#Entities General
1 messages · Page 16 of 1
That entirely depends if you want all leaves to be the same colour.
hmmm...
I think I have a different idea
which might be worse than the first one
how do you make custom particles?
nvm I found a way to make particles
I thibk
I'll report back if it was a success or an utter failure like it usually goes
wow ok
So I have this file now
btw anyone can use them if they want I don't mind
change the color even
but uh
the next few steps are gonna be weird
Does anyone have any ideas on how I could make an animation play on an attachable when an item is used and stay on the last frame until a different item is used again?
My only idea on a possible solution has been query.is_using_item && query.is_item_name_any('slot.weapon.mainhand, 0, 'item:name') ? query.is_alive for the first animation
And query.is_using_item && query.is_item_name_any('slot.weapon.mainhand', 0, 'item:name2') for the second animation
Can anyone help in letting me know if this works, and if not, a better alternative,(preferably without using run attachables using script from dev resources, just because I'd like to not use it)
i'm a dumbass but I am glad I found this out
I can just copy the code here and make a new particle
the end
jesus my idiocity amazes me at times
I mean
I was close enough...
Hey so can someone please help me?
I have this mob, right?
I gave it custom particles & all, lotta cool sick stuff
they
don't show up in game tho
i've done everything, ported animations, added the particles in the game, ported the model, checked all animations & the anim controller
I have no idea what could be causing this
I'm so tired of dealing with this all morning
How to remove players footstep particles and noise if they have a tag?
can someone help me telling me why the entity_spawned event isn't working properly?? i have some entities where it does and some others where it doesn't
did you register the particles in the entity file in RP??
is the identifier correct??
also, is the animation where you add the particles looping??
or have the script running it everytime?
hold up, I thibk I might've solved the issue
lemme do a test run rq
nnnnnnope
didn't work
anyways yeah the animations is where the particles loop
hmm, i have this spider it drops it's saliva everytime, idk if you can use it to compare
no yeah everything I have is perfectly good & normal
I have not the slightest clue what on earth could be wrong
also make sure the lifetime of the particles is long enough so it doesn't stop spawning the particles
their lifetime is 15 they should not instantly despwn
I for a fact know it's the mob's animations
I've used the /particle command and they show up perfectly
"minecraft:emitter_lifetime_looping": {
"active_time": 10000000,
"sleep_time": 1
},
i have it like this
that's weird
So it MUST have something to do with the animations but
they show up perfectly in Blockbench
from bb to mc there's a big step that may change the things
identifiers, loop, override the animation to make it keep running even if another is playing, idk
there are so many things
Identifiers i've cleared up, idk how loop could be an issue or override}
i use to have issues with animations, so most of the times i make them loop and override, and poof they get fixed :))
I have the animations on loop if that means anything
here just have the particle anim
are the particles a completely spearated animation?? or are they part of another one??
wait, when you say u checked the name of the animation, you checked both?? remember there's a name for the particles inside the animations and the identifier
yeah same ones
is there anything in the error log??
nothing strangely enough
Ok, so I want a mob to recieve regen 2 when in water or rain, is there a way to pull it off?
environment sensors
or mob_effect
How would i make this entity not be able to take damage&knockback??
{
"format_version": "1.16.100",
"minecraft:entity": {
"description": {
"identifier": "neptune:cratesnpc",
"is_spawnable": true,
"is_summonable": true,
"is_experimental": false
},
"components": {
"minecraft:physics": {
"has_gravity": true,
"has_collision": true
},
"minecraft:pushable": {
"is_pushable": false
},
"minecraft:push_through": {
"value": 1
}
}
}
}```
Add knockback resistance and damage sensor.
im quite bad with json and entites and the api is confusing me
which one would cancel all damage to the entity
"cause"; "all"
is it possible to lower the name position of npc?
why is scale not valid there
I need to make an entity that switches from hover components to basic movement components with a timer.
I made it, but I received a content log error about being unable to use both at once even though I’m removing the other before using the new one, and the entity bugs out and can only use the last one it used.
Any ideas?
what is your mob anyway
im curious
Is just a bird
I don’t want it to just fly up and down
And move really slow horizontally
Like parrots currently work
ah
so you wanna implement
its own flying system?
Hello so can someone tell me exactly or just send me how to make it so if you have a specific tag you have a model show up all I know is this is done with render controllers you can dm me if you want I'm a very visual learner
Pretty much
What scripts is using this addon?
I don't know which scripts works for make locomotives or vehicles
Guys Did Armor Stand changed the pose? because i can't use mbe in wiki minecraft
Hey, I've got an entity that, when using minecraft:behavior.random_stroll is able to jump up blocks pretty effectively. However, as soon as it starts using minecraft:behavior.follow_owner, it repeatedly jumps in place when it tries to jump up a block. Any ideas?
Hey guys what does the animation controller look like for Minecart?
it doesn't use one
I used this to fix that issue
"minecraft:variable_max_auto_step": {
"base_value": 1.0,
"jump_prevented_value": 0.5625
}```
I'd suggest to add this inside the tamed component group, if your mob has one.
damn im not really familiar with bird mobs myself but i think it is possible
-# i once worked on a griffin mob
@bleak moat have you implemented something like this before?
yeah ive made a few birds
what is the issue
the person i was talking to asked if its possible to make a bird mob that doesn't fly like parrots
so i pinged u in case if u can help
i use bee pathfinding for my flying mobs
happy ghast should work in theory but im yet to test
don't they use hover or something?
yeah
lemme grab the components from my tits
TIT BIRD
flying component
-# who tf named this bird bruh
oh man
Prolly remove the top line since that makes it land in the dark so they dont fly at night (i do the reverse for nocturnal birds)
"alice:walking": {
"minecraft:behavior.float": {
"priority": 0
},
"minecraft:jump.static": {},
"minecraft:damage_sensor": {
"triggers": [
{
"cause": "fall",
"deals_damage": "no"
}
]
},
"minecraft:physics": {
"has_collision": true,
"has_gravity": true
},
"minecraft:movement": {
"value": 0.14
},
"minecraft:behavior.random_stroll": {
"priority": 7,
"speed_multiplier": 1
},
"minecraft:movement.basic": {},
"minecraft:navigation.walk": {
"can_path_over_water": false,
"can_sink": false,
"can_pass_doors": false,
"can_path_from_air": false,
"avoid_water": true,
"avoid_damage_blocks": true,
"can_path_over_lava": false
},
"minecraft:timer": {
"time": [
10,
80
],
"looping": false,
"time_down_event": {
"event": "alice:takeoff",
"target": "self"
}
}
},
walking component
nice
"alice:land": {
"add": {
"component_groups": [
"alice:walking"
]
},
"remove": {
"component_groups": [
"alice:flying"
]
}
},
"alice:takeoff": {
"add": {
"component_groups": [
"alice:flying"
]
},
"remove": {
"component_groups": [
"alice:walking"
]
}
},
events
now the actual components that arent component groups
need to lack anything to do with actual movement

the only movement things that are in components and not one of the groups are
tempt
the max auto step (just for the tits coz they are really small birds)
panic
jump static
and random stroll
everything else that even entails movement is in a component group
@wanton venture
My Bee Eaters I made
these bee eaters use this
it is also possible to make hovering animations for when its flying and not moving
this guy does it
btw. have you worked on a mob where you successfully made their eyes glow in the dark?
nope
not with vibrant
oh man
its bullshit
its basically a blockbench plug coz... u cant use it without exporting the addon thru blockbench
it said that putting entity_emissive_alpha would work
im gonna try to make an aquatic only rideable mob tho
thats pre-vibrant
🥀
do that and make the eyes almost fully invisible on texture for non vv but
i made a post of it in #1067869022273667152
exactly what my friend did.
he followed the bedrock dev tutorial
How's your progress on it so far?
the vibrant visuals bedrock dev tutorial seems good apart from the fact... it dosent tell you how to do the actual adding
havent started yet
yea...
okay i think i got an idea for how to do
in water i give it alot of speed
when ur riding it
hmmmmm
and use the dragon flying look up/down
if it leaves water the flying stops working and it gets slowness
isn't that hardcoded
no no the dragon flying i have works underwater
i see
you mean the potion effect?
i need help with anims
yeah
coz the dragon is very slow in water despite having speed 12
i made a first person animation but when I play it, it plays on third person
im not sure if that will work but ok.
hmmmmm
i mean... if i get the dragon to stop working when out of water it will work in theory
lemme show the dragon
@covert sphinx
all i need now is for it to /kill @e any time it leaves wwater (joke)
ill just make all the speed have the requirement of ...hmm actually
how do i make sure it knows its in water
test: "in_water" or "is_underwater"
in water means the mob is in the surface
u see how all the grass is missing across half my world 😭
the swarm of gallimimus that natrually breed and are always loaded 😈
meaning they keepgoing even when im elsewhere
one day this testing world will just crash
fr
all my dinosaurs breed natrually instead of with food now
well
tey need to be full hunger
no player assistance
they cant spawn without a player spawning them in tho
and eggs are all female on default unless the player manually makes a male egg
standing on these guys 🗣️ 🔥
easiest way is just to only make a single sex of any given species
okay this world is for sure losing its grip
i see the crows doing the same walking bug they did before my other testing world broke
waht the shit
peak
dolphin
depends on how they act
attack things
salmon are capable of attacking things
i can always change it if i dont like how it moves
ok
but not in minecraft though...
or do they?
not normally
ive edited the salmon so in my addon they attack worms and shrimp
i see
i might make it so more mobs can be bred without direct player feedback
maybe i can make like... fish food
and if u give it to fish by just throwing it in water they end up breeding (ik fish dont breed... yet)
my slow quest to make all mobs breedable
ive done creepers
baby creepers arent aggressive
I HATE ANIMATION CONTROLLERS
why is thw swimming animation not working
ok i got it
was issue in entity
aw screw this
for mosa to swim at all it needs run time identifier of dolphin
but that makes it jump about on land
why cant we have nice things 😭
why wont this bitch ass attack salmon
wtf
nvm
priorities
ok wtf
it aint attacking ANYTHING
unless i make the attack priority 0
but
then it wont eat
coz its too busy attacking
im gonna kms
IT AINT EVEN EATING
WHY DO AQUATIC MOBS REFUSE TO PICK UP ITEMS
THEY CAN DO IT
JUST FOR SOME REASON NO MATTER WHAT PRIORITY YOU PUT IT, THEY ACT AS IT ITS PRIORITY 99
holy shit
it aint attacking at all now
is there a single normal aquatic mob
oh my god
im gonna crash out
i dont get it...
what
it still dosent want to eat but it attacks again
guh
You have 4 axes in the scale
There's only 3
what do you mean by 4 axes?
0.25, 0.25, 0.25, "molang_query..."
fuck
🤣
so I gotta put this last one somewhere
reduce the size of the snowball item in first person
to the scale of a normal item
Here's a better method
(query.get_equipped_item_name('main_hand') == 'snowball') ? 0.25
oh
Also I'd reccomend using query.is_item_name_any
inside the same file?
Yes
Replace all of the 0.25 with this
I have to put the [ ]?
do what?
I was about to show you
ah sorry
I think it's because you are using a deprecated query
ah
damn
No it has delayed attacking
what
Wdym sound string
in sounds json
I’m so confused rn
the sound string for the melee attack is "attack"
for what
oh
Quite literally the least of my priorities for mosasaurus
is there a workaround?
Is it possible to make an entity disappear when it is on the ground?
Its better than query.get_equipped_item_name in almost every way anyways
how?
You can use render controllers or an animation to test for the query query.is_on_ground to make the entity's scale 0 or to make the model dissappear
Do you mean like the entity instantly kills itself
yes
I wouldnt reccomend using an event only because events have been kind of broken as of recent
If yours are fine, then maybe
ok
It would be very simple to do with a script, tho, but its your choice
You haven't used the query correctly
The format is:
query.is_item_name_any(slot.name, slot_number, namespace:item_name)
like that?
oops
Here's an example
query.is_item_name_any('slot.weapon.mainhand', 0, 'minecraft:snowball')
yeah
👍
is there a query to get a players skin
i wanted the mob to have glowing eyes but oh well...
using emissive alphatest didn't do the magic
can anyone provide a solution on how to fix this
Are you testing in Fancy graphics or VV?
fancy
https://wiki.bedrock.dev/visuals/glowing-texture
i think this is how
Emissive alphatest should have done the trick.
@rich horizon
that's true. but for some reason
it made the texture
look disfigured instead.
I've created a post about it in #1067869022273667152
this method was used but it resulted into the same outcome
hey, dumbass here
I wanna make a projectile similar to the wind charge, how do I do it?
Copy-paste the wind charge behaviour file
No
Bruh
Mb
Well then how does the animation play when it goes on curved rails
not everything is data driven.
Well then how does it happen
Damb
hey what's the behavior that gives Guardians & Elder Guardian thorns?
you know, it's a mistake & all but it does give me a pretty interesting idea..
Thorny caltrops!
it might be hardcoded
but i think theres a way to replicate it
you can use damage sensors
then set the cause to "all" or "entity_attack" and then set the deals_damage to true.
then make it execute an event that uses the damage command
it is hardcoded
how can I fix this transparency error?
What error
how to make a different attack animation on an entity?
what kind of attack?
melee or ranged
is it possible to do both? like after a few seconds of melee attack, it switches to ranged attack?
Requires component groups to switch
i got the item attachables from the bedrock wiki but how can i show it to offhand
ye
a component group that has a timer would help
how can i play the animation depending on the attack type? this is the only part i dont have any idea
The queries
I think there's one for is_ranged them another
Look at the blazes ac
oh yeah queries, thanks! ill try that
Yeah the blaze switches so that's your best bet for those
Mb fell asleep
Stuff like this
how to fix this animation?
Why is this error happening in render_controller?
[Molang][error]-minecraft:player.0.4bc163b5-4e24-4db3-aa03-0a38d701187d.Jacob3b1f4153-8cec-4407-b287-83bc5962fd0b3b1f4153-8cec-4407-b287-83bc5962fd0b | Error processing expression query.property('hash:custom') == 'true' ? geometry.weapon.12 : geometry.default.weapon.12
This is the render_controller:
"controller.render.weapon.12": {
"geometry": "query.property('hash:custom') == 'true' ? Geometry.weapon.12 : query.property('hash:custom') == 'false' ? Geometry.default.weapon.12 : Geometry.nothing",
"textures": [ "Texture.weapon.12" ],
"materials": [ { "*": "material.default" } ]
}
It looks like the problem is that you've written a boolean value as a string instead
The values are really these
Do you know if the guardian's attack beam can be recreated? If I copy the guardian's entire behavior and give it my entity's identifier, it freezes and does nothing.
You need to use their runtime id.
is there a way to change where players seat on a rideable mob in animations?
something like that?
i tried to add driver_seat and back_seat attachments from camel and it didnt work

Not animations. It's defined in the behaviour.
so if an animation clips it cant be fixed?
mainly asking coz this animation'
the shoulders go up and down alot
or is it jus cooked
Yeah not sure that can be fixed. Unless you somehow play the ride animation in sync with the flying animation.
wait there is a ride animation
and im now realising that dosent fix anything coz the fly idle animation and the walking animation all require totally different seat placements
thats alright
i swear ive seen seats move in animations
Does anyone know if theres a way to prevent an entity from being moved with a fishing rod? I'm trying to make an NPC who can't be moved or killed and it seemed perfect until I accidentally flung him into space with a fishing rod.
Nvm I got it
You need to add min_engine_version and set it to 1.8.0
ah
and does fix persona skin rendering in steve too?
I'm not entirely sure, but it may
and maybe that would fix the issue that couldn't change the item size with the query I set?
Perhaps, hopefully it does
and it did not
Damn
how do you disable vanilla mobs from spawning in custom structures
they just don't fit the vibe
Cant.
You can just do /kill all vanilla mobs in the radius manually, but that doesn't sound all to ideal
Or very optimised
or you can use a script to .remove() the entities
...
Does anyone know the reason im having this error
[Molang][error]-C:/Users/ottih/AppData/Local/Packages/Microsoft.MinecraftUWP_8wekyb3d8bbwe/LocalState/games/com.mojang/development_resource_packs/GayToes Particles RP/animation_controllers/dust_clouds.ac.json | animation_controllers | controller.animation.dust_clouds | states | default | transitions | small_dust_rubble | !q.property('gparticles:dust_cloud_type') == 'small_dust_rubble' | Error: query.property called on an actor without a property component.
{
"format_version": "1.10.0",
"animation_controllers": {
"controller.animation.dust_clouds": {
"initial_state": "default",
"states": {
"default": {
"transitions": [
{
"big_dust_rubble": "!q.property('gparticles:dust_cloud_type') == 'big_dust_rubble'"
},
{ "small_dust_rubble": "!q.property('gparticles:dust_cloud_type') == 'small_dust_rubble'" }
]
},
"big_dust_rubble": {
"animations": ["big_dust_rubble"]
},
"small_dust_rubble": {
"animations": ["small_dust_rubble"]
}
}
}
}
}
heres my ac
Instead of using !q.property()== better use q.property()!=
im just following the wiki
So your entity doesn't have those properties? Show your entity's behavior.
it does
you are missing the sync and the default value
is sync needed and i already have the default value
"Client_sync":true
It is used so that the properties can be detected by the resource pack
And "default":, Ah default you have it, I didn't notice it
It works now, thanks
Done, my entity now behaves like a guardian but its beam is not visible, please help me.
i made a third person animation for the hand but it also runs in first person
i added it to the third person animation controller but it just loops everytime
Hey guys not sure where I can ask this but I wanted to know is it possible to make a custom Elytra? And if so how?
help i made my entity behave like a guardian but the beam is not visible
Any hacky way to hide an entity nametag on client? (Showing info only to specific players, like in servers)
I think you need to add the runtime identifier of guardians
I already put it
Oh
Maybe check guardian entity file? The beam could be a connected texture instead of its own thing I lowkey don’t know
Maybe you are referring to the entity of the resource pack, and to verify that everything works it is the same as the guardian, but the beam is still not visible.
Does anyone know why this happens? (Note: the runtime identifier alredy has minecraft:guardian)
Are you using a custom particle? Is your entity aquatic?
Yes, my entity literally has the behaviors of the guardian and the Guardian Resource Pack Entity.
I'm not using a custom particle, I'm using the guardian beam
You mention that you can see the particles but not the beam attack model.
Look this
The guardian beam is unfortunately hardcoded, it cannot be edited. It is a hidden model that is part of the guardian model, so it cannot be replicated in another entity.
I'm using the guardian model
Only particles can be visible
It simply cannot be replicated in another entity.
Simply is a part of the model that is not visible in the codes.
Ok , thanks
How to do a area attack mob with despawn event?
Can we make the height of a bone match a variable we set in the behavior? Like a property? If so any examples?
is it possible to make your entity always find you as long as it's angry?
like no matter how far you are it'll proceed to run in the way to where you are
how can i use the player's property in other entities filters?
my favorite creature, the unknown
do you mean like mobs will treat an entity like its a player?
(like creepers exploding it for example)
if thats what u want, just add "player" in the is_family component
i have this in my npc .json
{
"interact_text": "Talk",
"on_interact": {
"filters": [
{
"subject": "player",
"test": "bool_property",
"domain": "quest:start_spider_fang",
"operator": "==",
"value": true
}
],
"event": "open:dialogue_spider_fang_quest"
}
}
and this property in player.json
"properties": {
"quest:start_spider_fang": {
"type": "bool",
"default": true
}
}
but its not working
oh i dont know how to do npc stuff sorry 😭
Replaces subject: player with subject: other
anyone know how to make it so my flying mob will tilt when changing direction?
okay thank! ill try that later
probably add an animation that does it
and find a query
that detects
which side your mob is flying to
know.,... any query that does that?
i forgot
💀
@thick birch do you remember what query that was?
i think i used that query for a dragon i used to work on
let me check
is possible change entities properties with commands?
i know how to run events and change components with commands via events but properties i personally am not knowledgeable about
but if either events or component groups can change properties
then it could be done via that
events can edit properties.
Hey so I wanna know
What exactly is the thing that determines a piglin/hoglin's zombification?
The biome?
The dimension?
dimension
Hmmm...
Why is the graph like this
First kf is 0, 0, 0
2nd is 0, -4+q.anim_time*20 , 0
Interpolation is set to linear
Assuming Blockbench simulates MC animation as is
it looks as it should
the value of -4+q.anim_time*20 changes as the keyframe linear interpolation happens
so the final interpolation doesn't look linear
hello, does anyone know how I can hear that when a single blow hits the player, I push him horizontally with force, that is, I send him flying away
is there any documentation for "emit_particle" in a event?
is there anyone who know how to code a tank addon ?
What I need is basically a single functional tank with good code, realistic behavior, and items to shoot, and I'll figure out the rest myself. I'd also like to add a custom sight if possible.
How do i cancel all the damage from an entity?
thanks
Also how do I create solid hitboxes for entities like boats
Collideable component.
Thanks
Hi, does anyone know how I can make a flying mob change into a ground mob and attack with body after a certain time? It's for a boss.
You're going to want to use component groups
Look at the ghast json for flying
Look at zombie or other grounded mob for attacking on the ground
You can use a timer component to have it change component groups periodically
what's the component to stop the boat from jumping in the water?
minecraft:behavior.rise_to_liquid_level
i alredy found out i had to disable plysics: {gravity:false}
Would that not just make it float if knockedback?
Yes, That would happen
that ship is really nice. good job. amazes me what people are doing in bedrock these days lol
Scripts make everything possible
Thanks btw
How do I get my custom storage entity's name to show up as anything other than "unknown"?
{
"format_version": "1.21.20",
"minecraft:entity": {
"description": {
"identifier": "shadowmavks:drawer_container",
"is_spawnable": false,
"is_summonable": true,
"is_experimental": false
},
"component_groups": {},
"components": {
"minecraft:type_family": {
"family": [
"open",
"inanimate"
]
},
"minecraft:collision_box": {
"width": 0.8,
"height": 0.2
},
"minecraft:health": {
"value": 1,
"max": 1
},
"minecraft:fire_immune": {},
"minecraft:damage_sensor": {
"triggers": {
"cause": "all",
"deals_damage": false
}
},
"minecraft:inventory": {
"inventory_size": 27,
"can_be_siphoned_from": true,
"container_type": "container"
}
}
}
}
JSON of the entity.
honestly i do not know but if you find a fix please tell me 😭
my creatures display as unknown
Wow that's a very pretty Unknown you got there
thank you
goated friend helping me with prehistoric animal addon
any way to make entity scale/collision box dynamic using script?
How to remove the background from entity nametags?
There is no way of creating hitboxes with scripts, I think you can make something using rideable and collideable entities
Make an entity ride another to create an hitbox of 2 cubes
is it possible to get player skin and use it as a skin for new humanoid entity?
No.
I'm learning attachables currently:
"binding": "q.item_slot_to_bone_name(context.item_slot)",
^ is there a list somewhere of "contexts" like context.item_slot?
💔
i think you use .lang files
entity.chest_minecart.name=Minecart with Chest
not sure tho
wdym .lang
on texts folder
this what im using
on RP
i think do it like this idk if itll work tho
yeah it aint work
Oh ok I’ll try that
💔
Any idea of how I can make a thrown item look at the player camera in first & third person using attachable? (like snowball when thrown it looks at player camera)
Apply this animation to the entity
{ "format_version" : "1.8.0", "animations" : { "animation.entity.face" : { "loop" : true, "bones" : { "bone" : { "relative_to" : { "rotation" : "entity" }, "rotation" : [0, "q.rotation_to_camera(1)", 0] } } } } }
Optionally you can use this line instead to make the rotation 3D instead of 2D:
"rotation": [ "query.camera_rotation(0)", "query.camera_rotation(1)", 0.0 ]
it doesn't work
Does the geometry of the snowball have the root bone named "bone"?
I just changed it and it still doesn't work
how can i change the attack animation of an attachable?
@tawny kettle @bleak moat
You can make an entity with named inventory this way:
Summon entity via command:
/summon furniture:fridge_upper_container tile.furniture:fridge_upper.name ~~~ or name the entity using script api
then put
tile.furniture:fridge_upper.name=Freezer in the lang file
what model does the player use in mobs.json?
humanoid.custom:geometry.humanoid
thanks!
Will try tomorrow
No problem
Happy to help
using arrow runtime identifier makes entites pick up as an arrow
any way to change this?
or alternate runtime id that has facing direction
Try snowball, if you are looking for projectiles
it doesn't have the direction thing
anyway i just made the projectile remove on hit
so it dissappears instead of stick in ground
Currently I'm doing this and checking the success count to find if a specific entity is present on a block, but is there perhaps a native way to do this in the scripting API?
const checkCmd = event.dimension.runCommand("testfor @e[x=" + seatPosition.x + ",y=" + seatPosition.y + ",z=" + seatPosition.z + ",r=1,type=new:chair_seat]");
is there a way to get animation sounds to play in third person? I have it working for first person to play at a keyframe on my player's animation, did the same for third but don't hear the sound.
"sound_effects": {
"0.5": {
"effect": "mining"
}
}
could probably do onStepOn then store them.. sec
i'll write it on my script to test it out then get back to you if I figure out a way
yeah, ok, figured out a way. tagged you in #1067535608660107284
does anyone knows how to make a tank entity with realistic controls ?
Depends what you mean by realistic controls. You can make your entity rideable and control it with minecraft:input_ground_controlled component.
yes I know but I mean I want it to work like tww tanks addons and the war game warthunder
Well you can use scripting if you want. Or simply setup some looping animations (on BP) that checks whether q.is_on_ground is true or not
I want to make an addon called Emerging From The Mist. A horror addon but i suck at coding so can i get some tips? I want to make it with a map and I already made the map but i can't code so it's stuck
Creating addon isnt too hard actually, the hard part is finding the idea. The coding aspect, there are bunch of resources take wiki.bedrock.dev for example
Yeah haha 😭
I already have lore story n idea but i need to code but wiki.bedrock.dev? I'll try it thx
Yes, they provide step by step there
Well, good luck
I want to add planes to my addons and it gonna be annoying if you can see planes only around 64 blocks like it is for every entity in minecraft bedrock, so does anyone know how can I make it seanable from much further away ? like a block or something
Finding Who Can Model On My Essentials I'll Pay 30$ Per Week
CyberAxe has shown this workaround by using particles instead of entities when the distance is high https://www.youtube.com/watch?v=QdkIwEB1Nuc
Presented by CyberAxe of www.OutLandishlyCrafted.com
Tip and Support Welcome, it takes hordes of hours to provide free support.
HTTP://www.OutLandishlyCrafted.com
#minecraft, #bedrock, #mcpe, #indiegamedev, #blockbench, #animations, #portals, #prototype #live
what exactly do you need ?
thank you !
Does anybody know why the entity.delayed.attacking cooldown property is not working?
you can replace the ender dragon for that too
can you explain ?
the ender dragon is the only entity with the hardcode to allow distant rendering
you can replace or add to its code the planes one to permit that
and how do i add it to my entities ?
you have to copy the original ender dragon code and edit it there
its on the vanilla folder
the behavior one or its scripts ?
behavior and entity
like
the identifier is the thing giving it the ability to render
minecraft:ender_dragon
the exact one
alr thank you
does it also need to use the runtime identifier?
i don't know i didn't try yet
Anyone know how to fix this log? the variable is for clientside animation
You've given too little context
What is the variable, what does it do
it's like a toggle. every keyframe has the value from 1 to 4 repeatedly. And it's a scale keyframe so it would be 0 and 1
Is there any way to use it properly?
Well what are you trying to do
Because I dont even understand what you did fully
Also, I'm pretty sure that variables that aren't in stable need to be defined on entities in their resource pack files
hey i'm new with animations controller and i wanted to know if anyone know why my animation only run when i place my entity and dont play when it need (attack animation).
Thanks by advice ❤️
here is my code::
how do i make the item equipped and visible in mainhand using the 1st slot of the inventory as reference for the item
why do I keep getting the error query.property does not have an actor in player.entity.json even though the property from player.json in the behavior pack has "client_sync": true ?
does an entity have limit for a component group
hello
I want to ask something
did anyone know how to fix Error: query.property does not have an actor.
reading up to here solved a problem I had trying to load different animation based on player name queries, why didnt I think of behaviour for server side lol thanks kind stranger who didnt even meant to help me and posted this long ago
Hi, my animation controller doesn't work. There are no animations that work. Even with a basic animation controller like that :
{
"format_version": "1.10.0",
"animation_controllers": {
"controller.animation.endiorite.void_abomination.root": {
"initial_state": "idle",
"states": {
"idle": {
"animations": [ "idle" ]
}
}
}
}
}
Entity :
"animations": {
"asleep": "animation.endiorite.void_abomination.asleep",
"wake_up": "animation.endiorite.void_abomination.wake_up",
"idle": "animation.endiorite.void_abomination.idle",
"walk": "animation.endiorite.void_abomination.walk",
"attack.melee": "animation.endiorite.void_abomination.attack.melee",
"attack.ranged": "animation.endiorite.void_abomination.attack.ranged",
"attack.special": "animation.endiorite.void_abomination.attack.special",
"death": "animation.endiorite.void_abomination.death",
"controller.root": "controller.animation.endiorite.void_abomination.root"
},
"scripts": {
"animate": [
"controller.root"
]
},
The only error I have is this one, but the parse error is not detailed
[Animation][error]-C:/Users/timot/AppData/Local/Packages/Microsoft.MinecraftUWP_8wekyb3d8bbwe/LocalState/games/com.mojang/development_resource_packs/EndioriteEntities/animation_controllers/void_abomination.animation_controller.json | parse error:
@ me pls
in entity how do i make it so that it will be able to attack even though the target is inside its collision like a player
attack entities that are merging collisions?
thats how bedrock entities attack if range is not set I think
the collision needs to touch
its not really a major issue for me but if en entity is inside another entity it wont attack at all
as you can see the goblin is not attacking
huh, weird
Ive never heard of such an issue
gotta wait for someone with more experience than me to answer ya
sry mate
na dont worry
i think its a bedrock issue cause the zombie does also the same behaviour
does it attack if in an open field?
yes
it does the same
huh
cause we tried experimenting
can I see the json, might find something
what is the size of the mobs hitbox
1
so its fixed?
well the more i lower it the higher the chance it attacks
its due to the hitbox being the same size as the 1 block space probably
if you look at entity files most monsters that can fit in one block wide tunnels have less than 1 value of wide hitbox
yeah i hate that behaviour cause smart players might abuse it and trap the enemies like this
same as the warden
ill lower the width that should prevent the players from abusing this behaviour
ye
thanks for the help
the goblins looks small so maybe have the hitbox fit in a 1*1 tunnel
nvm looking at it again its tall
lol
do you know why the ^^^ doesnt seem to work on entity commands in the events section?
the what?
the event section determines what component gets added to the entities behaviour or play events
example in my entity events their is a command tp @s ^^^1 this should tp the entity to the facing direction right but it does not work unless the entity moves a little bit
it seems the expression does not reset unless the entity moves
yeah
yes
idk how to fix that unfortunately, Mojang issue
again, Im not experienced, at least not much
thats why im using scripts this time maybe it will be more reliable
oooo, do try and give result to me
most addons just use scripts these days
leaving us old timers behind 😔
nah it will work cause the script takes the rotation of the entity more accurately
does it use tick.json to force updates?
yeah thats why im learning java script
kinda similar but scripts are more optimized and doesnt cause performance issues
I make stuff for private use or modify others
How the times has changed
yeah i but i want it so that someday we will be able to access player.json through scripts so no need to modify it causing compatibilty issues
anyway, if you have any experience with resource pack, primarily player.entity,json you can help with my problem in the resource pack general
honestly its an issue if you are just a normal player
whats the problem?
long story, lets go to resource general
?
hmmm, is it possible to make the player unable to jump via components? or i have to use scripts somehow?
Use inputpermissions to disable jumping.
stable?
Yes.
good.
I've made a mesh tube out of fractions of a whole mesh tube that for some reason will not fully show up in game
In both first and third person only one of the fractions will appear and the other 23 will only appear in the paper doll
Has anyone experienced something similar and does anyone have any advice on what to do?
The geometry is over 700 lines long so I don't know if I should write out the code still, but do notify me if I should
Hi, my animation controller doesn't work. There are no animations that work. Even with a basic animation controller like that :
{
"format_version": "1.10.0",
"animation_controllers": {
"controller.animation.endiorite.void_abomination.root": {
"initial_state": "idle",
"states": {
"idle": {
"animations": [ "idle" ]
}
}
}
}
}
Entity :
"animations": {
"asleep": "animation.endiorite.void_abomination.asleep",
"wake_up": "animation.endiorite.void_abomination.wake_up",
"idle": "animation.endiorite.void_abomination.idle",
"walk": "animation.endiorite.void_abomination.walk",
"attack.melee": "animation.endiorite.void_abomination.attack.melee",
"attack.ranged": "animation.endiorite.void_abomination.attack.ranged",
"attack.special": "animation.endiorite.void_abomination.attack.special",
"death": "animation.endiorite.void_abomination.death",
"controller.root": "controller.animation.endiorite.void_abomination.root"
},
"scripts": {
"animate": [
"controller.root"
]
},
The only error I have is this one, but the parse error is not detailed
[Animation][error]-C:/Users/timot/AppData/Local/Packages/Microsoft.MinecraftUWP_8wekyb3d8bbwe/LocalState/games/com.mojang/development_resource_packs/EndioriteEntities/animation_controllers/void_abomination.animation_controller.json | parse error:
@ me
How do I even make a projectile?
Hi everyone
Who knows something for turn off vibrations of mob while it moving?
Maybe json.file has error in syntax?
No error from my IDE
Maybe state must have transitions?
No I have already tried
what is the entity component that cause guardians and elder guardians to flop around when on land
Is there a way to give an entity the end portal texture
Is it possible to make flipbook textures for entities blend like they can for blocks?
Pretty sure that texture is hard-coded
how do I use polymesh models (generic models from blockbench)?
Why is this not working?
[Json][error]-NFL | actor_definitions | C:/Users/Hajsori/AppData/Local/Packages/Microsoft.MinecraftUWP_8wekyb3d8bbwe/LocalState/games/com.mojang/development_behavior_packs/nba | nfl:carpet_line | minecraft:entity | components | minecraft:damage_sensor | triggers | deals_damage | deals_damage | unknown child schema option type. Allowed types: 'string'```
```json
"minecraft:damage_sensor": {
"triggers": {
"cause": "all",
"deals_damage": false
}
}```
Is there any way to use boat controls in land vehicles?
Boat controls are great for this, because horse and pig controls are horrible
Good question, I want to import my animations (and just the animations of the players) into an Addon with effecting the player animations and only can be controlled by me via using /playanimations command?
how to add cooldown in my delayed attack? not by removing it through event other ideas?
query.is_riding_any_entity_of_type('hyentity:bike')
Is this correct?
The documentation does not specify the query structure
@solar valley #1067870186834767912 message
Thanks
.
hey i'm currently working on a tank project and i use a script to make the control realistic but idk how to make the barrel and turret follow the head of the tank rider does someone knows please ?
"minecraft:damage_sensor": {
"triggers": {
"cause": "all",
"deals_damage": "no"
}
}```
thanks
How do I remove this step sound?
I tryied this:
But don't work
applyImpulse is fk
Wait...
ADHD moment
When I use spawnrules for entity spawning how do I make it so they do not stay in the same position?
is it possible to edit the dropped item entity in the RP?
Done, my entity now behaves like a guardian but its beam is not visible, please help me
You mean you want them to move instantly after they spawn, or are you trying to scatter a pack around an area?
Ideally the latter
Well, actually, neither option can be done with spawn rules.
For the scattering you could add a spawn event to the entity definition that gives them a component group with a short-range teleport behavior and a timer that triggers a event to remove th component group after 0.05 seconds ( 1 tick). Using the teleport behavior will make it check for support blocks. Or if that gives undesirable results, give it a move_to_block behavior with a similar short range and time.
Are you asking how to do that? Just put the animations in the resource pack. Does that not work?
I tried player json and that broke stuff
And I have tried entities and it works
I would guess that either you made a mistake in the player json, or it is not possible b/c players are controlled by clients. 🤷♂️
Can you use spawn rules to spawn entities on custom blocks, because I have done everything correctly here yet mobs won't spawn in this biome
No.
is this something being fixed in a new update?
Thats crazy, I am almost positive this used to work
My block does have full block, and this is the 1.21.90 changelog stating it is possible
Right...but it doesn't work.
So they stated it works and it doesn’t?
nice
was wondering why no mobs were spawning
Has this bug been reported, or rather is there a report on this I can follow?
Probably.
alright, i’ll look around, thanks
💀🙏
👀
💀🔥🔥🔥
Hello is there anyway to make it so you can use render controllers to make armor look different with an armor trim type style and if there is can you send me the code for that
How can I make my Duck entity swim?
what is the max size in bytes a property of an entity can have? 4bytes?
is it possible to edit the item entity?
Is it possible to rotate a specific element of an entity, for example I want to rotate the entity using a tp but a part of the entity remains the same, that is, static?
I don't think you can change parts of entities separately without animations
Yes, the problem is that the animation would move the same way.
is it capable of doing a wheelie?
maybe either 2 entities, or like Zedex said, use animations, iirc you can set it up so part of the entity will rotate based on entity properties using molang?
Maybe
do you guys think you could force a hostile entity to change targets if you summon a custom projectile and set the owner of the projectile to the target entity?
How can I let my rideable entity look in the same direction as the rider?
{
"format_version": "1.8.0",
"animations": {
"animation.m4a1sherman.aim": {
"loop": true,
"bones": {
"turret": {
"relative_to": {
"rotation": "entity"
},
"rotation": [0, "query.rider_head_y_rotation(0)", 0]
},
"gun": {
"rotation": [
"math.clamp(query.rider_head_x_rotation(0), -10, 20)",
0,
0
],
"position": [0, -1, -4]
}
}
}
gotchu, just copy it and replace it by the names you need
is there a way to make a bone independant of the entity rotation ? like when the entity rotate, the bone don't but it move with the entity
Is there a way with just a bp?
i don't think you'll have to put that code in the animations and call the animations in the client entity
all in the rp tho
Is it possible to detect if there’s no entity in range and run an event??
I’m trying to make it so players ride on the inside of my vehicle and animals ride in the third seat even if no one is in the vehicle on the out side of the vehicle like in the truck bed is this possible
how can I make my entity go back to the center or safe zone (grass) when it steps on the red zone, and stop attacking its target?
Maybe detect leaving the area and trigger an event that removes the hostile behaviour and trigger return to home block
Or
Spawn an entity in the center and tame the mob to it and make it stay in range
Hi, is it possible to play a sound directly in an animation in a rp ?
With sound_effects
ive been trying to add a factor for the animation on the json ive been working on so the animations for attack only play when they are in range of the target but for some reason after trying all the ones i could fine: in_range,varible.attack_time,query.facing_target_to_ranged_attack i havent gotten one to work and i dont know the issue
so im making a tank and for the turret im using query.rider_head_y_rotation and x for the barrel. i need the camera of the rider to follow the barrel rotation and facing where the barrel face. is it possible ?
how to make player.entity.json compatible with other packs like JavaAnims 1.7
i wanna see my entity from really far away, i tried to out the runtime identifier of the ender dragon and it didn't change a thing but the hitbox and the boss bar.
Do the entities have the random wandering component
Nvm I see it's been answered
Forgot to scroll down
[Molang][error]-minecraft:player.0.c5045992-eba4-4c7e-ad4a-469df35178d5.tutorial_skin_1 | entity/player.entity.json | query.is_item_name_any('slot.weapon.mainhand','tst:sniper')&&variable.is_first_person&&v.attack_time > 0.0&&!query.is_sneaking | Error: query.is_item_name_any called without a specified entity.
How do I call q.is_item_name_any with a specific entity?
And if impossible, what is the alternative
Void explosion
is there any limit for the amount of properties the entity can have?
Any way to change entity's collision box without component groups? Like can I do something to achieve the effect of passing a molang like "q.property('scale')"?
If you want it to be toggleable, no
Can someone help me with this modeling problem
Is it possible to make entities that don't disappear? like ender dragon or wither?
No.
Sad 😦
Add a enchanted texture and material
Does anyone else experience issues whenever modifying the players movement component? Every time I've touched it it breaks permanently. Defaults players walking and movement speed to the same value, never lets me raise or lower it.
Even removing the pack from the world doesn't fix it.
Any ways to prevent entities getting picked up by boats?
You have to modify it thru component group.
It worked tysm
Np 👍
Happy to help!
this didn't fix the attribute being completely broken
sprint and walk speed are still exactly the same and modifying the component doesn't fix
pretty sure last time this happened while testing I just had to abandon the world entirely
made a new world with it now set very high and it is now unchangeable from that speed
Even the speed effect does nothing
"animation.clock.tick": {
"loop": true,
"animation_length": 1,
"sound_effects": {"0.8": {"effect": "tick"}}
}
animation sounds are just horrible.
sound just stops when you are not facing entity
basically sound is tied to entity render
ig it makes sense to be that way? but i'd like to hear entity even if its behind me.
I would bet that means your entity is missing a component in the scripts section
"should_update_bones_and_effects_offscreen": true would possibly make the animation play when offscreen, and so the sound might play
If you already have this, then you might want to script it instead
Yoo, what is that?
Void energy
I meant the turret you have going on there but ok.
It is a turret that protects the capital
👍
I'm having an issue with magma cubes
this is what it's supposted to look like
and this is what it's looking like right now
the texture file seems fine
not sure what's going on
did some kind of maniac create the distance_to_nearest_player environment sensor?
this thing doesn't even work properly
For minecarts when Mojang uses this, can we not use that too on custom minecarts? I get variable errors:
{
"format_version" : "1.8.0",
"animations" : {
"animation.custom_minecart.move" : {
"loop" : true,
"bones" : {
"bottom" : {
"position" : [ "variable.rail_offset.x / query.model_scale", "variable.rail_offset.y / query.model_scale", "variable.rail_offset.z / query.model_scale" ],
"rotation" : [ "variable.hurt > 0 ? -Math.sin(variable.hurt * 360 / (Math.pi * 2)) * variable.hurt * (((20 * 2 - query.structural_integrity) - query.frame_alpha) < 0 ? 0: (20 * 2 - query.structural_integrity) - query.frame_alpha) / 10 * query.hurt_direction : 0", 0.0, "-variable.rail_rotation.z" ]
}
}
}
}
}```
I can only find this: https://www.reddit.com/r/BedrockAddons/comments/tzllrx/addon_minecart_help_variable_definitions_not/
Yeah ok it's just fully impossible. Thanks Mojang
🔥
does anyone know why i got this error!
Does anyone know how to make a minecart faster? Like applying an impulse in the direction it is moving doesn't work
Not enough info
To help you, we need the contents of the file
{
"format_version": "1.12.0",
"minecraft:client_entity": {
"description": {
"identifier": "tpmcr:yasuo_nightbringer",
"materials": {
"default": "entity_alphatest"
},
"textures": {
"default": "textures/entity/yasuo_nightbringer"
},
"geometry": {
"default": "geometry.yasuo_nightbringer"
},
"animations": {
"idle": "animation.yasuo_nightbringer.idle",
"startmove": "animation.yasuo_nightbringer.startmove",
"walk": "animation.yasuo_nightbringer.walk",
"stopmove": "animation.yasuo_nightbringer.stopmove",
"attack1": "animation.yasuo_nightbringer.attack1",
"attack2": "animation.yasuo_nightbringer.attack2",
"attack3": "animation.yasuo_nightbringer.attack3"
},
"scripts": {
"animate": [
"controller.animation.yasuo_nightbringer_move"
]
},
"render_controllers": [
"controller.render.default"
],
"spawn_egg": {
"base_color": "#811d14",
"overlay_color": "#f66d23"
}
}
}
}
and
{
"format_version": "1.19.0",
"animation_controllers": {
"controller.animation.yasuo_nightbringer_move": {
"initial_state": "idle",
"states": {
"idle": {
"animations": ["idle"],
"transitions": [
{ "startmove": "q.ground_speed > 0.5" },
{ "attack_random": "query.variant >= 0" }
],
"blend_transition": 0.2
},
"startmove": {
"animations": ["startmove"],
"transitions": [
{ "walking": "q.ground_speed > 1.0" },
{ "attack_random": "query.variant >= 0" }
],
"blend_transition": 0.2
},
"walking": {
"animations": ["walk"],
"transitions": [
{ "stopmove": "q.ground_speed < 0.5" },
{ "attack_random": "query.variant >= 0" }
],
"blend_transition": 0.2
},
"stopmove": {
"animations": ["stopmove"],
"transitions": [
{ "idle": "q.ground_speed <= 0.1" },
{ "attack_random": "query.variant >= 0" }
],
"blend_transition": 0.2
},
"attack_random": {
"transitions": [
{ "attack1": "query.variant == 0" },
{ "attack2": "query.variant == 1" },
{ "attack3": "query.variant == 2" }
]
},
"attack1": {
"animations": ["attack1"],
"transitions": [
{ "idle": "query.variant == -1" }
]
},
"attack2": {
"animations": ["attack2"],
"transitions": [
{ "idle": "query.variant == -1" }
]
},
"attack3": {
"animations": ["attack3"],
"transitions": [
{ "idle": "query.variant == -1" }
]
}
}
}
}
}
You didnt define the controller
It doesn't exist on this entity
in entity file?
or animation controller
There's no where else to define it than here💀
Identify it under a shortname in the same way and in the same place you would an animation and put that shortname under scripts -> animate
I don't quite understand, sorry I don't actually use this very often
Identity it under the animations section like you did with every animation
Then put the shortname (not the file name) in scripts -> animate
for example i have an animation named "animation.entity.attack" then i will put it in json "scripts": { "animate": [ "controller.animation.yasuo_nightbringer_move", "animation.entity.attack" ] } right
I added all my animations
Yeah, thats not the point
Do what you did for them in your entity file to your animation controller
Like "shortname": "controller.animation.ya..."
i don't understand can you help me edit this file
Look at these examples and try yourself first
@charred cargo i fixed it and it works but when i use the command /playanimation it gives an error how do i fix it
Are there any other animations that usually play at the same time as when that animation is played from in the resource pack?
@charred cargo There is only one animation controller here, when standing still and doing nothing, it will play idle animation, but moving will switch to walking. So I think when using playanimation, it will run 2 on top of each other.
Anyone knows what 'rarity' does in the armadillo's.json under spawn_rules? https://github.com/Mojang/bedrock-samples/blob/main/behavior_pack/spawn_rules/armadillo.json
I looked at the documentation but only 'default' is documented. I have no idea what 'rarity' does, anyone knows?
Please ping on reply <3
If this isn't the right place to ask a question I can move it as well
Is the animation set with "override_previous_animation": true
If not, do that
is there anyway to make when entity attack will play randon 3 animation?
Yes
You should use this math function (which is basically a query):
math.random_integer( 1, 3 ) == 1
Use this at the same time as using the query or variable that you are using to make the entity attack
how, im try do like this but it doesnt work
v.attack_time not q.is_attacking
That's correct 👍
it doesn't give error anymore but I added this animation controller attack together with animation controller move so when attacking it will return to idle animation but when entering game and entity attacks it still doesn't play attack animation
Try using v.attack_time > 0 instead of v.attack_time and v.attack_time < 0 instead of !v.attack_time
it still doesn't work most attacks won't play animation, sometimes dead entity will play 1 time
Is it possible to have entities phase through certain blocks?
I don't quite understand, do you mean play animation when moving?
Well an arrow that can go through a certain block (like leaves) but otherwise behaves as a normal arrow
oh sorry i thought you were referring to my entity :haha:
No problem
Why I can't hear these sounds?
"vampire_horse_run": {
"category": "neutral",
"max_distance": null,
"min_distance": null,
"sounds": [
"sounds/vampire_horse/run0",
"sounds/vampire_horse/run1",
"sounds/vampire_horse/run2"
]
}
Why is the distance null?
I would change it to actual numbers.
Does many entities placed in one placed causes lag?
I am asking this because I found a way to create stairs using a block and 2 entities,
this works by giving the block a slab collision box, and each entity is given a quarter slab (which added together gives us half slab),
If you are wondering this works perfectly and it is actually very simple to setup, However,
There is only one concern about it, Does placing many stairs in this manner causes lag?
I would actually wait for 1.21.110 or perhaps 1.21.120. There's things found in the files that indicate multicollison boxes are coming soon.
But to answer your question yes.
Is it rumors? , or is it semi-truths?
Just to be sure how true it is
Its in the files which usually indicate at most two update cycles to arrive.
I think my best move is to wait then
Did you find an approach for this?
Oh yeah. Put it inside a block and make sure its collision is smaller than the blocks’s collision.
how can i make an entity look into player everytime without delays? (just like hive npc's nametags)
Animations
Is there a way to modify player's attributes without editing player.json? I need to decrease player's armor and max health
Unfortunately no.
Damn.. Any other ways to decrease armor?
Maybe applying additional damage through a script might work..
Yeah that can work.
Now I need to figure out how damage works in bedrock XD
Good luck.
Is there a way to apply effects to players within an entity's with aoe cloud runtime identifier range?
I need an entity that works like aoe cloud but applies effects dynamically
Back to this
I tried all possible categories. Also made sure to reload Minecraft as always, since /reload all won't do it always.
Not sure what else to try?
Can we not use more than one filter in the can_place property of minecraft:behavior.place_block?
It should be able to like any of or all of
oh thank you
how can check which block an enderman i about to pickup with the can_take filter? both {test: is_block, subject: block} and {test: is_block, subject: target}
have failed.
Don't think you can. You can only check what it picked up.
yeah, this kinda beats the entire purpose of having it, my only other option is to use component groups, like always
What are you trying to do?
make the Enderman pickup certain blocks if they have a property
Yeah, you can always suggest to change the components to make it work like other filters.
environmental sensors and component groups it is...
hey guys, does anybody know why my entity isn't taking and placing the block?
"minecraft:behavior.place_block": {
"affected_by_griefing_rule": false,
"priority": 1,
"xz_range": 1,
"y_range": [
0,
2
],
"chance": 0.5,
"on_place": {
"event": "v360:sayp"
}
},
"minecraft:behavior.take_block": {
"affected_by_griefing_rule": false,
"priority": 0,
"xz_range": 3,
"y_range": [
0,
3
],
"chance": 0.75,
"blocks": [
"mud"
],
"on_take": {
"event": "v360:sayt"
}
}```
maybe it requires some kind of other, movement related components?
I have no clue on how I am suppose to use animation controllers on the player when its through the RP. I have one set up for the BP, all though it dose not want to seem to work.
Am I missing something?
Lacks context
Show the animation controller, content log, entity file
Let people help you
