#Entities General
1 messages · Page 15 of 1
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
I reccomend option 1
What? really?
Not even with damage_sensors?
are you dsure?
cuz i can cancel fall damage with damage_sensor
but it cancels it fully
Like even if i dont have the tag it cancels
so i wanna make it only cancel when i have the tag
The 2 options i gave you are the only options you have, other than damage sensors
i want to use damage_sensors
cuz none of those options work for me
i just dont know how to make it only work if the player has the tag
Yes they will
I've done one before
Ok, that makes more sense
and i dont wanna calculate to apply damage by myself cuz it wont be the same
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.
nevermind, figured it out >:)
It needed the min_engine_version to be 1.8.0
And make sure the animations are in the right order (becuase the error log was specific about that for some reason)
Yeah theres a #1072983602821861426 post.
i need a help,.
when i add a geometry and texture in player.entity.json
i don't know why
but all entities are invisible
just added "yeti_boss": ...
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?
Entities change colour to black when their hitbox enters a block
Even if they didn't your entity being the same size as a block would make them z-fight
What do you mean "all entities are invisible"
srry, all the players
Ok, that makes a lot more sense
Are you positive that you edited( or made a new) render controller for the player
Because without doing that the game won't render them
How to cancel fatal damage on an entity in new versions?
Not quite sure if that's possible
Before the new update it was possible, but I don't know how to do it now
How did you do it
How name tag disappear
#1371729209696845885 Can anyone help with it
A friendly entity cannot attack, at all
even by editing its json?
You'll have to manually edit the behaviour entity file of every entity to add that feature
that’s what I’m doing I want to make villager attack
can i set pitch and volume of a sound in an animation?
is it possible to modify the players geometry to allow more joints
like split an arm into two pieces to add more flexibility
Yes
You'd have to make animations for the new model tho
i did try this kind of already but animations are tough
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
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
}
}
]
}
hello! i have an entity where he plant seeds ecc how i can play an animation when the entity plant the seeds?
i tried to search for molang, ecc but i don't have found nothing 😦
Yh, I'm pretty sure that hasn't changed at all
Have you tried using it, or did you think it had to be done differently?
How do they plant seeds?
minecraft:behavior.harvest_farm_block
I've used it before, but it didn't work at all.
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
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 😁
In tick_world component, is radius means block or chunks
Dialogs close if you are 64 blocks away from the NPC
Tickingarea It does not solve the problem
Figured it out; the NPC was within the collision bounds of a block/slab so that was intercepting the interaction. I added an interaction component to the block (which I was gonna do anyway) so now it all works.
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.
You need a custom animations to make a neck move, since there no mobs with necks, it's just head rotations
I see.
Not even the ender dragon?
No, sadly
It's not really that hard, tho
You'd just need to make the rotation a fraction of the target rotation
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
ooh, alright. That is nice.
Thanks, man 👍
No problem 👍
hello i'm making an entity like horse can be rideable how do I make when the mob comes a block he jumps it?
i don't want to add can_power_jump
Hello, I'm using a custom material with "USE_UV_ANIM"
the black spaces are supposed to be transparent, what could I do?
Which material did you extend from?
custom_animated:entity
It's my first time working with materials :b
Extend entity_alphatest isntead.
it worked!
tyvm!
I didn't find any documentation for creating materials in the microsoft page
where could I learn more about this?
I see
Thanks!
Can I make animations have sounds?
Yes.
How
In blockbench.
Thanks
how to make entities not show armor?
If you don't need it to render attachables, then you can set
"enable_attachables": false
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
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
i do need to.I found the solution tho, it was to remove the equippable component
Bruh You should have said that you didn't want your entity to have equipment, Not that it cannot be seen :v
its an entity that holds an item. it needs to show that item. I though that is what equipment was for
transient mobs can't be saved with structure blocks
yo
hey guys, using entitiy wizard do you guys know if it is possible to make an npc with multiple textures like the vanilla one
with the selection
what's one way to trigger a script when a player interact with an entity?
Entity interact before event
depends
do you want to react to an interaction?
or create a new one
what do you mean?
it doesn't trigger the interaction? I just want it to be able to interact and trigger a script
You did not define the value of has_equipment
seems overcomplicated
why not just use the script event like i said
Can I add a fly component on a range mode, and a walk component on a melee mode?
rightclicking on an entity doesn't work
should I just leave minecraft:interact blank?
oh beforeevents works on all entities
is it possible to render an outline on an entity for a player(s) under specific conditions
not for all players but specific ones
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
im making it for a team system if that helps at all
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?
how do i render translucent textures on entities
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": {}
}
}
}
You made the render controller incorrectly
what part of it do i change
i dont understand this entity stuff bro i only do scripting
💔
but i need to make this first
It's all good
You know where you put the geometry and the material
yes
Your supposed to put the short name of those areas
So instead of geometry.pillar_pink you'd use geometry.default
Bingo
why does it need geometry. on the front
what about material
material.default
?
Yup
and texture.default?
Yes
okk i'll try
nope it still doesn't work
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"]
}
}
}
this is the texture file
but i doubt it matters
Oh I know what's wrong
You left empty areas in animation controller and animations
but why would that matter
it's not supposed to break it is it
they're just empty , meaning there's no animations meant to be used on the entity
HEY i see it now
nevermind
you were right
thanks
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
No problem
do u know what the size ratio is from geometry to ingame blocks
cos i want this to be exactly the size of 1 full minecraft block
Yes
ah yes tyy that works
perfect
i can see it pretty far out too great
this will make my claim system so much better
Are you trying to remake the beacon or something?
no
it's for a faction claim system
!f map command is supposed to show pillars (corners of claim) for nearby factions
so you can see where the bounds of other claims go whilst claiming
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
ilkll use animations to hide them for other players
thank you!!
Anyone know how I can make an entity fly and attack like a wither? Like, flying in place to shoot stuff
#1376276790984704152
is it possible to query if a player has a tag in render controllers
i tried adding this to my render controllers for players but it doesn't work
{
"controller.render.player.cape": "query.has_tag('cape')"
}
theres no query for tags.
properties
could i create a property that then matches the value of whether or not a player has that tag
or is that also not possible
I need to add it through scripts
you can change property values in scripts.
oh okay
do i make the property for player.json in the behavior pack
like a custom component ?
query.property('property_name')
tysm !!
do i do it like this
Query: "query.property('ultra:cape') == 'film'"
property:
"ultra:cape": {
"type": "enum",
"values": ["none", "film"],
"default": "film"
}
and then set the property to either none/film thru scripts
erm
You need to add "client_sync": true so it can be used in your resource pack
where do i add this
Within your property
"properties": {
"ultra:cape": {
"type": "enum",
"values": ["none", "film"],
"default": "film",
"client_sync": true
}
}
Like this?
Yes
but that won't fix this issue, will it
ill copy it wait
[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.
Ok Everything is correct, so you are probably not updating your addon correctly.
im certain that i am
it did update
Or there is an error in the syntax of your behavior
earlier it said .property now it says .has_property
what do u want me to show for that
{
"controller.render.player.cape": "query.has_property('ultra:cape') == 'film'"
}
this is in render_controllers
for player.entity.json
I mean behavior, If there is an error, parts of the code probably fail.
this comes up as soon as i join the world
its not because of my behavior packs i don't think
It's because of the behavior
Make sure the version you use in the behavior format_version is higher than 1.20.80
Your entity and your manifest.json
can it be 1.21.82
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"]
}
}
}
at first tje material just said ["cape"] but it was giving me a warn for expected object
it did work with ["cape"] too though when I was using this with a condition on the render controller which always evaluates to true
not has_property
property
what
it gave me that error
in the console
when it said query.property(...)
use query.property.
so i switched it to .has_property(...)
dont
Okay then
Hahaha true, I hadn't noticed.
still says the same thing
[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.
you didnt save.
[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
yes i did bro
what makes you think i do not make sure that i save before loading
it wouldnt say that then.
i didnt change it to .property yet
when i saved
why
then change it...
i did????
why are you wondering it says the same thing
i will change it i just had not YET changed it when i saved it last time
cos he told me the issue was the format version
not .has_property(...)
so i only changed up the things i believed were the root of the issue
O wow it works now but
i think i have to respawn for the cape to change if i switch the property value
nope it just doesnt change at all
you dont
even if i try to change the value
show me the file.
which
the render controller.
{
"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
o wait
i think my script is the issue
oh yeh my condition was flipped lol
when the property was film i was trying to set it back to film and when it wasnt i would set it to none
amazing
another question , since i want to add support for multiple cape textures, am i meant to make a separate render controller for each cape
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
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
{
"format_version": "1.10.0",
"render_controllers": {
"controller.render.player.cape_film": {
"geometry": "Geometry.cape",
"materials": [{ "*": "Material.cape" }],
"textures": ["Texture.cape_film"]
},
"controller.render.player.cape_ultra_1": {
"geometry": "Geometry.cape",
"materials": [{ "*": "Material.cape" }],
"textures": ["Texture.cape_ultra_1"]
}
}
}
i got a model i just want someoen to help me add a animation to it
Firstly, what is the animation
Secondly, have you seen this guide
https://www.blockbench.net/wiki/guides/bedrock-modeling
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?
Hey guys, based on this simple entity. How can i stop it from taking damage!
@kind charm Any idea! 🙂
Use damage sensor to prevent damage.
Tysm
please tell me whats wrong with my player.json its basicually non existent
is there a way to query if player is wearing elytra
in resource packs
query.is_item_name_any('slot.armor.chest', 0, 'minecraft:elytra)
This works in behaviour packs too for animations and animation controllers
thankyouu
You're welcome
i assume these expressions can be somehow negated, yes?
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')?
Sorry I was gone but yes you can
This is typically the way it is done, but the other also works
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.
it needs the minecraft:rideable component
"minecraft:rideable": {
"seat_count": 1,
"family_types": ["player"],
"interact_text": "action.interact.mount",
"seats": [
{ "position": [0, 2, 0] }
]
}
How can I make my mob move through blocks like the vex
make it have no collision.
But then how can players hit it
you can still hit it.
physic's has_collision property does not affect the hitbox.
that wouldn't work anyway
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.
Well that works nicely thank you!
np
How can I do something when a specific animation is played?
Wdym
That's a very vague question
you can use bp animation controllers, and run commands.
True, I was so sleepy lol
I can’t find a way to make it so when X animation happens, X command happens. Is this possible?
All I can seem to do is the other way around; run command and that command starts the animation.
But that makes transitions trash
hm
try querying if the animation is over, then use on_exit
If you can detect the event with scripts, then you could potentially detect if it had happened, and then use something like Date.now to get how long it has been since then and then run the command
But it's just a theory...
a game theory
But how do I do it with that specific animation?
I guess you can't do this.
sorry
why did you need to do this anyway
perhaps there could be a different solution.
I have two walk animations; speed should be different in each one. I was thinking on just giving speed when walk2 happens.
I think that won’t do neither ):
and when does walk2 happen
how does it happen
through an event that sets a property?
Random, 50% chance each walk whenever the mob walks
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).
thanks
no problem
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)
this is how it looks like in game for some reason
this is the code pls help
anim files just in case
When a state transition occurs, any animations in that state play from the beginning. @nimble sonnet
Some of your animations have override_previous_animation set to true and others have the loop hold_on_last_frame
I'll take a closer look
yeah, the movement anims(sprinting,move,etc) use the loop mode
the rest of em use hold_on_last_frame
Yes, Also that depends on how you made the animations
I don't know if the override function affects transitions.
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
You may also have a problem with your entity client.
what shoudl i do?
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)
Yep, I also had a similar problem, changing it to loop true fixed the transition
After that I would investigate the override_previous_animation flag.
still the same
in fact i tried putting it on hold_on_last_frame to try if it would finally work
if i don,t enable that option (its enabled on all anims) it makes a pretty weird result
kinda like playing the vanilla anim with mines
at the same time
but it doesn,t make this weird ass effect
wdym with how i made the anims?
How do you detect if a player collides with a specific entity?
How can I play an animation when an entity teleports
you could use properties for this too.
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.
I found out I can do ground speed > 16 and works well for a “teleport animation” but mine is before teleportation
Before how tho? How do I check right before it teleports
Because otherwise, even idle would be before yeleport
you are triggering something to make it teleport no
or is there a behavior for this
The teleport component
that wouldn't work anyway
Used by enderman
it instantly teleports.
Yeah that’s the thing
So I would need like spread players instead of the behavior
Or other system
to delay the teleport and trigger an animation beforehand
yes
I see
I wouldn't use spread players, I would make a script for it
Why not spreadplayers?
Pls any help with this?
Can we disable "minecraft:conditional_bandwidth_optimization": {}, and what would happen if I did
more frequent and more greater size packets will be sent from server to clients, pushing more pressures to your network
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.
but that could prevent mob being glitchy from moving around or not, if you ever face that problem?
yes, the essence of this component is to ask clients to simulate probable entity positions and/or movement trails instead of sending true data from server
the optimization is for network but not renderer
I will try delete that component and do some testing in multiplayer to see if the result is good or not
its a trade-off whatever
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
then turn it off definitely
by just delete that component line right, just to make sure
yes. and if you still unhappy about the default behavior, add this component again and modify the detailed values: https://learn.microsoft.com/zh-cn/minecraft/creator/reference/content/entityreference/examples/entitycomponents/minecraftcomponent_conditional_bandwidth_optimization?view=minecraft-bedrock-stable
yah i'm reading the docs rn, thanks
anyone knows this? 
can you make a loot table that drops certain items based on what the player used to kill the entity?
you could try multiple entities?
Yes.
how do you make it NOT drop an item if they're holding something specific
u didn't ping me so i almost forgot i asked here, thxs!
how do you speed up an entity animation
(pls ping me)
In anim_time_update on your animation put query.anim_time + query.delta_time * num
Where num is the amount of times faster you want the animation to be
You can also change the * to a / if you want to make the animation slower instead
i don't have anim_time_update anywhere
Then add it in blockbench or to the actual file
how do you add it
"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",
ty
There's an example
ok???
I'm saying this just incase you want to make if faster under specific circumstances, since there's a way to do that
is there a query.is_climbing for spider like entities
i want the spider to be sideways when climbing
(my custom spider)
You should really check the docs for the right query
Although, to answer your question, no
i already checked 😭
Bruh
Have you tried is_levatating?
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?
Not with the scale component
You'd have to just alter the model size, probably with an animation, and change the hitbox size
Can entities play multiple animations at the same time?
Yes.
no
will do
why isn't the age event working?
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" }
And the event?
"events": {
"aaa:dark_bomb_explode": {
"queue_command": {
"target": "self",
"command": [
"scriptevent aaa:test 4 2 -1",
"say hai",
"tell @a hai"
]
}
}
}```
Your events do not match
One is aaa: and the other is aria_ah:
I copied it wrong, its the same name
Remove the targets, they are not necessary if the event is going to be performed on the same entity and remove affect_projectile
Also make sure that your format_version is version 1.20.80 which is when the queue_command function was added
It still doens't work
Remove the remove_on_hit function and remove the entity with an instant_despawn component group.
The Event still doesn't get triggered
Show how you have the event and the component
If possible, the entire document
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" ] } } } } }
The instant_despawn component must be in a component group and must be added from the event with trigger, command or add component
Event_trigger->aaa:dark_bomb_explode->add component group->instant despawn
potz Blitz
thanks
it works now!
Do you know how I can add a texture to the entity?
it should be like a snowball
What? You don't have entity_client?
no
Just copy the snowball's client entity and change the ud and texture
thanks
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?
Of course, as with anything
As for the severity
Thats to be seen
I've made armor pieces and small item with literal hundreds of cubes
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
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).
anybody know how i can compress the dragon's hearts?
I experienced lag in my item with a 1000 cubes only when the item was also extremely close to the screen.
The only other factors that I would worry about are size and individual animation (mine had an animation using math.random_integer to make all the angles random).
So I wouldn't be too worried about the affect on performance.
Nevertheless, I wish your private server good luck.
since script api general is busy, how do i make a block spawn animated entity, whose animation speed depends on dynamic variable?
That's a #1067876948858118185 question. But in short, use Custom Components onPlace.
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?
Hi
How can I get the yaw of the entity I'm working with, query.head_x_rotation(0) is ignored
@kind charm
How do i animate an entity with animation speed controlled by script?
Not possible without specific context
What does the script do
Are you using the player.json behaviour file in your addon already/are you willing to use it?
you can use a property and query it within the anim_time_update of the animation.
Yh
"anim_time_update": "query.anim_time + query.delta_time * query.property('whatever:property')"
Wait, I thought this went in anim_time_update
Does it work on both?
I said timeline on accident.
Oh, makes more sense
i am willing to use it
whatever
i just want to rotate an entity
https://wiki.bedrock.dev/entities/entity-properties
Here is the basics on what properties are and how they work
Do take note, though, that player.json modifications will limit cross addon compatibility
why'd i need to modify player.json ??
ik entity properties thing
idk how to animate the shit with em
You can access properties in the resource pack when you set client_sync to true
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"
is it possible to create an armor stand entity?
hello i have an custom entity how to the entity can spawn normally in the world? like pig, chicken ecc
how do i statically rotate an entity
Can we set the cube size and position dynamically?
You can use an animation to do both of those things
You can use the runtime identifier to give the entity all the armor stand features
But it will force you to have the drop of the entity be an armour stand
I want to change it using scripting API.
So I would like to know if I can modify it with properties or something.
Properties is likely the way to go
But you still need an animation
OK How can I do this?
Do you know how to use properties, first of all
If not, then use this
https://wiki.bedrock.dev/entities/entity-properties
hi pookies, why I see many addons says not using player.json does player.json affect performance or something?
how to use that for geo
I've told you how this works aleeady
yeah but i wanna rotate non-trivially
like upside down or sth like that
currently i wanna rotate 90 degrees
in z
Is it a custom entity or player?
custom entity
i'd rather not create custom animation just for the static rotation
????????????????
There is legitimately no other way to make an entity rotate without animations
Even the way the player moves their head is controlled by an animation
And custom animations are extremely easy to make
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
There was no suffering in the first place😭
What are you trying to do with the animation other than the 90⁰ rotation
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
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)
Is it possible to have an entity appear on maps like a player?
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
Have you had a look at the entity.json file of the minecart?
Yes but nothing useful was in it
At least at first glance
I don't think you looked hard enough
I just looked and found out exactly how it works
Yea I’m thinking that to I will take a second look where does it say how it exactly works?
It doesn't say it
But there is only one animation (which is how it was bound to work)
Then if you go to the minecart animations file you'll find exactly how the system works
Ok will do 👍
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???
Im a bit confused what your issue is exactly. Are there any content logs? Is your animation properly implemented? As in, without all this q.property stuff, it animates.
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
i don't need blockbench for anything other than base models, since i am rotating them
Well Im saying, does it animate properly in blockbench?
I meant for your client entity.
yeah what about it, i don't use any "animation" feature from blockbench (maybe i should?)
with random values doesnt work either
??????????????
I recommend setting up the entity normally first:
- Create a basic animation over a length of 5 seconds that makes it rotate
- Ensure ingame the entity is rotating
{
"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
anyone ? I am trying to change the geo dynamically.
thanks so much 
Define change geo. Are you trying to make it stretch? Then yes, use entity properties and use q.property inside the animation values.
Like a hitbox
You'll need multiple Component Groups that have a predefined size.
Use environment sensor to get the property and add/remove the CGs.
No, it needs to be dynamic because I will be controlling it through scripting.
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?
2nd
Then yeah, do this.
blockbench gave me exactly the same code
yoo it worked
i needed to change "root" to "bone"
Did you not have a root folder in your model?
Use the pushable component.
and block?
Youll need to wait for 1.21.90 to use the movable component.
ohh alright
how do I do that?
My entity moves as I get closer to it. How can I avoid this?
i want to block it completely
Do you have the avoid mob component?
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
}
}
Content log?
Ah, you need range.
Why is it not working?
"scripts": {
"animate": [
"default"
]
},
"animations": {
"default": "animation.box.new"
},
```
"animations": {
"animation.box.new": {
it says can not find default
In most cases this means the animation has an incorrect name inside of the animation file
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
Yep, I had this same issue. You need to store the query in a variable.
how to do that?
#692127609043157096 message
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?
In pre animation store the query in a variable.
I can't see that in Blockbench
Its not in animations, its in the client entity.
what about other part
will I also be able to manipulate where the hand is? or is it hardcoded?
how do i create display item? an entity invisible when i interact the entity shows the item in my hand
like itemframe
I want the custom entity to not trigger the pressure plate. How can I do this?
Hardcoded I believe
One message removed from a suspended account.
No.
One message removed from a suspended account.
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Man, I can not find a way to disable the pressure plate trigger by entity.
I don't think that's possible, sadly
It would honestly make for a really good beforeEvent
i wanted to yhe entiry for visual stuff only
Maybe try making the entity have no gravity? 🤷♂️
i have that already
Idk, your idea is quite not possible
Maybe predict it next position before it reaches the block?
Not sure how that would turn out
Does the entity pathfind? If not, disable physics. That should work.
i have that already
So any fix?
welp that's sad, anyways thanks
What you want to do isn't impossible, mind you, you'd just need to not use the runtime identifier
You could probably use the interact component and a script to emulate the armor stand
I need the display though? what's one way to do it?
Why do you want to edit the position anyway
im trying to make a item frame like entity
floating item display
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
How to make an entity that spawns with iron armor equipped and iron pickaxe in hand?
There's an event for that in scripting, or you could use actual entity event with the "minecraft:entity_spawned" event
No i meant the armor and pickaxe part
I meant to run a command and give them armor
How to make entity equip the armor and hold pickaxe?
Replaceitem
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?
Currently forcing them with impulses and disabling collision physics to prevent them from being stuck but maybe there is a cleaner way...
Hello!
If I were create a custom entity that is rideable, how would I make it equip another item instead of the vanilla saddle?
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)
can somebody help me on this armorstand issue?
https://discord.com/channels/523663022053392405/1381262079637590147
custom armor somehow accepts the item but shows no display
Did you only test in creative
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
yes
Armor stands are built to do that when players are in creative
to not show the item in creative?
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?
those are just small entities. They are holding the items that you see.
armor stand entity?
Please do not ping me
Did you set enable_attachables to true
sorry about that, nope
custom entity not armor stand.
the disenchanter:slot entity?
yes
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
Man, could someone help me with this to prevent entities from interacting with things like plates
its zero alredy
"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": {}
}```
Then I think there may be nothing that you can do
what is custom hit test about ? it seems to solve it
@kind charm this should be working right? ^
It might not be setup in a proper step. How do you know exactly it isnt working? Try adding it all in one line, at least those that depend on previous vars.
because it is always using value 1 instead of the one I passed from scripts.
I see, does setting the var to 10 without using q.property work? If not your animation is set up wrong.
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]
},
Any content log? Try setting format version to 1.10?
"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]
}
}
}
}
}
For client entity
Does the animation actually play? Without all these vars, just random values?
i sent both the codes
vut it looks like its not playin
it was working fine on blockbench
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
okay i found the issue,
we cant have ; for simple exp
What is the minimum material code for rendering tex behind block and glow in the night?
how the heck do they make zombies have Mainhand?
how do I add equippable component to my usto entity?
I can't seem to get the equippable component of th entity through script
That component is only readable for Player.
It is disabled for non player entities.
so the only way I can access mainhand is through commands then
Yes.
:<
what are these values
"visible_bounds_width": 0,
"visible_bounds_height": 0,
"visible_bounds_offset": [0, 0, 0]
How can I use .glb models in sketchfab in blockbench (suitable for bedrock edition entity)
Set the controller.render.item_default render controller to only appear if query.is_item_name_any('slot.weapon.mainhand', 0, 'your_item:identifier') (or if you give your item a custom tag then you can check for if query.equipped_item_any_tag('slot.weapon.mainhand','itemTag')) is true
You need an animation with the rotation 0, 0, 0 on the arms and set it to "override_previous_animation": true
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)
wheres can see doc for geometry
can we edit player health to decrease?
MS docs has the schemas.
i am unable to understand what are these for ?
yes but you'd have to change the player.json, which is not great
.
how do i set a custom particle to display when a mob dies instead of the default smoke?
There's two steps to that.
- 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.
- 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.
I can see a difference in material codes that allow rendering of entities through walls. What is the minimum code requirement for that?
Minimum code requirements probably won't do anything at all
I think you're overestimating how weak performance is
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.
Hello, excuse me, does anyone know how I can add snow freezing to a type entity when it hits?
use inventories maybe
look at entites code like the hopper minecart, horse, chest minecart, etc...
Is there something wrong?
Is it possible to de-render individual armor pieces of a player?
Is it possible to make an entity with a 2d texture that looks like its always facing the player?
If they are in different bones, then yes
you cannot
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
is there a way to stop projectiles getting stuck on unloaded chunks ?
Are we able now to make custom collisions or it's still impossible?
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"
}
],
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
look
Yes by particle
If it's an entity I don't think so
It means they're broken and you need to start troubleshooting
Find a solution
is there any way to have an entity only spawn in cardinal directions? like random ones
You can use the body rotation locked component and the body axis align component.
k, ty
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
¿why the Ram attack isn´t working?
i have a glowing material in Po's eyes but with Vibrant Visuals activated it doesn't glow like Enderman's eyes
You need to make a MER file.
how?
is this one?
the only problem is this
it didnt worked
¿there's a video tutorial version of it?
i tried but i think that i did something wrong
It didnt work is the least useful message ever. Open a post and show your code.
Does anyone know how to stop entities from being 'fished' with the fishing rod?
Does anyone know how to make 3D model projectiles spin towards where the player shoots?
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
If anyone wants to peak...
just trying to figure out why it is looking for geometry. in the texture area...
How do I stop entities from being pushed by water and pistons?
texture materials
That is not how the MER file works. Did you read the docs?
ohhh, i read the wrong one
how can i avoid my entities from sinking?
this works for entities or only blocks? it only shows blocks
PBR works for entities, items, blocks, particles
oo ok
i made the texture set for Po's eyes just like the page saidbut nothing ¿is in the wrong folder?
I dont see a texture set json file.
https://github.com/Mojang/bedrock-samples/tree/main/resource_pack/textures/entity/allay
Heres an example for the vanilla allay.
it worked but now the problem is how i remove the metallic effect in characters that aren't made of metal? example:
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
RGB corresponds to MER, So make sure there isn't any red channels. I would read the docs on PBR.
You can disable inputpermission.
Uh, playanimation dont work on first person anymore?
This change broken my visual system
how do you de-render armor from a player?
script
my player.json events arent working?
- What is not working?
- Please upgrade 1.18.0 to a newer version after 1.20.80
- Do you expect us to read your 1000-line code? At least send the error log.
Have you tried changing the version?
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.
dw i patched it, it was the scaffolding climber component
That one is deprecated.
yeahh i figured lol
I noticed it too, but I didn't think it was a problem.
The error log would have mentioned it.
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
Does anyone know the limitations of geojson2fbx? Do the polygons have to be quadrilaterals? If so, will it accept edges of length zero?
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?
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
}
I would just have a timer that switches from random hover to whatever component makes it walk.
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?
Thanks! Yes, that’s what I opted doing. Using fly movement instead does the work, but my entity won’t fly as much in X and z axis for whatever reasons.
Compare your syntax with the one at the Microsoft docs
i did, and as i said, i have creatures which are basically the same and are still working
between the necromancer (which works) and the orc (wich doesn't) there's basically no difference
how did hive get a players skin, and display it per player
Does "runtime_identifier": "minecraft:ender_dragon" no longer increase the entity render distance?
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:
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
Why do you need to use a runtime id?
You should not use runtime ids.
I just wanted to see what would happen
basicly curiosity
you should check this post
https://discord.com/channels/523663022053392405/1099469582613352488
i found a way to make it work
im interested on this matter
but i dont think this is possible yet though
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
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
Not as far as I know.
I asked the same thing but no one replied, almost all my creatures are broken
I think I have to remake all of them because nothing is working properly
Nametag.
well it is possible probably
but on servers
do you know if it is possible using mods?
this one
You need to spawn it with a name
thanks, but i'm talking about the BP ram attack
that's literally the same thing.
i just told someone how to make it work.
both in RP and BP
may i ask what name?
and how to get that name
Hey is there anyone here who knows how to make a new mob that do the same thing as the evocation fangs of evoker?
i do
u can just copy the component that makes the evoker do it in your mob's behavior file
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
hmmmm
yea you can just clone the evocation fangs' behavior json and make it into a new emtity
and make your mob summon it
An animation not being found most likely means you have errors in the animation file, above that point in the animation file
that one?
Sorry I had to leave
As well as in that animation possibly too
Can also be the queries as well
I managed to fix that
but now the item isn't rendering correctly
Rendering huge like that
Is it due to an animation or geometry
I don't know how I can set a geometry for this exact item without attachhable needed
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
do i have to set a render controller for this?
Because I don't want an attachable file for this to work
All I said is make an animation
can somebody explain to me what are personas?
i'm trying and it doesn't work
For the player?
And it doesn't work and there are no logs?
i checked logs and there are no error
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
😓 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.
I managed to fix their animation using player player.animation.json by using the same method mojang used for the heavy core
However, the method I used don't work for 1st person, only in third
is there a way to track specific entity on locator bar?
Hi what would the animation controller look like for a Minecart?
how do I have an entity have the enchantment effect? I am trying but for some reason the texture isn't doing what a texture does.
does the wither_skull_dangerous exists in monecraft bedrock?
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?
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"
}
]
}```
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
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
I want My mob to create the biome leaf particle, will such a thing happen?
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
Thank you, I was confused🫠
Aren't we all in a way? It's fine
🗣️ 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
If know the identifier so that part is done
btw uh, in the RP or BP file?
Resource pack
I can send an example file, if you'd like to see it, of both the entity and animation
thx dude
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
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?
Use scriptapi and MolangVariableMap
Change the variable to change the tint.