.first_person": "variable.is_first_person && !query.is_spectator"
        },
        {
          "controller.render.player.third_person": "!variable.is_first_person && !variable.map_face_icon && !query.is_spectator"
        },
        {
          "controller.render.player.map": "variable.map_face_icon"
        },
        {
          "controller.render.player.cape_film": "query.property('ultra:cape') == 'film'"
        },
        {
          "controller.render.player.cape_ultra_1": "query.property('ultra:cape') == 'ultra_1'"
        }
      ],
      "enable_attachables": true
    }
  }
}

#
[Molang][error]-render_controllers/player.render_controllers.json | render_controllers | controller.render.player.cape_film | materials | default | cape | Error: unknown token: cape

[Molang][error]-render_controllers/player.render_controllers.json | render_controllers | controller.render.player.cape_film | materials | default | cape | unrecognized token: cape

[Molang][error]-render_controllers/player.render_controllers.json | render_controllers | controller.render.player.cape_ultra_1 | materials | default | cape | Error: unknown token: cape

[Molang][error]-render_controllers/player.render_controllers.json | render_controllers | controller.render.player.cape_ultra_1 | materials | default | cape | unrecognized token: cape

[Geometry][error]-minecraft:player | minecraft:player | Invalid render controller: controller.render.player.cape_film

[Geometry][error]-minecraft:player | minecraft:player | Invalid render controller: controller.render.player.cape_ultra_1
rain egret
cursive geyser
#

ah yes yes thx

#

that works perfect

#

yes yes

gaunt harbor
#

i got a model i just want someoen to help me add a animation to it

charred cargo
reef oyster
#

how do I have a creature grow tails as it gets older? basicly when it spawns in(or is baby) it only has one tail but it gains up to nine tails overtime?

timber wolf
#

Hey guys, based on this simple entity. How can i stop it from taking damage!

#

@kind charm Any idea! 🙂

kind charm
timber wolf
dusk knot
#

please tell me whats wrong with my player.json its basicually non existent

cursive geyser
#

is there a way to query if player is wearing elytra

cursive geyser
charred cargo
#

This works in behaviour packs too for animations and animation controllers

charred cargo
#

You're welcome

cursive geyser
#

can i just check query.is_item_name_any('slot.armor.chest', 0, 'minecraft:elytra) != true

#

to check if they are not wearing elytra

#

or maybe !query.is_item_name_any('slot.armor.chest', 0, 'minecraft:elytra')?

charred cargo
#

Sorry I was gone but yes you can

charred cargo
elfin iron
#

How does one make an entity rideable? I made a custom invisible entity for something, tried to /ride onto it and game went and said no.

broken marsh
#

it needs the minecraft:rideable component

#
"minecraft:rideable": {
  "seat_count": 1,
  "family_types": ["player"],
  "interact_text": "action.interact.mount",
  "seats": [
    { "position": [0, 2, 0] }
  ]
}
wanton venture
#

How can I make my mob move through blocks like the vex

formal veldt
wanton venture
formal veldt
#

physic's has_collision property does not affect the hitbox.

wanton venture
#

Oh, you meant in physics

#

I thought you meant remove the collision component

formal veldt
#

it'll default it to 1, 1

#

and 0, 0 wouldnt remove it, you would still be able to hit it last time I checked.

wanton venture
#

Well that works nicely thank you!

formal veldt
wanton venture
#

How can I do something when a specific animation is played?

charred cargo
#

That's a very vague question

formal veldt
wanton venture
wanton venture
#

All I can seem to do is the other way around; run command and that command starts the animation.

#

But that makes transitions trash

charred cargo
#

But it's just a theory...

formal veldt
#

a game theory

wanton venture
formal veldt
#

sorry

formal veldt
#

perhaps there could be a different solution.

wanton venture
#

I have two walk animations; speed should be different in each one. I was thinking on just giving speed when walk2 happens.

wanton venture
formal veldt
#

how does it happen

#

through an event that sets a property?

wanton venture
formal veldt
#

you can use the timer component and make it randomize the property value, and use a component group within the entity changing the speed values, in whatever movement component you have. Then in an animation controller, change the walking animation based on the property using query.property

#

if the timer component is already taken up you can use the timer flag components (there's 3 of them).

wanton venture
#

Good thinking

#

Will do that, thanks!

formal veldt
#

thanks

formal veldt
nimble sonnet
#

guys pls i have a problem

#

with blending transitions in anim controllers

#

they don,t smoothly blend to the next state

#

this is how it should look like (blockcench preview)

frank carbon
#

When a state transition occurs, any animations in that state play from the beginning. @nimble sonnet

rain egret
frank carbon
#

I'll take a closer look

nimble sonnet
#

the rest of em use hold_on_last_frame

rain egret
#

I don't know if the override function affects transitions.

frank carbon
#

Ah, I suspect it could also be your blend_transition values. Going out from default, and from move, blends linearly over 0.3 seconds.

#

Although I would think that would let the animations hold in place

rain egret
#

You may also have a problem with your entity client.

nimble sonnet
#

what shoudl i do?

frank carbon
#

I would first try setting your longsword_idle animation's loop mode to true and test it again.

#

(It shouldn't affect much, but I am curious to see)

rain egret
frank carbon
#

After that I would investigate the override_previous_animation flag.

nimble sonnet
#

in fact i tried putting it on hold_on_last_frame to try if it would finally work

nimble sonnet
#

kinda like playing the vanilla anim with mines

#

at the same time

nimble sonnet
nimble sonnet
coarse mica
#

How do you detect if a player collides with a specific entity?

wanton venture
#

How can I play an animation when an entity teleports

formal veldt
wanton venture
formal veldt
# wanton venture How so?

before the entity starts teleporting, set the property, and use this property in an animation controller and delay the teleportation until the animation is over.

wanton venture
#

I found out I can do ground speed > 16 and works well for a “teleport animation” but mine is before teleportation

wanton venture
#

Because otherwise, even idle would be before yeleport

formal veldt
#

you are triggering something to make it teleport no

#

or is there a behavior for this

wanton venture
#

The teleport component

formal veldt
#

that wouldn't work anyway

wanton venture
#

Used by enderman

formal veldt
#

it instantly teleports.

wanton venture
#

Yeah that’s the thing

#

So I would need like spread players instead of the behavior

#

Or other system

formal veldt
#

yes

wanton venture
#

I see

formal veldt
#

I wouldn't use spread players, I would make a script for it

wanton venture
#

Why not spreadplayers?

formal veldt
#

me personally

#

because I like creating stuff

#

lol

wanton venture
#

Gotcha

#

I will try, thanks!

nimble sonnet
near berry
#

Can we disable "minecraft:conditional_bandwidth_optimization": {}, and what would happen if I did

wooden fiber
#

bao_icon_entities question: anyone knows how to control entities behavior by interacting different parts of the entity body? i know minecraft:custom_hit_tests but it seems only defining multiple interaction areas but no event triggers.

near berry
wooden fiber
#

the optimization is for network but not renderer

near berry
#

I will try delete that component and do some testing in multiplayer to see if the result is good or not

wooden fiber
#

its a trade-off whatever

near berry
#

I just want to turn it off for player and 1 custom bot entity I made, It's a practice map so need to be accurate in position

#

I don't want to have glitchy mob so I will see if that's good enough

wooden fiber
#

then turn it off definitely

near berry
wooden fiber
near berry
#

yah i'm reading the docs rn, thanks

crimson pumice
#

can you make a loot table that drops certain items based on what the player used to kill the entity?

crimson pumice
crimson pumice
# kind charm Yes.

how do you make it NOT drop an item if they're holding something specific

elfin iron
crimson pumice
#

how do you speed up an entity animation
(pls ping me)

charred cargo
crimson pumice
#

i don't have anim_time_update anywhere

charred cargo
#

Then add it in blockbench or to the actual file

crimson pumice
#

how do you add it

charred cargo
#

"animations": { "animation.humanoid.lightning_hands_true3": { "loop": true, "animation_length": 0.2, "loop_delay": 0, "anim_time_update": "query.anim_time + query.delta_time / 100000",

crimson pumice
#

ty

charred cargo
charred cargo
#

However this will make your animation permanently sped up

crimson pumice
#

ok???

charred cargo
# crimson pumice ok???

I'm saying this just incase you want to make if faster under specific circumstances, since there's a way to do that

crimson pumice
#

is there a query.is_climbing for spider like entities

#

i want the spider to be sideways when climbing

#

(my custom spider)

charred cargo
#

Although, to answer your question, no

crimson pumice
#

i already checked 😭

charred cargo
nimble nova
#

On entity an entity definition file, I have a component group that applies a component group that sets the minecraft:scale property. This works fine for uniform scale changes, but I'm curious if there is a way to apply scale on only one of the three axes?

charred cargo
#

You'd have to just alter the model size, probably with an animation, and change the hitbox size

nimble nova
kind charm
#

Yes.

crimson pumice
reef oyster
barren plover
#

Why is my event not triggered, when my projectile hits the ground?json "minecraft:projectile": { "on_hit": { "definition_event": { "affect_projectile": true, "event_trigger": { "event": "aaa:dark_bomb_explode", "target": "self" } }, "remove_on_hit": {} }, "power": 0.7, "gravity": 0.03, "angle_offset": -20, "hit_sound": "aaa.hit_normal" }

barren plover
# rain egret And the event?
        "events": {
            "aaa:dark_bomb_explode": {
                "queue_command": {
                    "target": "self",
                    "command": [
                        "scriptevent aaa:test 4 2 -1",
                        "say hai",
                        "tell @a hai"
                    ]
                }
            }
        }```
rain egret
#

One is aaa: and the other is aria_ah:

barren plover
rain egret
#

Also make sure that your format_version is version 1.20.80 which is when the queue_command function was added

barren plover
#

It still doens't work

rain egret
barren plover
#

The Event still doesn't get triggered

rain egret
#

Show how you have the event and the component

rain egret
barren plover
# rain egret Show how you have the event and the component

This is the filejson { "format_version": "1.20.80", "minecraft:entity": { "description": { "identifier": "aaa:dark_bomb", "is_spawnable": false, "is_summonable": true, "is_experimental": false, "runtime_identifier": "minecraft:snowball" }, "components": { "minecraft:collision_box": { "width": 0.25, "height": 0.25 }, "minecraft:projectile": { "on_hit": { "definition_event": { "event_trigger": { "event": "aaa:dark_bomb_explode" } } }, "power": 0.7, "gravity": 0.03, "angle_offset": -20, "hit_sound": "aaa.hit_normal" }, "minecraft:physics": {}, "minecraft:pushable": { "is_pushable": true, "is_pushable_by_piston": true }, "minecraft:instant_despawn": {}, "minecraft:conditional_bandwidth_optimization": { "default_values": { "max_optimized_distance": 80, "max_dropped_ticks": 10, "use_motion_prediction_hints": true } } }, "events": { "aaa:dark_bomb_explode": { "queue_command": { "command": [ "scriptevent aaa:create_horror_biome 4 2 -1", "say hai", "tell @a hai" ] } } } } }

rain egret
#

The instant_despawn component must be in a component group and must be added from the event with trigger, command or add component

rain egret
barren plover
#

potz Blitz

barren plover
#

it works now!

#

Do you know how I can add a texture to the entity?

#

it should be like a snowball

rain egret
barren plover
#

no

rain egret
#

Just copy the snowball's client entity and change the ud and texture

barren plover
#

thanks

lost jungle
#

Would it be fair to say that an entity with a lot of geometry would be more taxing on devices?
Namely, a mob with 70+ cubes for its geometry, would it cause lag?

main cedar
#

As for the severity

#

Thats to be seen

charred cargo
#

You shouldn't experience much lag as long as the cubes aren't all individually animated in my experience

#

And this is also coming from someone using their phone to test the addon so any other device, unless really poorly optimised, should be fine

lost jungle
# charred cargo And this is also coming from someone using their phone to test the addon so any ...

I see.

My concern arose when I realise my mobs are made of about 80 cubes on average.
They are rather large, and there are 12 different types of these creatures. I plan to have this addon run on a private server with friends where some play on switch lites.
I became familiar with their limitations and thus try to keep addons on the light end even though we do enjoy playing with addons.

These creatures are modelled after realistic dinosaurs.
While their style and creation process are consistent. Their high cube count made me worried.

Thankfully, they are intended to be a rarity in minecraft. As the player needs to revive them by finding fossils.
So they wont spawn in the world naturally, and the player can manage their population at least.

#

I may also add their animations are simple for their application as mobs in minecraft.
And their textures are not animated either (I wont even know how to do that).

ruby cape
#

anybody know how i can compress the dragon's hearts?

charred cargo
#

So I wouldn't be too worried about the affect on performance.

#

Nevertheless, I wish your private server good luck.

half solar
#

since script api general is busy, how do i make a block spawn animated entity, whose animation speed depends on dynamic variable?

kind charm
half solar
#

guys how do i model my entity to look just like the block and not like complete gibberish after i convert it via blockbench? like the model of the entity w/o txt is fine, but texture (despite setting UVs "correctly" via blockbench) fails to apply correctly?

turbid vine
#

Hi

#

How can I get the yaw of the entity I'm working with, query.head_x_rotation(0) is ignored

#

@kind charm

half solar
#

How do i animate an entity with animation speed controlled by script?

charred cargo
#

Are you using the player.json behaviour file in your addon already/are you willing to use it?

formal veldt
charred cargo
#

Yh

formal veldt
#
"anim_time_update": "query.anim_time + query.delta_time * query.property('whatever:property')"
charred cargo
#

Does it work on both?

formal veldt
charred cargo
#

Oh, makes more sense

half solar
charred cargo
#

Do take note, though, that player.json modifications will limit cross addon compatibility

half solar
#

why'd i need to modify player.json ??

#

ik entity properties thing

#

idk how to animate the shit with em

charred cargo
#

So you use the script to set the property and them test it in the animation

#

And it would look like this "anim_time_update": "query.property("your_property_name") ? query.anim_time + query.delta_time * num : query.anim_time + query.delta_time"

lofty citrus
#

is it possible to create an armor stand entity?

stable brook
#

hello i have an custom entity how to the entity can spawn normally in the world? like pig, chicken ecc

half solar
#

how do i statically rotate an entity

west gull
#

Can we set the cube size and position dynamically?

charred cargo
charred cargo
#

But it will force you to have the drop of the entity be an armour stand

west gull
#

I want to change it using scripting API.

#

So I would like to know if I can modify it with properties or something.

charred cargo
#

Properties is likely the way to go
But you still need an animation

west gull
#

OK How can I do this?

charred cargo
#

Do you know how to use properties, first of all

nimble kernel
#

hi pookies, why I see many addons says not using player.json does player.json affect performance or something?

charred cargo
half solar
#

yeah but i wanna rotate non-trivially

#

like upside down or sth like that

#

currently i wanna rotate 90 degrees

#

in z

charred cargo
#

Is it a custom entity or player?

half solar
#

custom entity

#

i'd rather not create custom animation just for the static rotation

#

????????????????

charred cargo
#

Even the way the player moves their head is controlled by an animation

#

And custom animations are extremely easy to make

half solar
#

okay whatever

#

doesnt it kill the performance tho?

charred cargo
#

Not at all

#

Have you never made an animation
Just curious

half solar
#

i'm in the process of making this shi

#

since i need static rotation + dynamic rotation offset.

#

its annoying asf

#

ohh damn i can rotate the body for what i want

#

YAAY

#

i dont have to suffer

charred cargo
#

There was no suffering in the first place😭

half solar
#

shi

#

i have to suffer

charred cargo
#

What are you trying to do with the animation other than the 90⁰ rotation

half solar
#

so firstly i want to rotate it accordingly to ""linked"" block's facing dir, then i need to rotate it based on speed provided in it's property

#

rpm *

#

so i need to rotate the whole body

#

with rpm

rain shuttle
#

How would I be able to make an entity face 90 degrees and when it goes on a curved rail turn 90 degrees to where ever that rail is facing (basically just want a Minecart)

steel jasper
#

Is it possible to have an entity appear on maps like a player?

charred cargo
# nimble kernel hi pookies, why I see many addons says `not using player.json` does player.json ...

The player.entity.json has no abnormal performance effects (unless theres an ungodly large amount of editing done to it like with anything), but the player.entity.json file is a file that can cause addon compatability issues do to only one being able function in every world since the file has the same name im every addon its in, so whichever addon with the file is closest to the top in your world settings is the only one to be read, so then not all addons can be in the same world, which limits the fun users can have
If there's anything you didn't understand, let me know

charred cargo
rain shuttle
#

At least at first glance

charred cargo
#

I just looked and found out exactly how it works

rain shuttle
charred cargo
half solar
#

okay how tf do i make that rotation animation

#

i made this but it does nothing (yes, stuff is set.)

{
    "format_version": "1.8.0",
    "animations": {
        "animation.entity.rpm_rotation": {
            "loop": true,
            "animation_length": 1.0,
            "bones": {
                "root": {
                    "rotation": {
                        "0.0": [
                            "query.property('createbedrock:static_rotation_x')",
                            "query.property('createbedrock:static_rotation_y')",
                            "query.property('createbedrock:static_rotation_z')"
                        ],
                        "1.0": [
                            "query.property('createbedrock:static_rotation_x')",
                            "query.property('createbedrock:static_rotation_y') + Math.round(query.property('createbedrock:rpm') * (Math.mod(query.life_time, 1200) / 1200) * 360)",
                            "query.property('createbedrock:static_rotation_z')"
                        ]
                    }
                }
            }
        }
    }
}```
#

i aint checking y stuff for now

#

but x,z doesnt event work duh

#

how do i animate the block properly???

kind charm
half solar
#

i replaced all of the q.property with 0,0,0 and 180,180,180. i get no animation

#
{
    "format_version": "1.20.80",
    "minecraft:client_entity": {
        "description": {
            "identifier": "createbedrock:cogwheel_entity",
            "materials": {
                "default": "entity_alphatest"
            },
            "textures": {
                "default": "textures/entity/cogwheel_entity"
            },
            "geometry": {
                "default": "geometry.cogwheel_entity"
            },
            "render_controllers": [
                "controller.render.cogwheel_entity"
            ],
            "spawn_egg": {
                "base_color": "#000000",
                "overlay_color": "#FFFFFF"
            },
            "animations": {
                "rpm_rotation": "animation.entity.rpm_rotation"
            },
            "scripts": {
                "animate": [
                    "rpm_rotation"
                ]
            }
        }
    }
}```
#

i even replaced stuff with random values, no animation whatsoever

kind charm
#

Any content log? Are you animating this in blockbench?

#

Try format version 1.10.0

half solar
#

i don't need blockbench for anything other than base models, since i am rotating them

kind charm
#

Well Im saying, does it animate properly in blockbench?

half solar
#

idk

#

1.10.0 does not work with q.property's

kind charm
#

I meant for your client entity.

half solar
#

yeah what about it, i don't use any "animation" feature from blockbench (maybe i should?)

half solar
#

??????????????

kind charm
half solar
#
{
    "format_version": "1.10.0",
    "animations": {
        "animation.entity.rpm_rotation": {
            "loop": true,
            "animation_length": 1.0,
            "bones": {
                "root": {
                    "rotation": {
                        "0.0": [
                            "0",
                            "0",
                            "0"
                        ],
                        "1.0": [
                            "0",
                            "180",
                            "0"
                        ]
                    }
                }
            }
        }
    }
}

that's basic animation imo

west gull
kind charm
west gull
#

Like a hitbox

kind charm
#

Use environment sensor to get the property and add/remove the CGs.

west gull
#

No, it needs to be dynamic because I will be controlling it through scripting.

kind charm
#

Then you cannot.

#

Oh wait. Hang on.

#

Do you mean hitbox like the entity's collision or "like a hitbox" is referring to your geo expanding and shrinking dunamically?

west gull
#

2nd

half solar
#

blockbench gave me exactly the same code

#

yoo it worked

#

i needed to change "root" to "bone"

charred cargo
#

Did you not have a root folder in your model?

half solar
#

idk

#

how do i make an entity immovable by piston

kind charm
half solar
#

and block?

kind charm
half solar
#

ohh alright

charred cargo
#

In description in your entity

#

Add "runtime_identifier": "armor_stand"

west gull
#

My entity moves as I get closer to it. How can I avoid this?

#

i want to block it completely

kind charm
west gull
#

Okay, I fixed it; the only issue now is that properties are not working.

#

"properties": {
"debug:width": {
"type": "float",
"client_sync": true,
"default": 1
},
"debug:length": {
"type": "float",
"client_sync": true,
"default": 1
},
"debug:height": {
"type": "float",
"client_sync": true,
"default": 1
}
}

kind charm
#

Ah, you need range.

west gull
#

Why

#

Damn

west gull
#

Why is it not working?

"scripts": {
        "animate": [
          "default"
        ]
      },
      "animations": {
        "default": "animation.box.new"
      },
  ```

"animations": {
"animation.box.new": {


it says can not find default
neat sky
west gull
#

its correct

#

this syntax is showing errors
"8 * ((q.property('debug:width')??1)-1)"

#

i think i must remove the ??1

#

yeah now it works

kind charm
west gull
#

how to do that?

kind charm
west gull
#

I am using the same query for different bones. Can I store the results once and use them? Also, instead of looping and quering repeatedly, can we update the animation only when a property changes?

kind charm
west gull
#

I can't see that in Blockbench

kind charm
west gull
#

what about other part

lofty citrus
half solar
#

how can i make an entity now show death animation

#

ok i figured it out

stable brook
#

how do i create display item? an entity invisible when i interact the entity shows the item in my hand

#

like itemframe

west gull
#

I want the custom entity to not trigger the pressure plate. How can I do this?

earnest flare
#

One message removed from a suspended account.

kind charm
#

No.

earnest flare
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

west gull
#

Man, I can not find a way to disable the pressure plate trigger by entity.

charred cargo
west gull
#

i wanted to yhe entiry for visual stuff only

charred cargo
west gull
#

i have that already

charred cargo
#

Idk, your idea is quite not possible

nova plume
kind charm
west gull
#

i have that already

west gull
#

see

west gull
#

So any fix?

lofty citrus
charred cargo
#

You could probably use the interact component and a script to emulate the armor stand

lofty citrus
charred cargo
lofty citrus
#

floating item display

charred cargo
#

Wait

#

I just noticed something

#

The runtime_identifier works with the entity hitbox

#

Though, I don't know how well the armor pieces will work

west gull
heavy coral
#

How to make an entity that spawns with iron armor equipped and iron pickaxe in hand?

charred cargo
heavy coral
charred cargo
heavy coral
charred cargo
#

Replaceitem

mental star
#

Is there any existing long distance ai behavior pathing that makes them navigate to specific coordinates? Like more aggressive and dynamic than home coordinates that bees use?

mental star
vivid coyote
#

Hello!

If I were create a custom entity that is rideable, how would I make it equip another item instead of the vanilla saddle?

gilded shore
#

Hello, I was wondering if there's any way to disable the animation when rotating an entity, I don't want the entity to take a turn, I want it to immediately have that rotation (Y AXIS)

lofty citrus
#

custom armor somehow accepts the item but shows no display

charred cargo
#

Did you only test in creative

west gull
#

whats the issue in this

"scripts": {
"pre_animation": [
"v.height_scale = q.property('debug:height');",
"v.height_pos = 16 * (v.height_scale-1);",
"v.width_scale = q.property('debug:width');",
"v.width_pos = 16 * (v.width_scale-1);",
"v.length_scale = q.property('debug:length');",
"v.length_pos = 16 * (v.length_scale-1);"
],
"animate": [ "default" ]
},

"format_version": "1.8.0",
"animations": {
"animation.debug.box": {
"loop": true,
"animation_length": 0.0417,
"bones": {
"v0": {
"scale": [1, "v.height_scale ?? 1", 1]
},

#

the vars arnt working

lofty citrus
charred cargo
lofty citrus
#

to not show the item in creative?

lofty citrus
#

im trying to do this what's one way I can do it @charred cargo

#

@mellow halo sorry for the ping man but is it possible to know how you did it?

mellow halo
charred cargo
lofty citrus
mellow halo
#

custom entity not armor stand.

lofty citrus
mellow halo
#

yes

lofty citrus
#

ohh I see

#

then you spawn them around when block is placed then you get the item component forEach then assign it

#

Thank you very much

west gull
# west gull

Man, could someone help me with this to prevent entities from interacting with things like plates

charred cargo
#

Try giving it a hitbox of 0

#

In all axes

west gull
#
  "format_version": "1.15.0",
  "minecraft:entity": {
    "description": {
      "identifier": "debug:box",
      "is_spawnable": false,
      "is_summonable": true,
      "is_experimental": false,
      //"runtime_identifier": "minecraft:snowball",
      
      "properties": {
        "debug:width": {
          "type": "float",
          "client_sync": true,
          "default": 1.0,
          "range": [0.0, 256.0]
        },
        "debug:length": {
          "type": "float",
          "client_sync": true,
          "range": [0.0, 256.0],
          "default": 1.0
        },
        "debug:height": {
          "type": "float",
          "client_sync": true,
          "range": [0.0, 256.0],
          "default": 1.0
        }
      }
    },
    "components": {
    
      "minecraft:collision_box": {
        "width": 0,
        "height": 0
      },/*
      "minecraft:custom_hit_test": {
        "hitboxes": [
          {
            "pivot": [
              0,
              100,
              0
            ],
            "width": 0,
            "height": 0
          }
        ]
      },*/
      "minecraft:damage_sensor": {
        "triggers": {
          "cause": "all",
          "deals_damage": false
        }
      },/*
      "minecraft:physics": {
        "has_collision": false,
        "has_gravity": false
      },*/
      "minecraft:pushable": {
        "is_pushable": false,
        "is_pushable_by_piston": false
      }
    }
  },
  "events": {}
}```
charred cargo
#

Then I think there may be nothing that you can do

west gull
west gull
kind charm
west gull
#

because it is always using value 1 instead of the one I passed from scripts.

kind charm
west gull
#

Let me try

#

Nope

#
{
    "format_version": "1.12.0",
    "minecraft:client_entity": {
        "description": {
            "identifier": "debug:box",
            "materials": {
                "default": "entity_emissive_alpha_hitbox" //"entity_alphatest"
            },
            "geometry": {
                "default": "geometry.hithox"
            },
            "textures": {
                "default": "textures/texture"
            },
            "animations": {
                "default": "animation.debug.box"
            },
            "scripts": {
              "pre_animation": [
    "v.height_scale = 10;",
    "v.height_pos = 16 * (v.height_scale-1);",
     "v.width_scale = q.property('debug:width');",
    "v.width_pos = 16 * (v.width_scale-1);",
     "v.length_scale = q.property('debug:length');",
    "v.length_pos = 16 * (v.length_scale-1);"
  ],
              "animate": [ "default" ]
            },
            "render_controllers": [
                "controller.render.default"
            ]
        }
    }
}

#
{
    "format_version": "1.8.0",
    "animations": {
        "animation.debug.box": {
        "loop": true,
            "animation_length": 0.25,
            "bones": {
                "v0": {
                    "scale": [1, "v.height_scale ?? 1", 1]
                },
                "v1": {
                    "position": [0, 0, "v.width_pos ?? 0"],
                    "scale": [1, "v.height_scale ?? 1", 1]
                },
                "v2": {
                    "position": ["-(v.length_pos ?? 0)", 0, "v.width_pos ?? 0"],
                    "scale": [1, "v.height_scale ?? 1", 1]
                },
                "v3": {
                    "position": ["-(v.length_pos ?? 0)", 0, 0],
                    "scale": [1, "v.height_scale ?? 1", 1]
                },
kind charm
#

Any content log? Try setting format version to 1.10?

west gull
#
                "w0": {
                    "scale": [1, 1, "v.width_scale ?? 1"]
                },
                "w1": {
                    "position": ["-(v.length_pos ?? 0)", 0, 0],
                    "scale": [1, 1, "v.width_scale ?? 1"]
                },
                "w2": {
                    "position": [0, "v.height_pos ?? 0", 0],
                    "scale": [1, 1, "v.width_scale ?? 1"]
                },
                "w3": {
                    "position": ["-(v.length_pos ?? 0)", "v.height_pos ?? 0", 0],
                    "scale": [1, 1, "v.width_scale ?? 1"]
                },
                "l0": {
                    "scale": ["v.length_scale ?? 1", 1, 1]
                },
                "l1": {
                    "position": [0, 0, "v.width_pos ?? 0"],
                    "scale": ["v.length_scale ?? 1", 1, 1]
                },
                "l2": {
                    "position": [0, "v.height_pos ?? 0", "v.width_pos ?? 0"],
                    "scale": ["v.length_scale ?? 1", 1, 1]
                },
                "l3": {
                    "position": [0, "v.height_pos ?? 0", 0],
                    "scale": ["v.length_scale ?? 1", 1, 1]
                }
            }
        }
    }
}
kind charm
west gull
#

in animation 1.8?

#

Nope not workin

kind charm
west gull
#

i sent both the codes

#

vut it looks like its not playin

#

it was working fine on blockbench

crimson pumice
#

how do i only use an attachable file if the player is holding the item in their offhand

#

and not run the holding item animation on the player when this specific item is held in the offhand

west gull
#

okay i found the issue,

we cant have ; for simple exp

west gull
#

What is the minimum material code for rendering tex behind block and glow in the night?

lofty citrus
#

how the heck do they make zombies have Mainhand?

lofty citrus
#

how do I add equippable component to my usto entity?
I can't seem to get the equippable component of th entity through script

kind charm
#

It is disabled for non player entities.

lofty citrus
kind charm
#

Yes.

lofty citrus
#

:<

west gull
#

what are these values

"visible_bounds_width": 0,
"visible_bounds_height": 0,
"visible_bounds_offset": [0, 0, 0]

west shard
#

How can I use .glb models in sketchfab in blockbench (suitable for bedrock edition entity)

charred cargo
charred cargo
#

Or an animation that has "override_previous_animation": false (or not there at all since false is the default value) and is just a negative rotation value of the actual animation (which you can find in the vanilla resources document)

west gull
#

wheres can see doc for geometry

chrome plinth
#

can we edit player health to decrease?

kind charm
west gull
crimson pumice
#

.

how do i set a custom particle to display when a mob dies instead of the default smoke?

frank carbon
#

There's two steps to that.

  1. Prevent the normal death smoke from playing. You can stop this at the source by preventing the entity from dying on death, perhaps via damage sensor, or by transforming it to another entity when its health hits 0.
  2. Emit your custom particle when the entity should die. That is, after death is prevented in step 1, you wait one second before playing your particle and despawning the entity. Perhaps using an animation timer, or using a timeout in scripting.
west gull
#

I can see a difference in material codes that allow rendering of entities through walls. What is the minimum code requirement for that?

charred cargo
#

Minimum code requirements probably won't do anything at all

#

I think you're overestimating how weak performance is

lost jungle
#

I have sharks that love hunting fish. But they are messy eaters and leave a ton of leftovers in the water.
As fun as it is to just collect some seafood after the sharks, it has made me worried that these extra items may cause unnecessary lag in the world.

Is there a way for them to:

  • kill mobs but it won't drop loot.
  • Possibly have the sharks pick up the items. And possibly consume them over time to act as a cooldown for when they next go hunting (fyi, they only do that at night. And if they pick up these items, would the player be able to get it back if the sharks is killed?)
  • Add a timer on top of the scheduler for when they hunt at night to do that once in a while? Which would look odd if a shark pick off one fish in a while, but it would mean less items in the ocean.
gleaming remnant
#

Hello, excuse me, does anyone know how I can add snow freezing to a type entity when it hits?

crimson pumice
#

look at entites code like the hopper minecart, horse, chest minecart, etc...

scenic token
#

Is there something wrong?

modern hawk
#

Is it possible to de-render individual armor pieces of a player?

calm hollow
#

Is it possible to make an entity with a 2d texture that looks like its always facing the player?

charred cargo
stable brook
#

hello i have a mob behavior with this:
why when he chases the player he doesn't go faster?

#

I tried to take an example from the zombie's behavior but nothing

scarlet current
#

is there a way to stop projectiles getting stuck on unloaded chunks ?

novel wind
#

Are we able now to make custom collisions or it's still impossible?

west shard
#

The entity's wings are transparent and that's why I used the material only for the wings, but the wings don't detect the textures properly. how can I fix this?

// Material.opaque  ->  entity_alphablend 

"materials": [
    {
        "*": "Material.default"
    },
    {
        "right_wing": "Material.opaque"
    },
    {
        "left_wing": "Material.opaque"
    }
],
rigid kiln
#

why some entities in the 1.21.90 are bugged? when i spawn them their size is huge and when i hit them they start to float

warm wedge
#

If it's an entity I don't think so

warm wedge
#

Find a solution

solar tendon
#

is there any way to have an entity only spawn in cardinal directions? like random ones

kind charm
solar tendon
#

k, ty

solar tendon
#

wait, question

#

does "body_rotation_blocked": {} block all entity rotation or only rotation from the entity's AI?

#

". Combining this with the "minecraft:body_rotation_blocked" component will cause the entity to align to the nearest cardinal direction and remain fixed in that orientation, regardless of future changes in its facing direction." - I still need to move this with script api

rigid kiln
#

¿why the Ram attack isn´t working?

rigid kiln
#

i have a glowing material in Po's eyes but with Vibrant Visuals activated it doesn't glow like Enderman's eyes

rigid kiln
#

how?

rigid kiln
#

is this one?

rigid kiln
#

it didnt worked

#

¿there's a video tutorial version of it?

rigid kiln
kind charm
frosty niche
#

Does anyone know how to stop entities from being 'fished' with the fishing rod?

void scarab
#

Does anyone know how to make 3D model projectiles spin towards where the player shoots?

stark grove
#

I am having trouble reading this error.


[Molang][error]-friendly name 'geometry.default' not found in entity friendly name list (geometry.:texture.default:material.default:material.ghost_blocks:texture.ghost_blocks_decor:texture.ghost_blocks_stone:texture.ghost_blocks_wood2:texture.ghost_blocks_wood:texture.ghost_blocks_gems) - check your spelling?

"geometry.default is defined in the entity file like this "

      "geometry": {
        "default": "geometry.armor_stand.larger_render",

Along with a huge number of other geometries (60 ish)

but it is apperently looking in the textures list. I think this is a render controller thing. but the relivent lines for the texture portion of the render controller are not using "gemoetry."

"geometry": "query.get_name == 'gems' ? array.ghost_blocks_gems[variable.armor_stand.pose_index] : (query.get_name == 'stone' ? array.ghost_blocks_stone[variable.armor_stand.pose_index] : (query.get_name == 'wood' ? array.ghost_blocks_wood[variable.armor_stand.pose_index] : (query.get_name == 'decor' ? array.ghost_blocks_decor[variable.armor_stand.pose_index] : (query.get_name == 'wood2' ? array.ghost_blocks_wood2[variable.armor_stand.pose_index] : (geometry.default)))))",
      "textures": [
        "query.get_name == 'gems' ? Texture.ghost_blocks_gems : (query.get_name == 'stone' ? Texture.ghost_blocks_stone : (query.get_name == 'wood' ? Texture.ghost_blocks_wood : (query.get_name == 'decor' ? Texture.ghost_blocks_decor : (query.get_name == 'wood2' ? Texture.ghost_blocks_wood2 : (Texture.default)))))"
      ]

This is all machine generated code, sorry about legibility

#

ooh... i think i found the error... it is the the geo...

#

Never mind... still digging. does look related to textures i just dont know how i am corssing things up

#

just trying to figure out why it is looking for geometry. in the texture area...

winged falcon
#

How do I stop entities from being pushed by water and pistons?

kind charm
# rigid kiln

That is not how the MER file works. Did you read the docs?

rigid kiln
#

ohhh, i read the wrong one

wanton oar
#

how can i avoid my entities from sinking?

rigid kiln
kind charm
rigid kiln
#

oo ok

rigid kiln
kind charm
kind charm
rigid kiln
reef oyster
#

how do I make it so the player can't dismount a creature? for contect I have a mob that picks up the player and then throws them, I got it to mostly work but jumping or crouching frees the player from the mobs grasp too early

kind charm
kind charm
solar valley
#

Uh, playanimation dont work on first person anymore?

#

This change broken my visual system

modern hawk
#

how do you de-render armor from a player?

rigid kiln
#

script

indigo galleon
rain egret
indigo galleon
#

the last one was absolutely petty man

#

o-o

rain egret
indigo galleon
#

yes

rain egret
# indigo galleon yes

Your code is too big, 6000 lines, I can't see the error, the environment sensor and damage sensor components have too many filters that my bridge doesn't work properly, Try removing those components, if it works after removing them then that's where the error is.

indigo galleon
#

dw i patched it, it was the scaffolding climber component

rain egret
indigo galleon
#

yeahh i figured lol

rain egret
#

I noticed it too, but I didn't think it was a problem.

#

The error log would have mentioned it.

frosty swift
#

why is my behaviour_looked at not working

#

the entity is suppused to turn insisible when being looked at

#

oh i figured it out you must be in survival for it to work

storm furnace
#

Does anyone know the limitations of geojson2fbx? Do the polygons have to be quadrilaterals? If so, will it accept edges of length zero?

rigid kiln
#

Hey, i have a problem, when a projectile impacts in a block it plays a sound effect, but when impacts in a entity it doesn't sound.

Example: when a Skeleton arrow hits a block it makes a sound, but when the arrow hits the player the sound doesn't play. ¿How can i fix it?

wanton venture
#

How can I make my mob go to ground from time to time? Those are all the components im using:

"minecraft:behavior.random_hover": {
          "priority": 0,
          "xz_dist": 15,
          "y_dist": 3,
          "y_offset": 0,
          "interval": 5,
          "speed_multiplier": 0.1,
          "hover_height": [
            0,
            8
          ]
        },
        "minecraft:behavior.look_at_player": {
          "priority": 1,
          "look_distance": 8.0
        },
        "minecraft:flying_speed": {
          "value": 0.4
        }
kind charm
proven sluice
#

Can someone please help me?? I started my testing world and half of my entities stopped working with error messages like these

#

idk what to do

#

i have similar entities and those work perfectly

#

i've changed their format versions, possible "errors", manifest version, etc and nothing works

#

what happened with 1.21.90-92??? did they change something?? or why things stopped working?

wanton venture
wanton venture
proven sluice
lunar ruin
#

how did hive get a players skin, and display it per player

swift tendon
#

Does "runtime_identifier": "minecraft:ender_dragon" no longer increase the entity render distance?

proven sluice
#

do you guys know what happened to entity events? i had mine working fine and now everything is broken

#

shareables cannot be added in component groups now, randomizer events aren't working, what is happening!? D:

reef oyster
#

I tried to give this mob the runtime identifier of "minecraft:happy_ghast" and it caused the mob to have a sesure with it looking around and when it picked the player up the game crashed. I am not asking for help, I am just noting down something that happened from some experimentation I did

kind charm
#

You should not use runtime ids.

reef oyster
#

basicly curiosity

covert sphinx
#

i found a way to make it work

frosty swift
frosty swift
narrow turtle
#

i asked this on another channel and no one answered so i'll send it here to get help, some mobs on the addon i'm using have those white squares on their texture, it shouldn't be there, anyone knows what causes it and how to solve it? (i tried to change the geometry data but didn't help) edit: i was able to fiz it, was kinda simple but not obvious solution lol

limpid wave
#

here's a random question - Did something change in the last couple of updates, that would affect randomization within entity spawning?

I have both Adult/Baby, and colour variants in the minecraft:entity_spawned event, but it's not randomizing either of them.

#

I'm using

"randomize": [
    {
        "add": {
            "component_groups": [ "FoF:brown" ]
        },
        "weight": 1
    },
        etc...

and it's only ever spawning new mobs with variant 0 (brown)

"FoF:brown": {
    "minecraft:variant": {
        "value": 0
    }
},

There are still existing mobs in the world with the correct variant/colour... but no new ones are spawning with randomized colour

proven sluice
#

I think I have to remake all of them because nothing is working properly

lone egret
#

how can i change the text value of this?

#

its entity with npc component

kind charm
lunar ruin
#

but on servers

lunar ruin
wanton venture
rigid kiln
covert sphinx
#

i just told someone how to make it work.

#

both in RP and BP

lunar ruin
#

and how to get that name

mossy topaz
#

Hey is there anyone here who knows how to make a new mob that do the same thing as the evocation fangs of evoker?

covert sphinx
#

u can just copy the component that makes the evoker do it in your mob's behavior file

mossy topaz
# covert sphinx i do

That's not what I was asking sorry to clarify I need a mob like the evocation fangs not like it specificaly but a mob that doesn't move but still damage the player when they are close to it and do not damage the summoner since that what's the evocation fangs do

covert sphinx
#

yea you can just clone the evocation fangs' behavior json and make it into a new emtity

#

and make your mob summon it

opaque coyote
#

Any reason why my animation isn't found?

charred cargo
charred cargo
#

Sorry I had to leave
As well as in that animation possibly too

#

Can also be the queries as well

opaque coyote
#

but now the item isn't rendering correctly

#

Rendering huge like that

charred cargo
#

Is it due to an animation or geometry

opaque coyote
charred cargo
#

Try creating an animation to scale it down and play at the same time as this or alter the scale of the item in that animation

opaque coyote
#

Because I don't want an attachable file for this to work

charred cargo
#

All I said is make an animation

opaque coyote
#

okay

#

so the animation has to take the rightItem bone right?

lofty citrus
#

can somebody explain to me what are personas?

opaque coyote
charred cargo
#

For the player?
And it doesn't work and there are no logs?

opaque coyote
#

for the player it stills has the massive item rendering

#

@kind charm do you know well about animation about a certain item ? I know you know a lot of bedrock stuff

kind charm
#

😓 Sorry, I'm reading back up and it seems you're still having trouble with certain items not being able to be overridden with attachables. I've messed with attachables but not for vanilla items unfortunately.

opaque coyote
#

However, the method I used don't work for 1st person, only in third

lone egret
#

is there a way to track specific entity on locator bar?

rain shuttle
#

Hi what would the animation controller look like for a Minecart?

reef oyster
long oriole
#

does the wither_skull_dangerous exists in monecraft bedrock?

sturdy iris
#

hello, stupid here, I have a lil question

#

I have this custom mob, I want it to produce particles, sorta like the blaze

#

is it even possible and how do I do it if it is?

charred cargo
#

You need to add a particle_effects section to the entity, and define particles under it like this

  "Shortname": "particle:identifier"
}```
 then when it plays an animation you can put the shortname in the "particle_effects" section alongside a locator for the particle to spawn at
#

It should look like this in the animation for an example

    "0.0": [
        {
            "effect": "shortname",
            "locator": "locator_name"
        }
    ]
}```
sturdy iris
#

Yo thx

#

I'll try and implement this

#

But before that I have some concerts

#

I've seen people implement particles to their mobs and they kinda uh

#

Overproduce said particles

charred cargo
#

I think that's just because of the frequency of the particles generated coupled with the lifetime of the particle

#

If the rate of particle production in the particle file and/or animation is higher than the speed of which particles will either die or stop being produced the more particles that can be generated on top of particles that are already there

sturdy iris
#

I want My mob to create the biome leaf particle, will such a thing happen?

charred cargo
#

Do you want it to function the same way as biome leaf particle in terms of how it falls or do you want it to just look like the particle

sturdy iris
#

Ye

#

The first

charred cargo
#

Thank you, I was confused🫠

sturdy iris
#

Aren't we all in a way? It's fine

charred cargo
#

🗣️ fr
but anyways, you'll want to have a look at the particle file to see how it works so that you know how long it will take for a new particle to spawn as well as to know its identifier if you don't know already

sturdy iris
#

If know the identifier so that part is done

charred cargo
#

Resource pack

#

I can send an example file, if you'd like to see it, of both the entity and animation

sturdy iris
#

i'd like that very much

#

please do

sturdy iris
#

thx dude

sturdy iris
#

Strange

#

The particle I want to use is biome_tinted_leaves_particle

#

I can't find it on the wiki tho...

#

I did find tinted_leaves. Problem is that I found it on the Java section

#

I also found pale_oak_leaves_particle on the bedrock section, however if I can't tint these in any way they're of no use to me

sturdy iris
#

So I'm stuck in a bit of a pickle

#

I want the leaf particle effects to be a specific color

#

Pale oak & chery leaf particles, as far as I am aware, cannot be changed

#

I did find biome_tinted_leaves_particle

#

I tested it out but uh

#

Yeah that didn't go all that well...

#

Is there maybe a way to change the color?

#

or any other leaf-like particle I can use?

kind charm
sturdy iris
#

aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah

#

oh no

#

welp

#

さようなら sleep schedule

#

i'll miss you dearly

#

oh wait