#Entities General

1 messages · Page 16 of 1

sturdy iris
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it's

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literally just

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changing a bit of text?

kind charm
sturdy iris
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hmmm...

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I think I have a different idea

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which might be worse than the first one

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how do you make custom particles?

sturdy iris
#

nvm I found a way to make particles

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I thibk

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I'll report back if it was a success or an utter failure like it usually goes

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wow ok

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change the color even

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but uh

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the next few steps are gonna be weird

charred cargo
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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?

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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

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And query.is_using_item && query.is_item_name_any('slot.weapon.mainhand', 0, 'item:name2') for the second animation

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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)

sturdy iris
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i'm a dumbass but I am glad I found this out

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I can just copy the code here and make a new particle

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the end

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jesus my idiocity amazes me at times

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I mean
I was close enough...

sturdy iris
#

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

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i've done everything, ported animations, added the particles in the game, ported the model, checked all animations & the anim controller

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I have no idea what could be causing this

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I'm so tired of dealing with this all morning

thin sierra
#

How to remove players footstep particles and noise if they have a tag?

proven sluice
#

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

proven sluice
sturdy iris
#

yeah

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like a while ago

proven sluice
#

is the identifier correct??

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also, is the animation where you add the particles looping??

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or have the script running it everytime?

sturdy iris
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hold up, I thibk I might've solved the issue

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lemme do a test run rq

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nnnnnnope

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didn't work

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anyways yeah the animations is where the particles loop

proven sluice
sturdy iris
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no yeah everything I have is perfectly good & normal

#

I have not the slightest clue what on earth could be wrong

proven sluice
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also make sure the lifetime of the particles is long enough so it doesn't stop spawning the particles

sturdy iris
#

their lifetime is 15 they should not instantly despwn

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I for a fact know it's the mob's animations

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I've used the /particle command and they show up perfectly

proven sluice
#

i have it like this

proven sluice
sturdy iris
#

So it MUST have something to do with the animations but

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they show up perfectly in Blockbench

proven sluice
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identifiers, loop, override the animation to make it keep running even if another is playing, idk

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there are so many things

sturdy iris
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Identifiers i've cleared up, idk how loop could be an issue or override}

proven sluice
sturdy iris
#

I have the animations on loop if that means anything

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here just have the particle anim

proven sluice
sturdy iris
#

?

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how

proven sluice
# sturdy iris how

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

sturdy iris
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yeah same ones

proven sluice
sturdy iris
#

nothing strangely enough

sturdy iris
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Ok, so I want a mob to recieve regen 2 when in water or rain, is there a way to pull it off?

covert sphinx
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or mob_effect

royal portal
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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
            }
        }
    }
}```
kind charm
royal portal
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im quite bad with json and entites and the api is confusing me

royal portal
kind charm
royal portal
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like this?

kind charm
royal portal
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thanks

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@kind charmur the goat

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no way bro has the skibidi toilet bundle bao_icon_entities

lone egret
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is it possible to lower the name position of npc?

opaque coyote
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why is scale not valid there

wanton venture
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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.

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Any ideas?

covert sphinx
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im curious

wanton venture
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I don’t want it to just fly up and down

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And move really slow horizontally

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Like parrots currently work

covert sphinx
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so you wanna implement

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its own flying system?

spare peak
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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

wanton venture
rigid kiln
#

What scripts is using this addon?

I don't know which scripts works for make locomotives or vehicles

leaden dust
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Guys Did Armor Stand changed the pose? because i can't use mbe in wiki minecraft

frail fractal
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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?

rain shuttle
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Hey guys what does the animation controller look like for Minecart?

covert sphinx
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I'd suggest to add this inside the tamed component group, if your mob has one.

covert sphinx
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-# i once worked on a griffin mob

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@bleak moat have you implemented something like this before?

bleak moat
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what is the issue

covert sphinx
bleak moat
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parrot pathfinding is the up and down one, bees is more straight line

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yeah

covert sphinx
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so i pinged u in case if u can help

bleak moat
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i use bee pathfinding for my flying mobs

covert sphinx
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lol

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clever girl

bleak moat
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happy ghast should work in theory but im yet to test

covert sphinx
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don't they use hover or something?

bleak moat
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lemme grab the components from my tits

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TIT BIRD

covert sphinx
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lmao

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that got me

bleak moat
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flying component

covert sphinx
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-# who tf named this bird bruh

bleak moat
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wait message too long

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lemme make file

covert sphinx
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oh man

bleak moat
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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

covert sphinx
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nice

bleak moat
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"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

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now the actual components that arent component groups

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need to lack anything to do with actual movement

covert sphinx
bleak moat
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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

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everything else that even entails movement is in a component group

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@wanton venture

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these bee eaters use this

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it is also possible to make hovering animations for when its flying and not moving

covert sphinx
covert sphinx
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oh man

bleak moat
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the bedrock dev tutorial is like

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not actually a tutorial

covert sphinx
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its bullshit

bleak moat
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its basically a blockbench plug coz... u cant use it without exporting the addon thru blockbench

covert sphinx
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it said that putting entity_emissive_alpha would work

bleak moat
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im gonna try to make an aquatic only rideable mob tho

bleak moat
covert sphinx
#

🥀

bleak moat
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do that and make the eyes almost fully invisible on texture for non vv but

covert sphinx
covert sphinx
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he followed the bedrock dev tutorial

covert sphinx
bleak moat
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the vibrant visuals bedrock dev tutorial seems good apart from the fact... it dosent tell you how to do the actual adding

bleak moat
bleak moat
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but the model is here

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saddle looks a lil out of place but

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lmao

covert sphinx
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it looks like a crocodile

bleak moat
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okay i think i got an idea for how to do

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in water i give it alot of speed

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when ur riding it

covert sphinx
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hmmmmm

bleak moat
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and use the dragon flying look up/down

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if it leaves water the flying stops working and it gets slowness

covert sphinx
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isn't that hardcoded

bleak moat
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no no the dragon flying i have works underwater

covert sphinx
#

i see

covert sphinx
lunar ruin
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i need help with anims

bleak moat
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coz the dragon is very slow in water despite having speed 12

lunar ruin
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i made a first person animation but when I play it, it plays on third person

covert sphinx
bleak moat
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lemme show the dragon

covert sphinx
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show me a vid

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lol

bleak moat
bleak moat
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ill just make all the speed have the requirement of ...hmm actually

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how do i make sure it knows its in water

covert sphinx
bleak moat
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oh also

covert sphinx
#

in water means the mob is in the surface

bleak moat
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u see how all the grass is missing across half my world 😭

covert sphinx
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yea

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wtf happened there

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lmao

bleak moat
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the swarm of gallimimus that natrually breed and are always loaded 😈

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meaning they keepgoing even when im elsewhere

bleak moat
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one day this testing world will just crash

covert sphinx
#

fr

bleak moat
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all my dinosaurs breed natrually instead of with food now

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well

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tey need to be full hunger

covert sphinx
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do they do it manually

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or with the player's assistance?

bleak moat
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no player assistance

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they cant spawn without a player spawning them in tho

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and eggs are all female on default unless the player manually makes a male egg

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standing on these guys 🗣️ 🔥

bleak moat
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okay this world is for sure losing its grip

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i see the crows doing the same walking bug they did before my other testing world broke

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waht the shit

covert sphinx
#

peak

bleak moat
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curious if i use dolphin or salmon as the base for mosasaurus

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i think dolphin

covert sphinx
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dolphin

covert sphinx
bleak moat
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salmon are capable of attacking things

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i can always change it if i dont like how it moves

covert sphinx
#

ok

covert sphinx
#

or do they?

bleak moat
#

ive edited the salmon so in my addon they attack worms and shrimp

covert sphinx
#

i see

bleak moat
#

i might make it so more mobs can be bred without direct player feedback

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maybe i can make like... fish food

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and if u give it to fish by just throwing it in water they end up breeding (ik fish dont breed... yet)

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my slow quest to make all mobs breedable

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ive done creepers

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baby creepers arent aggressive

covert sphinx
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🤔

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sounds wild but go on

bleak moat
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I HATE ANIMATION CONTROLLERS

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why is thw swimming animation not working

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ok i got it

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was issue in entity

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aw screw this

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for mosa to swim at all it needs run time identifier of dolphin

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but that makes it jump about on land

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why cant we have nice things 😭

bleak moat
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why wont this bitch ass attack salmon

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wtf

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nvm

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priorities

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ok wtf

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it aint attacking ANYTHING

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unless i make the attack priority 0

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but

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then it wont eat

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coz its too busy attacking

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im gonna kms

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IT AINT EVEN EATING

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WHY DO AQUATIC MOBS REFUSE TO PICK UP ITEMS

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THEY CAN DO IT

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JUST FOR SOME REASON NO MATTER WHAT PRIORITY YOU PUT IT, THEY ACT AS IT ITS PRIORITY 99

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holy shit

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it aint attacking at all now

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is there a single normal aquatic mob

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oh my god

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im gonna crash out

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i dont get it...

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what

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it still dosent want to eat but it attacks again

charred cargo
#

There's only 3

opaque coyote
charred cargo
#

X, y, and z

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You have 4

opaque coyote
#

I don't see 4

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oh that one

charred cargo
#

0.25, 0.25, 0.25, "molang_query..."

opaque coyote
#

fuck

charred cargo
#

🤣

opaque coyote
#

so I gotta put this last one somewhere

charred cargo
#

Yes

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What did you want to do

opaque coyote
#

reduce the size of the snowball item in first person

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to the scale of a normal item

charred cargo
#

Here's a better method

#

(query.get_equipped_item_name('main_hand') == 'snowball') ? 0.25

opaque coyote
#

oh

charred cargo
#

Also I'd reccomend using query.is_item_name_any

opaque coyote
#

inside the same file?

charred cargo
#

Yes

opaque coyote
#

here?

charred cargo
opaque coyote
#

I have to put the [ ]?

charred cargo
#

No

#

You could just do this instead

opaque coyote
charred cargo
#

I was about to show you

opaque coyote
#

ah sorry

charred cargo
#

Np

#

"scale": "query.get_equipped_item_name('main_hand') == 'snowball') ? 0.25"

opaque coyote
charred cargo
opaque coyote
#

ah

covert sphinx
#

🥀

bleak moat
#

I fear it’s just a fatal flaw

covert sphinx
#

damn

bleak moat
#

In all aquatic ai

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Yeah

covert sphinx
#

btw whats the sound string for

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delayed attacking

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did they remove it

bleak moat
#

No it has delayed attacking

covert sphinx
#

what

bleak moat
#

Wdym sound string

covert sphinx
bleak moat
#

I’m so confused rn

covert sphinx
#

the sound string for the melee attack is "attack"

bleak moat
#

Oh

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Didn’t know

covert sphinx
#

yea

#

now you know

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lol

bleak moat
#

Alr

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Finding good sounds lowk too hard I’ll prolly just not

covert sphinx
#

guess I'll have to find out

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🥀

bleak moat
#

And sounds are

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Dinosaur attacks

covert sphinx
#

oh

bleak moat
opaque coyote
charred cargo
#

Yes

#

You can use the query query.is_item_name_any

fading elm
#

Is it possible to make an entity disappear when it is on the ground?

charred cargo
fading elm
#

how?

charred cargo
#

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

fading elm
#

Is it possible to completely disappear from the game?

#

I want to make it using evnet

charred cargo
#

Do you mean like the entity instantly kills itself

fading elm
#

yes

charred cargo
#

I wouldnt reccomend using an event only because events have been kind of broken as of recent

#

If yours are fine, then maybe

fading elm
#

ok

charred cargo
#

It would be very simple to do with a script, tho, but its your choice

charred cargo
#

You haven't used the query correctly

opaque coyote
charred cargo
# opaque coyote

The format is:
query.is_item_name_any(slot.name, slot_number, namespace:item_name)

charred cargo
#

Here's an example
query.is_item_name_any('slot.weapon.mainhand', 0, 'minecraft:snowball')

opaque coyote
#

yeah

charred cargo
#

👍

opaque coyote
#

no log error

#

but not working

lunar ruin
#

is there a query to get a players skin

covert sphinx
#

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

kind charm
covert sphinx
lunar ruin
kind charm
#

Emissive alphatest should have done the trick.

covert sphinx
#

@rich horizon

covert sphinx
#

it made the texture

#

look disfigured instead.

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I've created a post about it in #1067869022273667152

covert sphinx
sturdy iris
#

hey, dumbass here
I wanna make a projectile similar to the wind charge, how do I do it?

charred cargo
charred cargo
sturdy iris
#

yeah I uh

#

I did

#

lil late

#

but thx

charred cargo
rain shuttle
formal veldt
rain shuttle
formal veldt
#

if its not data driven, you cant change it.

#

its hardcoded.

rain shuttle
sturdy iris
#

hey what's the behavior that gives Guardians & Elder Guardian thorns?

sturdy iris
#

you know, it's a mistake & all but it does give me a pretty interesting idea..

frank carbon
#

Thorny caltrops!

covert sphinx
#

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

sturdy iris
#

how can I fix this transparency error?

tiny void
#

What error

lone egret
#

how to make a different attack animation on an entity?

covert sphinx
#

melee or ranged

lone egret
#

is it possible to do both? like after a few seconds of melee attack, it switches to ranged attack?

tiny void
lunar ruin
#

i got the item attachables from the bedrock wiki but how can i show it to offhand

covert sphinx
#

a component group that has a timer would help

lone egret
tiny void
#

I think there's one for is_ranged them another

#

Look at the blazes ac

lone egret
#

oh yeah queries, thanks! ill try that

tiny void
#

Yeah the blaze switches so that's your best bet for those

sturdy iris
lone egret
subtle glade
#

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" } ]
}
charred cargo
opaque coyote
#

why don't Capes show up when adding animation to player.entity.json

karmic plover
#

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.

kind charm
bleak moat
#

is there a way to change where players seat on a rideable mob in animations?

karmic plover
bleak moat
#

i tried to add driver_seat and back_seat attachments from camel and it didnt work

kind charm
kind charm
bleak moat
#

mainly asking coz this animation'

#

the shoulders go up and down alot

#

or is it jus cooked

kind charm
bleak moat
#

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

distant sky
#

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

charred cargo
opaque coyote
#

ah

opaque coyote
charred cargo
#

I'm not entirely sure, but it may

opaque coyote
charred cargo
#

Perhaps, hopefully it does

opaque coyote
charred cargo
#

Damn

crimson pumice
#

how do you disable vanilla mobs from spawning in custom structures

#

they just don't fit the vibe

crimson pumice
#

):

#

they're just so out of place ):

charred cargo
#

You can just do /kill all vanilla mobs in the radius manually, but that doesn't sound all to ideal

#

Or very optimised

misty spoke
#

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

rain egret
misty spoke
rain egret
rain egret
misty spoke
#

is sync needed and i already have the default value

rain egret
#

"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

misty spoke
karmic plover
lunar ruin
#

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

bleak moat
#

anyone know the queary for on hit for phantom attack?

#

or whatever idk...

#

ermn

supple kite
#

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?

karmic plover
#

help i made my entity behave like a guardian but the beam is not visible

royal parrot
#

Any hacky way to hide an entity nametag on client? (Showing info only to specific players, like in servers)

bleak moat
karmic plover
bleak moat
#

Oh

#

Maybe check guardian entity file? The beam could be a connected texture instead of its own thing I lowkey don’t know

karmic plover
#

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.

karmic plover
rain egret
karmic plover
#

I'm not using a custom particle, I'm using the guardian beam

rain egret
rain egret
#

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.

karmic plover
#

I'm using the guardian model

rain egret
#

Only particles can be visible

rain egret
karmic plover
rain egret
# karmic plover

Simply is a part of the model that is not visible in the codes.

karmic plover
#

Ok , thanks

eternal valley
#

How to do a area attack mob with despawn event?

wanton venture
#

Can we make the height of a bone match a variable we set in the behavior? Like a property? If so any examples?

covert sphinx
#

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

lone egret
#

how can i use the player's property in other entities filters?

bleak moat
#

my favorite creature, the unknown

bleak moat
#

(like creepers exploding it for example)

#

if thats what u want, just add "player" in the is_family component

lone egret
#

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

bleak moat
#

oh i dont know how to do npc stuff sorry 😭

rain egret
bleak moat
#

anyone know how to make it so my flying mob will tilt when changing direction?

lone egret
covert sphinx
#

and find a query

#

that detects

#

which side your mob is flying to

bleak moat
covert sphinx
#

💀

#

@thick birch do you remember what query that was?

bleak moat
#

coz i swear i seen a dragon do it

#

bedrock dragon

#

not java

thick birch
#

let me check

covert sphinx
#

🥀

rigid kiln
#

is possible change entities properties with commands?

bleak moat
#

but if either events or component groups can change properties

#

then it could be done via that

formal veldt
sturdy iris
#

Hey so I wanna know

#

What exactly is the thing that determines a piglin/hoglin's zombification?

#

The biome?

#

The dimension?

formal veldt
#

dimension

sturdy iris
#

Hmmm...

west gull
#

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

dusk tendon
#

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

modest mortar
#

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

reef oyster
#

is there any documentation for "emit_particle" in a event?

hazy crater
#

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.

raw talon
#

How do i cancel all the damage from an entity?

raw talon
#

thanks

raw talon
#

Also how do I create solid hitboxes for entities like boats

kind charm
raw talon
#

Thanks

modest mortar
#

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.

quiet ore
raw talon
lunar ruin
raw talon
kind charm
rain egret
solar cliff
raw talon
#

Thanks btw

tawny kettle
#

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.

bleak moat
#

honestly i do not know but if you find a fix please tell me 😭

#

my creatures display as unknown

bleak moat
#

looked thru the bedrock samples

#

couldnt find

sturdy iris
#

Wow that's a very pretty Unknown you got there

bleak moat
#

goated friend helping me with prehistoric animal addon

unique dragon
#

any way to make entity scale/collision box dynamic using script?

cosmic crown
#

How to remove the background from entity nametags?

raw talon
#

Make an entity ride another to create an hitbox of 2 cubes

lone egret
#

is it possible to get player skin and use it as a skin for new humanoid entity?

cobalt remnant
#

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?

bleak moat
lunar ruin
#

entity.chest_minecart.name=Minecart with Chest
not sure tho

bleak moat
lunar ruin
#

on texts folder

bleak moat
#

this what im using

lunar ruin
#

on RP

lunar ruin
bleak moat
#

yeah it aint work

lunar ruin
#

dont include the namespace

#

remove alice:

bleak moat
bleak moat
opaque coyote
#

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)

neat sky
# opaque coyote Any idea of how I can make a thrown item look at the player camera in first & th...

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 ]

neat sky
# opaque coyote

Does the geometry of the snowball have the root bone named "bone"?

opaque coyote
opaque coyote
#

how can i change the attack animation of an attachable?

nova plume
#

@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

lone egret
#

what model does the player use in mobs.json?

charred cargo
lone egret
#

thanks!

charred cargo
crimson pumice
#

using arrow runtime identifier makes entites pick up as an arrow
any way to change this?

crimson pumice
#

or alternate runtime id that has facing direction

charred cargo
crimson pumice
#

it doesn't have the direction thing

#

anyway i just made the projectile remove on hit

#

so it dissappears instead of stick in ground

tawny kettle
#

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]");
solar cliff
#

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"
                }
            }
solar cliff
#

i'll write it on my script to test it out then get back to you if I figure out a way

solar cliff
hazy crater
#

does anyone knows how to make a tank entity with realistic controls ?

livid notch
hazy crater
fervent whale
pearl island
#

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

fervent whale
pearl island
fervent whale
#

Well, good luck

hazy crater
#

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

primal sphinx
#

Finding Who Can Model On My Essentials I'll Pay 30$ Per Week

neat sky
# hazy crater I want to add planes to my addons and it gonna be annoying if you can see planes...

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

▶ Play video
hazy crater
storm spire
#

Does anybody know why the entity.delayed.attacking cooldown property is not working?

teal pasture
hazy crater
teal pasture
#

you can replace or add to its code the planes one to permit that

hazy crater
teal pasture
#

you have to copy the original ender dragon code and edit it there

#

its on the vanilla folder

hazy crater
teal pasture
#

behavior and entity

#

like

#

the identifier is the thing giving it the ability to render

#

minecraft:ender_dragon

#

the exact one

hazy crater
frosty swift
hazy crater
lofty citrus
#

anybody has docs for entity materials?

#

I am trying to modify it's depth

placid elk
#

Anyone know how to fix this log? the variable is for clientside animation

charred cargo
placid elk
charred cargo
#

Ok

#

You're using the variable wrong

placid elk
charred cargo
#

Also, I'm pretty sure that variables that aren't in stable need to be defined on entities in their resource pack files

frail siren
raw talon
#

how do i make the item equipped and visible in mainhand using the 1st slot of the inventory as reference for the item

indigo ether
#

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 ?

lunar ruin
#

does an entity have limit for a component group

next badge
#

hello

#

I want to ask something

#

did anyone know how to fix Error: query.property does not have an actor.

dense citrus
#

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

full bobcat
#

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

frosty swift
#

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

dense citrus
#

thats how bedrock entities attack if range is not set I think

#

the collision needs to touch

frosty swift
#

as you can see the goblin is not attacking

dense citrus
#

Ive never heard of such an issue

#

gotta wait for someone with more experience than me to answer ya

#

sry mate

frosty swift
#

na dont worry

frosty swift
dense citrus
#

does it attack if in an open field?

frosty swift
dense citrus
#

maybe its the fence messing with pathfinding

#

replace the fence with full blocks

frosty swift
#

it does the same

dense citrus
#

huh

frosty swift
#

cause we tried experimenting

dense citrus
#

can I see the json, might find something

frosty swift
dense citrus
#

what is the size of the mobs hitbox

frosty swift
#

1

dense citrus
#

change it to 0,9 and see if that fix it

frosty swift
#

wait ill test

#

yeah it is the issue

dense citrus
#

so its fixed?

frosty swift
dense citrus
#

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

frosty swift
#

yeah i hate that behaviour cause smart players might abuse it and trap the enemies like this

dense citrus
#

same as the warden

frosty swift
#

ill lower the width that should prevent the players from abusing this behaviour

dense citrus
#

ye

frosty swift
dense citrus
#

the goblins looks small so maybe have the hitbox fit in a 1*1 tunnel

#

nvm looking at it again its tall

#

lol

frosty swift
#

do you know why the ^^^ doesnt seem to work on entity commands in the events section?

dense citrus
#

the what?

#

the event section determines what component gets added to the entities behaviour or play events

frosty swift
#

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

dense citrus
#

oh

#

thats because local coordinates

#

in bedrock

#

relies on rotation data

frosty swift
#

it seems the expression does not reset unless the entity moves

dense citrus
#

and unless the entity move

#

it doest update

#

so you only see it when they move

frosty swift
frosty swift
dense citrus
#

idk how to fix that unfortunately, Mojang issue

#

again, Im not experienced, at least not much

frosty swift
#

thats why im using scripts this time maybe it will be more reliable

dense citrus
#

most addons just use scripts these days

#

leaving us old timers behind 😔

frosty swift
#

nah it will work cause the script takes the rotation of the entity more accurately

dense citrus
#

does it use tick.json to force updates?

frosty swift
dense citrus
#

peak

#

keep cooking

#

I learned this to modify my experience

frosty swift
dense citrus
#

I make stuff for private use or modify others

frosty swift
dense citrus
#

anyway, if you have any experience with resource pack, primarily player.entity,json you can help with my problem in the resource pack general

dense citrus
dense citrus
#

long story, lets go to resource general

white shale
#

?

drowsy swift
#

hmmm, is it possible to make the player unable to jump via components? or i have to use scripts somehow?

kind charm
drowsy swift
kind charm
#

Yes.

drowsy swift
#

good.

charred cargo
#

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

full bobcat
#

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

spare peak
#

How do I even make a projectile?

mortal lion
#

Hi everyone
Who knows something for turn off vibrations of mob while it moving?

mortal lion
full bobcat
mortal lion
full bobcat
#

No I have already tried

dense citrus
#

what is the entity component that cause guardians and elder guardians to flop around when on land

sage field
#

Is there a way to give an entity the end portal texture

mild salmon
#

Is it possible to make flipbook textures for entities blend like they can for blocks?

mild salmon
untold viper
#

how do I use polymesh models (generic models from blockbench)?

random ingot
barren plover
#

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
                }
            }```
solar valley
#

Is there any way to use boat controls in land vehicles?

#

Boat controls are great for this, because horse and pig controls are horrible

onyx lintel
#

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?

frosty swift
#

how to add cooldown in my delayed attack? not by removing it through event other ideas?

solar valley
#

query.is_riding_any_entity_of_type('hyentity:bike')

#

Is this correct?

#

The documentation does not specify the query structure

kind charm
#

@solar valley #1067870186834767912 message

hazy crater
#

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 ?

random ingot
solar valley
#

I tryied this:

#

But don't work

#

applyImpulse is fk

#

Wait...

#

ADHD moment

tame bobcat
#

When I use spawnrules for entity spawning how do I make it so they do not stay in the same position?

dusk folio
#

is it possible to edit the dropped item entity in the RP?

sleek siloBOT
#
clover_fkp_15464

Done, my entity now behaves like a guardian but its beam is not visible, please help me

glossy yew
glossy yew
# tame bobcat 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.

glossy yew
onyx lintel
#

And I have tried entities and it works

glossy yew
#

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. 🤷‍♂️

surreal arch
#

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

surreal arch
#

Thats crazy, I am almost positive this used to work

surreal arch
# kind charm No.

My block does have full block, and this is the 1.21.90 changelog stating it is possible

surreal arch
#

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?

kind charm
#

Probably.

surreal arch
#

alright, i’ll look around, thanks

solar valley
warm wedge
scenic token
spare peak
#

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

safe drum
#

How can I make my Duck entity swim?

spice trail
#

what is the max size in bytes a property of an entity can have? 4bytes?

dusk folio
#

is it possible to edit the item entity?

fluid harness
#

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?

dusk folio
#

I don't think you can change parts of entities separately without animations

fluid harness
#

Yes, the problem is that the animation would move the same way.

lofty citrus
opaque lark
solar valley
opaque lark
#

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?

barren plover
#

How can I let my rideable entity look in the same direction as the rider?

hazy crater
# barren plover 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

barren plover
hazy crater
#

all in the rp tho

mental frigate
#

Is it possible to detect if there’s no entity in range and run an event??

cobalt violet
#

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

lone egret
#

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?

nova plume
#

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

full bobcat
#

Hi, is it possible to play a sound directly in an animation in a rp ?

#

With sound_effects

vital jolt
#

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

hazy crater
#

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 ?

static depot
#

how to make player.entity.json compatible with other packs like JavaAnims 1.7

hazy crater
#

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.

dense citrus
#

Nvm I see it's been answered

#

Forgot to scroll down

mental frigate
#
[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

solar valley
drowsy swift
#

is there any limit for the amount of properties the entity can have?

untold viper
#

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')"?

charred cargo
spare peak
#

Can someone help me with this modeling problem

strong tide
#

Is it possible to make entities that don't disappear? like ender dragon or wither?

strong tide
charred cargo
glacial summit
#

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.

glacial summit
#

Even removing the pack from the world doesn't fix it.

random slate
#

Any ways to prevent entities getting picked up by boats?

random slate
spare peak
charred cargo
#

Np 👍
Happy to help!

glacial summit
#

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

craggy parcel
#
"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.

charred cargo
#

"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

dense citrus
solar valley
dense citrus
solar valley
dense citrus
#

👍

worn trail
#

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

glacial summit
#

did some kind of maniac create the distance_to_nearest_player environment sensor?

#

this thing doesn't even work properly

covert sphinx
#

ever since 1.16 that doesn't work efficiently

#

💀

steel jasper
#

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" ]
                }
            }
        }
    }
}```
steel jasper
#

Yeah ok it's just fully impossible. Thanks Mojang

scenic token
boreal wyvern
#

does anyone know why i got this error!

steel jasper
#

Does anyone know how to make a minecart faster? Like applying an impulse in the direction it is moving doesn't work

charred cargo
boreal wyvern
# charred cargo 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" }
          ]
        }
      }
    }
  }
}
charred cargo
#

It doesn't exist on this entity

boreal wyvern
#

or animation controller

charred cargo
# boreal wyvern in entity file?

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

boreal wyvern
charred cargo
#

Identity it under the animations section like you did with every animation
Then put the shortname (not the file name) in scripts -> animate

boreal wyvern
charred cargo
#

No

#

In animations

#

In the entity file

boreal wyvern
charred cargo
#

Like "shortname": "controller.animation.ya..."

boreal wyvern
charred cargo
boreal wyvern
charred cargo
boreal wyvern
#

@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.

jaunty fog
#

Please ping on reply <3

#

If this isn't the right place to ask a question I can move it as well

charred cargo
#

If not, do that

boreal wyvern
#

is there anyway to make when entity attack will play randon 3 animation?

charred cargo
#

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

boreal wyvern
random slate
#

v.attack_time not q.is_attacking

boreal wyvern
#

like that?

charred cargo
boreal wyvern
# charred cargo 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

charred cargo
boreal wyvern
novel wind
#

Is it possible to have entities phase through certain blocks?

boreal wyvern
novel wind
#

Well an arrow that can go through a certain block (like leaves) but otherwise behaves as a normal arrow

boreal wyvern
#

oh sorry i thought you were referring to my entity :haha:

novel wind
#

No problem

wanton venture
#

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"
            ]
        }
wanton venture
#

Saw it in vanilla sound definitions

#

Attempt to fix it

kind charm
#

I would change it to actual numbers.

wanton venture
#

Let me try that, I believe I also did but can't recall

#

Yeah, still isn't working

mental frigate
#

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?

kind charm
mental frigate
#

Just to be sure how true it is

kind charm
mental frigate
static osprey
random slate
#

Oh yeah. Put it inside a block and make sure its collision is smaller than the blocks’s collision.

stray owl
#

how can i make an entity look into player everytime without delays? (just like hive npc's nametags)

tardy brook
#

Is there a way to modify player's attributes without editing player.json? I need to decrease player's armor and max health

tardy brook
#

Maybe applying additional damage through a script might work..

kind charm
#

Yeah that can work.

tardy brook
#

Now I need to figure out how damage works in bedrock XD

kind charm
#

Good luck.

tardy brook
#

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

wanton venture
#

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?

pliant oak
#

Can we not use more than one filter in the can_place property of minecraft:behavior.place_block?

kind charm
pliant oak
pliant oak
#

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.

kind charm
pliant oak
pliant oak
kind charm
#

Yeah, you can always suggest to change the components to make it work like other filters.

pliant oak
#

environmental sensors and component groups it is...

gilded radish
#

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?

vague gale
#

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?

charred cargo