#Entities General
1 messages · Page 17 of 1
Cuz the animations aint showing up in game
even with the controllers and animations all set
For starters, use query.ground_speed > 0.1 instead of !query.is_idling
Alr
Secondly, the behaviour pack anomation controls the entities behaviours and the resource pack animation controls the entities visuals
So if the animation is visual and not behavioural then it should have everything be in the resource pack
So then How would I edit the player.json file in the RP?
to see the animations show up in game
hmmm so I can find that in the RP?
You need to get it from the vanilla packs and add it to your RP
Downloadable from: https://github.com/Mojang/bedrock-samples/releases
bedrock.dev archive: https://bedrock.dev/packs
GitHub (RP & BP) : https://github.com/bedrock-dot-dev/packs
Example particles: https://aka.ms/MCParticlesPack
Java Edition's Vanilla Packs: https://mcasset.cloud/
Thx a lot man
The bedrock samples are what your looking for
yea, I have the latest one downloaded
No problems
Happy to help
Lol
What material will make an entity keep its color when in a block?
How to make a entity that can't move and cant get hurt?
dont add any movement components and add damage_sensor to cancel all types of attack or something
minecraft:health
minecraft:collision_box
minecraft:damage_sensor
i think this is enough
When my custom entity gets attacked (hurt) its animation gets reset
And plays a no animation
Like no cubes move
i Have gathered the faulty behaviors of endermen in 1.21.100 in a bug report, please upvote https://report.bugs.mojang.com/servicedesk/customer/portal/6/MCPE-226624
To Do (Open)
Unresolved
Can I have an entity in which I can walk, which also has no shadow?
Yes.
How?
Could you actually define what walk means?
Like in the happy ghast. It seems I need the collision box component, which also creates the shadow
Check the wiki.
Utilise the collideable component + render when invisible.
Why the entity doesn't walk to attack? Only stand in the original place
please
Vanilla does this by making babies and adults the same entity with different component groups.
Or look at how zombie villager conversion works on vanilla. I think variant numbers get kept. I am not sure if it’s possible to keep the owner id this way though.
I need the baby and adult to be different entities though
I also have the same issue so if u find a fix lemme know
cant u js do transform?
idk with entities
??
It breaks the owner attacked by target and attacked by owner or whatever components
Basically it won’t help u fight
Why the entity doesn't defend for trusted or follow the mob?
Other thing work properly
Why doesn't the projectile go in the direction the player is looking? I'm using the same arrow animation
"rotation": [
"variable.shake_power - query.target_x_rotation",
"-query.target_y_rotation",
0.0
]
hi guys
i want my hostile mob to stop moving when it finds a target (and roar to targets)
like warden
ik warden uses minecraft:roar
but it needs minecraft:anger_level to work
and anger level can be increased by only listening sounds from targets
but my mob uses eyes to find targets
so im using minecraft:behavior.nearest_attackable_target for now
how can i do this?
if u can help me, pls ping me and reply
thx
Is there a way to make custom mobs spawn in trial chambers (from the trial spawners)?
Is there a component that allows entities to walk up blocks when being ridden. Anytime my custom mob tries to walk up a block, I have to keep pressing the jump button.
have you tried adding this?
"minecraft:variable_max_auto_step": { "base_value": 1.0, "jump_prevented_value": 0.5625 }
how to make my entity able to jump over blocks
try minecraft:navigation.generic
How do I make an entity place like in a block gris?
I added this compoenent, the entity still can't jump over blocks
"minecraft:navigation.generic": {
"can_jump": true
}
@pseudo coyote help
u said u good with entities
I believe you would need minecraft:jump.static
But also, why not just check a vanilla entity for reference?
Yep, I did and it worked. Thanks!
nice
I also have that component, It still doesn't work
edit: I made it work somehow it works
Why isn't this working?json { "format_version": "1.21.50", "minecraft:entity": { "description": { "identifier": "me:floating_text", "is_summonable": true, "is_spawnable": false, "is_experimental": false }, "components": { "minecraft:physics": { "has_gravity": false, "has_collision": false }, "minecraft:pushable": { "is_pushable": false, "is_pushable_by_piston": false }, "minecraft:damage_sensor": { "triggers": { "cause": "all", "deals_damage": "no" } }, "minecraft:nameable": { "allow_name_tag_renaming": false, "always_show": true }, "minecraft:fire_immune": true, "minecraft:health": { "value": 100 } } } }
I can summon the entity with a name, but there is no text above it
is it possible to disable the dialog menu but still have this screen in creative?
is it possible to use int property as value for player attack component or something?
anyone know why the model refuses to be updated for the horse?
How to make an entity to stare constantly at the player?
I tried out the look_at_player behavior but it has some delay to it
I really want to learn how to code, everytime I try I just give up. What’s an easy way I can become a pro
Are we able to disable sword damage?
Any weapons matter of fact
I am basically going to do my own damage system
I got it! For anyone wondering:
player.json
"minecraft:attack": {
"damage": -10000
}
Is there any chance of "block light level" getting added to the spawn rule components?
There's no way to make a custom mob actually spawn like vanilla monsters (light level up to 7, block light level 0)
Block light level is hardcoded, cause Mojang
But it being added someday, I suspect yes cause they are trying to make spawning data driven (as far to make it customizable enough for any entity
How to make an entity to stare constantly at the player?
I tried out the look_at_player behavior but it has some delay to it
- The short follow_range limits all of the max_dist values you are using.
- I think you are not using minecraft:behavior.defend_trusted_target correctly. I am not even sure it is possible for a mob to trust any mob other than a player.
Did you try 1.0 for the probability parameter?
Yes, you can set player attack to whatever integer you want.
Did you check vanilla shulker.json?
Run an event with minecraft:on_target_acquired
yea, it is still has delay in it
also Nvm I solved it
Hello everyone! I have a question. Is it possible to make a certain color of mob spawn in a specific biome?
Yes.
Yes
Look at the sheep json
What Does this mean?
ok thx! ill try it!
Yeah but that adds a block hitbox which I don't want
Use body rotation axis aligned
Also if you use bridge v2, how do I import an addon in bridge v2?
The app resetted
Isn't spawn mob configured not in spawn_rules?
I think you can use spawn rules to trigger a specific entity event based on biome filters, but you will still need to define the event inside the entity definition.
iirc you need to use query in animation for that
here's example from sample pack
{
"format_version" : "1.8.0",
"animations" : {
"animation.common.look_at_target" : {
"loop" : true,
"bones" : {
"head" : {
"relative_to" : {
"rotation" : "entity"
},
"rotation" : [ "query.target_x_rotation - this", "query.target_y_rotation - this", 0.0 ]
}
}
}
}
}
from cow.json
okay thank you i will look into this
any way to fix transparency pixels not rendering ?
they appear opaque if the alpha value isn't low and appear completely transparent if alpha value hits a certain value
Is it possible to make mobs only spawn during daylight but not if there are torches or any other light block around?
does anyone one have a behavior json of item frame?
or know something like a custom item frame?
there isnt one.
ohh thanks
you will need to look into how entities render items in their hands
take a look at this
https://wiki.bedrock.dev/entities/entity-holds-item
???
How do i make my entity spin like a animation
Rotate an entity 360 on the Y-axis in the animation
please
yo sup. Just wondering if there's a away to create an entity with the render distance of a ender dragon?
My goal is to create a visible zone for my BR game - Like from fortnite or apex.
Does anyone know where to find the copper golem client entity file? It's not on github yet
It is. Check the preview branch.
AHH tysm!
So just renaming it, giving some new values for identifiers and it should work like a clone right? Or is there internal logic we can't access?
should work
If you add the skeleton/zombie/spider/or creeper runtime identifiers that may do it
They enforce the block light level 0 spawn rule
Sadly, no
I've seen the question asked many times but no actual solution exists to my knowledge
The best you can do is make an entity with high simulation distance as opposed to render distance
The Simulation distance of an entity is how far away an entity can be without despawning
It can be increased by using the minecraft:persistent component
Is there a way i can make my walk animation speed slow down or speed up to match the speed of the actual entity?
because my mob is fast but it has a relitevly slow acceleration and i want the animation to slowly speed up as well
Use anim_time_update to to control the speed of the animation by multiplying the default statement query.anim_time + query.delta_time and multiplying it by another number to change it's speed
Mixing this with the value that query.ground_speed gives of an entity's speed this can be used to create a statement that increases the speed similar to this:
query.anim_time + query.delta_time * num * query.ground_speed
¿how can i make that an entity activates a event when it recives damage ammount?
¿custom mount animation?
Can we make an animation play when a trade is successful?
I created a custom villager, and I would like to play an animation when the player successfully trades with it and another when the player attempts to trade but fails.
Okay I’m not going to lie I don’t understand this that much, but I will try my best.
Where does the query.anim_time + query.delta_time * num * query.ground_speed go?
anim_time_update
num is just a number, btw
I meant what file
Just in the animation
I can give an example of where it can go
"animation.humanoid.lightning_hands_true3": {
"loop": true,
"animation_length": 0.2,
"loop_delay": 0,
"anim_time_update": "query.anim_time + query.delta_time / 100000",
"bones": {...```
okay i did exactly this
ill give results in a minute
Don't do it
That was an example
I gave you that as a way to understand the layout
It should still be in the format of this
I can't do it exactly for you because I don't have the animation or know how quick you want it to be (and you also don't learn that way)
so i just change the number after the slash right
yeah i understand, i really appreciate your assistance
That's cause you made the animation 100000 times slower 😭 🤣
aw man 😭
Try this one
??
!query.is_sprinting ? query.anim_time + query.delta_time * 6.5 * query.ground_speed : query.anim_time + query.delta_time * 10 * query.ground_speed
i paste it in the same "anim_time_update" right?
replace the old one?
Yup
👍
omg it works!
i just turn down the numbers a little bit and it is perfect
thank you so much man you're amazing
No problem
Happy to help👍
is trader exp different from exp?
Your question is quite unclear
There is no animation controller usage shown
There is also no error shown, no animation controller shown, no problem shown
The issue you haven't described/shown any proof of the existence of said issue leads anyone who wishes to help you to believe that they can't help since we can't find a problem
Basically, give proof of all the things you didn't mention but are having a problem with
i dont know how to describe it but basically when i add animation controller to player and i playanimation to play another animation it crashes the animation. like the two pictures i just sent above the model's sword is skewed to one side when adding animation controller
Could the problem be caused by 2 animations playing at the same time?
Test it out in blockbench by playing 2 animations simultaneously and see if the error occurs
play those 2 animations on block bench it's completely different, but here only the sword is tilted to one side
Anyone ran into an issue with entities only rotating facing the horizon. The entity does not look up or down when forced with a tp. I feel like its probably something pretty simple.
The entity does not have any animations and is an invisible entity primarily used as a marker so it's pretty sparce with components.
That's the problem
"Does not have any animations"
Use the look_at_target animation to make the entity look at targets
How do I make an entity looking like a block always automatically rotate so that it matches the other blocks in the world?
Use the body rotation align axis component
Why does this not work?
{
"format_version": "1.8.0",
"animations": {
"animation.block.setup": {
"rotation": [0,
"-q.body_y_rotation + (Math.round(q.body_y_rotation / 90) * 90)",
0]
}
}
}```
Says rotation is invalid child
It doesn't have the bone name that is rotated
Are scripts like getBlockromViewDriection() based on bone rotation of “Head” or something.
It's meant to be rotating the entire thing
I mean its just one bone
then the entire thing needs to have a root bone that is rotated
Thanks for your response though, I’ll try it.
I guarantee you this is the literal answer
To answer the other question:
It's based on the crosshair of the player when used on the player
But for entities it on the rotation value
Cause the animation converts the value of the direction the entity is looking at into a variable that is read by the resource pack and set as the rotation of the entity
Ok thanks.
What is the error? Resource/animations/animation.one.setup.json: js { "format_version": "1.8.0", "animations": { "animation.one.setup": { "bones": [{ "valid_bone_name": { "rotation": [0, "-q.body_y_rotation + (Math.round(q.body_y_rotation / 90) * 90)", 0] } }] } } } valid_bone_name is the only and a valid bone name from the entity.)
[Oh wait I guess I see it] Nevermind please help me
This is what I use -
"rotation": {
"0.0": [
0,
"math.round(query.body_y_rotation/90)*90-query.body_y_rotation",
0
]
}
}```
I think you are just missing the 0.0 timestamp for the animation
how do i make my skeleton light other mobs on fire when it itself is on fire
It works ty
Why does it say sonething with scripts/animate though I haven't even added it? js { "format_version": "1.8.0", "minecraft:client_entity": { "description": { "identifier": "bb:one", "scripts": { "scale": "1" }, //... "animations": { "setup": "animation.one.setup" } } } }
Why do you censor the pictures all the time
Because of unnecessary information
But that's just unnecessary effort
I mean I put 7 hours today into making one entity
And it seems like I can't even follow the tutorial on the wiki
Besides you censoring "unnecessary information" isn't all that correct since some of the things you censor (in specific circumstances) are the actual problem
The things I censor on the screen are just texture bugs of other blocks/entites
I mean in a different hypothetically situation
In case of future need
For example:
Incorrect json anywhere in an item.json file can result in a missing texture icon
But you might hide the item.json's code almost entirely apart from the icon component
Yes, but here the error is situated in the parts of the file I sent
Which would result in a harder time getting help
At least the console log says it
I know but hypothetically, in case of future need
Question from PriorMentation
And my problem.
Make a script
Try:
Removing the scripts area entirely
Changing the format version to 1.10.0
Try both separately and then together and see what works
Thanks, it works if I remove the "size" and change it to 1.10
Anyone know the best solution for aquatic mobs and gravity? vanilla fish are set to false, but if you do that, custom fish float off when hit out of water.
Let me know if you find a solution
I have no idea how to script yet, the component “can_spread_on_fire”: true doesn’t work but I’m pretty sure that’s because I have the delayed attack component and that’s a component I need and would rather use
I might just have to ask AI 💔😭
As far as i can tell, setting gravity to true works. They still swim correctly, and don't float off when out of water
Can we not fix haste removing swing effect while mining or pvping
(mainly I need it for mining)
AI usually doesn't help with minecraft very well
Sigh, I’ll just save that for later when I learn how to script, btw I have a question Lightning how long have you been coding/modding
I've been doing it very seriously for the past year
But I have in total been doing so for about 3-4 years, why do you ask?
Just curious, I’m fairly new (I’m on my first week). I’ve tried coding many times before but I always give up, this time I want to take it serious. I just want to get an idea of how long it’ll take until I get the hang of all of this, and you seem like a really good experienced coder, where you say you learned the majority of the stuff you know?
^ or if someone knows how to make custom swing animation?
The wiki, the microsoft docs, and this server
The wiki is more helpful to me, but the docs are more knowledgeable
The wiki is meant more for niche topics in some areas as opposed to the docs which are just (meant to be) everything that is possible
Hi, anyone know how to pin an entity to the players screen?
What do you mean by "pin"
so that the entity is always within the screen
Teleport the entity to constantly be in front of the player
this is too rude
What do you mean by "too rude"
delay
Mine or yours?
Teleportation
You don't really seem to have any other options
Why do you want to do this?
I want to use the entity as a screen
You'd be better off making custom UI or using an attachable and a piece of armor or an item in the offhand
i want to use entity as screen because in first person the player color is not updated but other entities color is yes as you can see in the video
Well,
-
- Besides teleportation you have 0 viable options
-
- You could just animate the attachable texture/use a render controller to do the rainbow animation
This is the shader I use "rainbow animation" to show that the player is not updating
But thx
Sorry I couldn't be of anymore assistance, but this is sadly just how bedrock is sometimes 😔
Yeah
Did you ever figure this out?
Oh yeah. Put it inside a block and make sure its collision is smaller than the blocks’s collision.
How can I play an animation when a mob gets tamed?
I would use the tame_event in the tameable component to trigger a playanimation likely.
Does anyone know a way for a mob to only pick up items that are in its inventory?
See the allay?
Yeah, but it picks up items that are in its mainhand. I was wondering if it was possible to do that for the inventory.
Hey dudes, i have a little problem. I made a animation for this thng. I have the anim controllers with the requiered animation. But how do i structure the entity file in the RP?
my entity picks up swords but doesn't equip them/use them, it equips armor but it doesnt fit
i'd like to have someone that is an expert of the scripting API that helps me with the Engines in this addon, both engines doesn't have the Minecrart Runtime, but the Trains Addon E2 works perfectly in the tracks with manual speed changes and rotating to the track direction, but my Thomas (the bug one) only can moves in the tracks but it bounces in them and he doesn't rotates to the track direction.
¿someone could tell me what scripts works to replicate the behaviour of the E2 in my Thomas?
it is
like piglins i assume?
No, I meant if it has a certain item in its inventory, it would try to pick up items of the same type that it finds, and would also be compatible with modded items.
Piglins have a set array of items that they want to pick up, defined in their entity file.
oh well then that's not easy to implement
Can you set MoLang variables on Entities from Bedrock scripts?
Damn. Can you get the value of an entity property from within molang, then?
I need to modify the visuals of an entity
that entity uses a molang variable currently to affect said visual
but if I can use a property to do the same thing, that'd be more helpful
q.property... good.
Does anyone know what the star geometry is?
Its when hes in the star pose.
OH LMAO ok, thanks haha
Sorry to ask so many questions: I got the properties working, now is there a way to set an entity's texture based on the value of a property?
Check the vanilla cow, pig, chicken.
Thanks
Second to last question, are entity properties able to take strings, or is it only enums?
I want a property I can set as any string.
Enums only, it cant be a dynamic string.
That's... unfortunate, but not unexpected.
Shame, because then I could just set the texture name straight from a script
But, I could stick those names in the enum I suppose
When using q.property on an enum, does it return as a string, or an int?
string.
Good, thanks.
so, im trying to make piglin thorw healing potions at undead and other harmed piglins, it works with undead mobs, but for some reason it doesnt throw any projectile if the target is other piglin
any idea why?
it would probably throw at it's self so there is most likely a hard coded prevention for that
.
.
how do i make equipment drop from a mob 100% of the time
"table": "loot_tables/entities/pillager_captain_equipment.json"
},
"drop_chance": 100
},```
idk if i remember it correctly but it goes like this
lemme check
"table": "loot_tables/entities/pillager_captain_equipment.json",
"slot_drop_chance": [
{
"slot": "slot.armor.chest",
"drop_chance": 1.0
}
]
},```
here's a template
I feel stupid for having to ask yet another question, but is there a way to make an entity's rotation instant?
Any time I change its rotation, it gradually rotates to the new direction
minecraft:remove_in_peaceful was removed? I'm getting a log error
[Log][warning]-Meu Mundo | actor_definitions | /storage/emulated/0/Android/data/com.mojang.min12111026/files/games/com.mojang/minecraftWorlds/HyfoYg==/behavior_packs/Biomes&Bey | wypnt_bab:voidcaller | minecraft:entity | -> components -> minecraft:remove_in_peaceful: this component was found in the input, but is not present in the Schema
i didn't even know that existed
however you can still do that.
via minecraft:despawn + filters
wow tf is eat_block compoenent 💀
for sheeps i guess?
ah i thought eat whole block bruh
bruh
Only if they removed it without saying anything, since it was added in 1.21.90 and its documentation is still active
Yea
probably got removed
And is there any filter to get the difficulty?
"test": "is_difficulty"
"value": "peaceful"
"operator": "=="
Oh yea thanks
yw
Is it possible to make an enderman style mob that looks for a safe place when it is under the rain?
I made a mob that teleports and takes water damage like the enderman, but when it comes into contact with water it remains still taking damage until it dies, it does not teleport like the enderman.
maybe by using the runtime identifier of the enderman
since its probably hardcoded
Ah, if that's the case, I can't use it, I don't have permission, the only way is to stay with this limitation
so you're a marketplace dev?
hmmmmm
Yea
i got an alternative if u want
to know
i was thinking of making it work like how foxes find cover
minus the sleeping/napping aspect
And what would that be like?
like when it finds a cave or a building it'll detect if the entity is in underground.
and then set it as its spawn point.
so when it gets hit by the rain, it teleports into that spot
Oh yea
Does anyone know how to change this? this is an inventory of an entity
you have to edit the lang entry
but this will change every single unknown entity inventory name.
is there no way to change for each entity?
I would suggest if so
yeah?
?
oh, i meant, is there no way to have each inventory have its own name?
like each entity?
does naming the entity change it?
oh i didnt get what you meant by this
sorry
okay, got it
so to change the unknown what would i do?
I would suggest something if so
yes, i am all ears
what
suggest
if so
meaning, if I had an answer, I would tell you lol
Unknown=SOME NAME?
like so?
in lang
okie, let me know where u found it also, so that i learn how to look up things
in that case, you need to download the bedrock samples
pretty sure it's entity.unknown.name=Unknown
got it
thank you :)
also, is there a way to make nametags not visible when looking at an entity?
as this works
it does not
no to this aswell
umm
well actually, it does
my bad
no issue
I take it that the answer is no. Maybe changing the rotation speed is possible?
teleportation should fix that problem.
ofc if the entity is moving it'll be weird
possible with script api
//check if looking at the entity
entity.nameTag = ""
But i want them to have a nametag
doesnt this remove the nametag?
i said not visible, not comepletely change it
well, you set it again..
if (!lookingAtEntity) {
entity.nameTag = "my Custom NameTag"
}
how to add display name to entity?
wdym by display name
Hello, I was wondering how I could make a custom event/group that uses minecraft timers..
(I'm a bit rusty so pls bare with me qwq)
Would it be like:.
Component groups:
First order:
Minecraft timer
Run out time: add second order
Second order:
Minecraft timer:
Run out timer: next order (and so on)
Events:
Second order: effect +
Remove first order
Add second order
Third order: effect ++
Remove second order
Add third order
how do you damage an entity with a bossbar so that it shows a decrease in the health on the bar
TRAIN
Thomas The Thermonuclear Bomb
Tried this, doesn't work. Still slowly rotates.
Could someone help pls?
https://discord.com/channels/523663022053392405/1411932203365171210
Does anyone encounter, entities not facing the right direction or angle when spawned?
How can I make an entity visible only to a certain player and invisible to others
You could use a script with playAnimation and use the players syntax to detect which players can see the animation play
The animation in question would just reduce the scale of the entity to 0
Could you expand on that please?
There's not too much to expand on so the best thing to do would be to show an example
entity.playAnimation('animation.entity.name', {
players: player
})```
So this animation will reduce the enitity scale to 0 so it won't be visible to those players, right?
Where player is a constant representing all the players that can see the entity
Yes
I see. Thanks a lot!
No problem!
Let me know of you have any trouble with the implementation
Is it possible to make mobs mount other mobs with commands or script?
There's a ride command
With this, could I, for example, make a pig mount a cow and a chicken mount a pig at the same time?
Nope, it must have the rideable component in its behaviour
If I add this behavior and do this command and then remove the behavior would they still be mounted?
Potentially, but why?
Why I want to recreate this
And you aren't using custom entities
I want to use the vanilla polar bear and the vanilla panda, and then a custom brown bear
Ah
um hello, i joined yesterday, can someone help me with creating entities. i've looked up countless tutorials online but its all just command blocks. I need help with knowing what software to use for coding, or even HOW to code the most basic entity behaviour . and how to apply animations TO the entity in game
I use bridge and blockbench
Bridge is an IDE it's ez
Blockbench is for modelling
This would likely prove to be a help
I would strongly suggest looking through the entire wiki before attempting ro do anything
THANK YOU SO MUCH
thank you so much!
No problem
No problem!
do you guys mind helping me if i get a bit confused?
Is this the right place to ask about how query works for entity with custom properties data inside?
Yeah sure
I think so
I have a question, Can I animate this model with realistic animations? I’ve already placed the bones correctly in the model.
Does it have correct folders?
Like.
Body: bones of the body
Head: bones of head
Front legs: bones for front leg
Front feet: bones for front feet
Etc etc
You can animate it once you have the bones in folders/groups
Well, the folders are organized like this.
You should be fine? Try it out
Ok, thanks👍
name entity spawns with
how do i get a bossbar on my entity? (it uses the 1.21.30 format version)
Guys, is it possible to hide player's shadow? I want to achieve that for a cinematic
I tried changing the collision_box size to 0.1, but nothing happened
have you tried the render when invisible method?
No! Great idea!
@kind charm you're always helping me and I feel bad for asking you this, but I have a problem, and maybe you have an idea on how to solve it. Could you please go to this post and take a look at it? https://discord.com/channels/523663022053392405/1404834793471873024
Could anyone help?
https://discord.com/channels/523663022053392405/1412953095692095540
how do you delete a file on vscode windows
Is it now possible to have biome dependant textures/models without experimental or behavior pack?
good question
#1067870133328027730 message
thank you
Is it possible to get collision box size of an entity in scripts?
How does delay_filter actually work?
If I have
"minecraft:delay_filter": {
"min": 100,
"max": 400,
"spawn_chance": 25
}
Does that mean that:
100 seconds since last spawn, the entity cannot spawn
Between 100 and 400 seconds since last spawn, the filter has a 75% chance to block the spawn
After 400 seconds since last spawn, the filter has no effect until the entity spawns
Pretty sure you're right
Every time a spawn happens for any rule that uses the same identifier
That timer is updated
Subsequent spawn attempts that also pass all other conditions are then blocked by this timer
It seems like the filter is broken
I get an error that it's missing an identifier
If I put the identifier in, I still get the error
😢
Can I take a look at your JSON?
uhhhhhhhhhhhhh (is there any work around for making a entity spawn with a animation?)
ye
you don't need to put " in the animation string btw
in the playanimation that is in the queue_command.
do it like this:
-# "playanimation @s animation.amogus.sus a 0 query.is_moving"
You could also just try changing the "" at the beginning to ' ' instead
is it possible to have 2 animations transition between another so its like smooth and not like it just switch to another
You must use \ after each quote ""
can someone help w this?
I've thought of the same before but it doesn't work
Yes, I guessed it, in queue the quotes don't work, it's best to make a function
yup
Make an animation controller
thats what I did
what I mean is like a smooth transition
I know
Then add "blend_transition"
what part? sorry theres no blend transition in the bedrock addon docs
actually i'll just check the minecraft docs
I see now thank you!
No problem!
is it possible to run an event when I right click / interact while riding an entity
Can environment sensor detect entity health?
got it
yes
Any way to make an Entity's textures fullbright without first having to make the PNG transparent?
Basically I just need some kind of fullbright material that doesn't need alpha as an input.
The png is meant to be translucent not transparent (extremely minor technicality), but there is a way
In the render controller you can put "ignore_lighting": true and it will make the entity look like it uses the entity_emissive_alpha material
No problem 👍
can you tell me how query.foo works?
Honestly I would if I could, but I've never heard of it sadly
that exists???
Can I change seats position dynamically without editing the entity json?
no
Ok, can I use component_groups to set multiple fixed seat positions and switch between them with events?
That's essentially what I said irl fr
lmao
ye
@kind charm Sorry to bother you again. I've testes the invisible method and it works, but for some reason, every time a player joins the world, it gives the invisible effect, even if the components are in fact inside a component group (and it's not triggered on spawn). Is that normal?
How do I make a custom projectile pick it up from the custom projectile item and not an arrow?
use "runtime_identifier": "minecraft:arrow", but also "pickup_item": "minecraft:stone"
Not possible, thats the side effect of that runtime.
Does Vibrant Visuals work on attachables or only regular items?
Nvm, wrong channel lmao
When I remove runtime, it becomes a normal entity and loses its values.
You shouldnt be using runtimes anyways.
what can i use?
Use the projectile component.
With that I could have the projectile item?
blockbench is onto something?
uh
idk i might be crazy
idk
i might be crazy
but ngl i think your bb is tweaking
#1414446576742694923 message
Can someone please check? I am pretty sure it is an easy question
And I think lots of people have done this before
"initial_state": "default",
"states": {
"default": {
"transitions": [
{"attacking": "!q.is_delayed_attacking"}
],
"blend_transition": 0.2
},
"attacking": {
"animations": [
{"anim.attack": "!q.is_delayed_attacking"}
],
"transitions": [
{"default": "q.is_delayed_attacking"}
],
"blend_transition": 0.2
}
}
}```
Is there anything wrong on this? my entity just wont do the attack animation somehow (The format version is 1.19.0)
wait
is this supposed to be on bp animation controllers
from the looks of it, its probably for RP
also im not getting any error log from that ac and yet it doesnt work
make a new one
ok
Anyone know how to make an entity detect if it's been hit by any projectile?
I am tempted to cheat and just make it run an execute command that if in entity is at a long range from it, it would just activate the event to deflect range attacks, but that's too easy
@kind charm hello! I'm sorry again but I can't find the reason why this is happening 🙁
is it possible to have an anchor or target in the entity's model for the player when they ride the entity?
Similar to having a lead anchor for entities so you can attach the lead in a specific spot and even move with the bones of the entity.
Would there be a way to add one for the player so that they can move with the entity as well?
Or is it strictly a set offset in the json code and you wont be able to move the player riding the mob while it is doing animation?
For example, if you have a mount that bounces, or shifts side to side while moving.
It would be nice if the player moves with the mount and not awkwardly clip through the mount as it moves.
am i cooked when i literally need a function for my entity to attack properly
Wdym?
Guys, is it true that there's absolutely no way to disable lightning damage to the player?
damage sensors.
what is it you want your entity to do?
Are you using the usual attack behaviour?
Are you asking about the attack animation?
It helps to know the context of things.
Namely what you were trying to do, what you expected to happen, what happens instead and what you need help with to fix the issue.
Is it possible to play sound in an animation but with a pitch?
yes
how play sound works:
/playsound mob.sus.amogus
the first number should be the number of the volume.
meanwhile the second number arranges the pitch
yes I know playsound does that but im talking about just an animation
my tank ain't moving please help 🙏 I use a custom script to get realistic rotation, it was working with another tank but with this one, the tank don't wanna move
yes im asking if its possible to pitch that sound in the animation
i wanted my entity do use minecraft:behavior.delayed_attack to attack (but it didnt work) and only broke my entity further
alright.
Can they attack at all?
Meaning remove the code and see if they attack at all.
Sometimes it helps to see if other parts of the code works and narrow down the part where the code doesn't
If it is the minecraft:behavior.delayed_attack component, the solution can be solved.
But if we dont know if other parts of the code has issues, the problem is much harder to rule out.
imma see
if it also helps. try looking at the ravager's json as a reference.
This component is part of their code and it may help see how it works,
do you know which format_version the behavior.delayed_attack works better?
and they cant attack at all tho
it is best to figure out how to get them to attack and then see about adding other things.
That is what I would do.
(make a backup copy) strip the code down to the basics and work on it in pieces.
As for the version.
1.21.90 seems to be best.
here is the ravager for reference
https://github.com/ZtechNetwork/MCBVanillaBehaviorPack/blob/master/entities/ravager.json
ok thanks
I've tried that
Setting lightning damage to false?
Or detecting damage from lightning and setting it to no?
both methods should work.
Yep
is there a way to run a function when a rides an entity ?
hii everyone
could anyone tell me whats the best way to initialize a molang variable on an entity?
how can I do a projectile with same physics as vanilla arrows without runtime_identifier?
using initialize on client entity (?
you can't without the runtime 😭
maybe try to find the arrow json file but idk if you'll find it
Even using the same values, it is not the same
why you don't wann use the runtime_identifier ?
does anything changes if the behavior.delayed_attack is on components?
Based on the description and how the Ravager uses it.
The attack action is delayed so that it lines up with the animation better.
So instead of outright damaging the player like a zombie when it touches the player with the animation quickly playing right after.
The attack action is delayed. This is used to let the animation play first and the attack happens a little bit later.
Bedrock has this to match the delay in Java.
alr
How do you configure where the armor will appear on the mob?

anyone know how to fix an animation controller that only blends the first time, then never after
Is there a way to make all entities in a herd spawn with the same variant?
I currently have my entity assign a random variant in the spawn event
attachable?
im doing a skydiving animation and it blends between third person, to the one ive made
but it only blends the first time
idk if anythings wrong with it
hmm actually i may have figured it out
alr
just gonna confirm before hand, but if it never gets to the transition to go back to default state, could that cause the blend to not run?
you have a bone named "body"?
yeah no mention of body very strange
just root and arms/legs
i don't see anything wrong with your transition
yeah, I mean it uses its own custom root, so unless because it snaps back to default root, the blend never even ended so its stuck on that first transition perhaps? honestly no clue but amma just build it into the default root
yeah fixed it thanks for the help anyways, just needed to all be in the root
I love when I'm ignored
You can make a custom geometry and texture on the entity that is controlled by either animations or render_controllers using the query query.is_item_name_any to detect what item is equipped and where
Why not make it an attachable? Mobs support attachables too because they can hold stuff
Using pivot and bone name
If you put your armor model under "head" bone, the armor rotates exactly the same way the player head would
Not in preexisting armors
You cant make custom designs armor on vanilla armor like that
But which location is used to add the armor? Which bone?
But in terms of position? Is it placed in a bone with a specific name?
position it however u like
But is it given any name?
the mob has 2 bones, in the whole body, one for the base texture and another for the mummy's stripes
So would it be possible for me to put an extra bone where the armor would be? That's why I wanted to know if there is a bone with a selected name that the game puts the armor on.
yes you can put whatever bones you like with whatever names you want it to be
just make sure to put it under a "head" bone
if its a helmet, put it under head bone
if its a chestplate, put it under the waist bone
Oh yea, So the game will choose this bone for the armor without considering the others?
The leggings seem to be fighting with the pants part
It doesn't choose it for armor alone, but it understands that it is the "head" part of the player
So in this case, the head is used as a default to define all the armor? So to solve this, I just have to make the head bigger?
?? no just put your armor bones under a bone named "head"
But I don't have any bones for armor, I just activated the attachable
Can someone help with with an animaiton for this? Its a boulder that moves down about a 2 block decent at a 5 block long angle. The boulder also rolls aswell
I want a bomb entity that explodes on impact, but I don't know why my code isn't working
"format_version": "1.20.80",
"minecraft:entity": {
"description": {
"identifier": "paf:bomb",
"is_spawnable": false,
"is_summonable": true,
"is_experimental": false
},
"component_groups": {
"paf:bomb_explode": {
"minecraft:explode": {
"power": 3,
"causes_fire": false,
"breaks_blocks": true,
"destroy_affected_by_griefing": true
},
"minecraft:instant_despawn": {}
}
},
"components": {
"minecraft:physics": {
"has_gravity": true
},
"minecraft:collision_box": {
"height": 0.4,
"width": 0.4
},
"minecraft:projectile": {
"shoot_target": true,
"should_bounce": true,
"shoot_sound": "shoot",
"power": 0.8,
"gravity": 0.1,
"on_hit": {
"impact_damage": {
"knockback": true,
"should_bounce": true
}
}
},
"minecraft:timer": {
"time": [
3,
5
],
"looping": false,
"time_down_event": {
"event": "paf:explode"
}
}
},
"events": {
"paf:explode": {
"add": {
"component_groups": [
"paf:bomb_explode"
]
}
}
}
}
}```
well, is there any way to detect if the player is inside a house or not? similar to villagers or something
Your explode event is triggered by the timer instead of by impact. Here is an example from the vanilla fireball
"minecraft:projectile": { "on_hit": { "impact_damage": {"damage": 6,"knockback": false,"semi_random_diff_damage": false}, "definition_event": { "affect_projectile": true, "event_trigger": { "event": "minecraft:explode", "target": "self" } } }, "power": 1.6,"gravity": 0.00,"inertia": 1,"liquid_inertia": 1,"uncertainty_base": 0,"uncertainty_multiplier": 0,"anchor": 2,"offset": [ 0, -1.5, 0 ],"reflect_on_hurt": true,"catch_fire": true }
Hi, I need someone to help me with the controller animations that have the following: idle, walk, run, attack (4 different attacks) and animations for certain entity variants
Is it possible to alter v.index to add extra cow, pig and chicken variants?
You need to modify the BP and the RP
Not possible using RP only?
No.
Are there any ragdoll physics that look good? I found one but it was very glitchy and old
If not, then I got another question
During animations, I use math.Random() but I want to store the value generated from it and modify that value. I know this has sth to do with using variable. but I don't know how to modify that variable while the animation is running?
How about adding 2 cold variants?
Still have to edit the BP and RP since it won't persist on reload.
is there a way to make an entity dismount another entity?
for example, the way the minecraft parrot dismounts when the player moves too fast, I looked at the bedrock-samples, couldn't find anything about it
Iirc running /ride on the entity could dismount mob (/ride stop_riding)
umm, "minecraft:timer":{"time":0,"looping":true}, inside player.json will cause lots of lag?
sorry for the ping btw
so I'm making a tank, I took inspiration from Sir Sherman's code but the entity projectile isn't spawning. Can someone check it ?
Can someone help me put an animation on an entity variant?
how can i make an entity walk through webs with normal speed like spiders?
Is it still possible to add that entity highlight? Like the border around them? I've attached an example
I don't know if that would work for me because im using the title generator plugin on bedrock to make my model
Try this, then, if you're unsure
https://discord.com/channels/523663022053392405/1390497995270918307
I've figured it out. Just setting the material to entity_one_sided worked
Im trying to run an animation controller on a entity via scripting but its not wanting to work, the controller works if I use it in the animate in the rp entity but I cant get it to run via scripting or the command. Can anyone help?
when i export my entity to mc bedrock then the head disappears and the animations i made for it dont work
im using minecraft entity wizard btw
how do I add an attack cooldown, because I use delayed attack for my attack animation but sometimes it plays without causing any damage
{
"format_version": "1.20.80",
"minecraft:client_entity": {
"description": {
"identifier": "ancient:nytheris",
"materials": {
"default": "entity_alphatest"
},
"textures": {
"default": "textures/entity/Nytheris"
},
"geometry": {
"default": "geometry.nytheris"
},
"render_controllers": [
"controller.render.nytheris"
],
"spawn_egg": {
"texture": "ancient_nytheris_egg",
"texture_index": 0
},
"animations": {
"idle": "animation.nytheris_idle",
"walk": "animation.nytheris_walk",
"attack": "animation.nytheris_attack"
},
"scripts": {
"animate": [
{
"idle": "query.modified_move_speed > 0.05"
},
{
"walk": "query.modified_move_speed"
},
{
"attack": "query.is_delayed_attacking"
}
]
}
}
}
}
why is the animation kinda sketchy even tho it shows really well in blockbench?
because your entity moves too fast
Ohhh
So i jus have to speed up the animation?
or slow down ur mob
But even so why isnt the head moving with the body
it does it's just barely noticable
wdymmmm
the head stays the same place
its supposed to go forward with its torso
does your model have the right bones names ?
probably
tho names shudnt matter here since i animated them-
like with the original geo
otherwise wudnt work in blockbench
check ur model anyway
huh idk 💀
yup
nvm now i got why it was like that
why ?
I accidentaly put animation keyframes to positions at 0 seconds too so the positions stayed the same
I have a bear with randomized variants on spawn
What's the best way to make it so the herd is all the same variant?
ok just need to rant here
why are true/false no longer valid values and we have to use "yes" or "no"
"minecraft:damage_sensor": {
"triggers": [
{
"cause": "fall",
"deals_damage": "no"
},
{
"cause": "projectile",
"damage_multiplier": 0.5
}
]
},
Whyyy? This is so stupid
Uh had the same confusion. Assuming your using VSCode extensions like blockception to get typings?
Cuz when i type "yes" or "no" cuz of the typings, They actually don't work, So I tried and true/false works perfectly.
I had an entity that used true/false, but after updating to format 1.21.90 if now expects "yes" or "no"
I don't use any typings, but I'll take a look at block ception
true and false works for
format version: "1.13.0"
Is it possible to do a one way mirror?
In vibrant visuals? Yes
You need to cubes in front of each other. One will be the reflective surface and the other placed right behind it and make as a rough material instead
I was hoping to get it working for all
Do you mean all of minecraft when you say "all"
All graphic qualities
Rtx is already reflective compatible, so long as you dont mean vanilla, it's possible
Is it impossible to remove shadows without the run_identifier?
Thanks
I might be forgetting something obvious, but is there a way to add multiple textures to the same geometry but different bones
Found a workaround by stitching the textures in bb using a plugin :)
How can I do change lead position?
(I tried add locator with blockbench but not working)
Anyone encounter behavior.random_stroll messing with ridable entity behavior?
It seems like the random stroll behavior triggers when I'm riding the entity so it becomes uncontrollable ever 10 seconds or so
Anyone know how to fix?
Here's my behaviors:
minecraft:behavior.float (priority 0)
minecraft:behavior.panic (priority 1, babies only)
minecraft:behavior.hurt_by_target (priority 1, wild & trusting states)
minecraft:behavior.mount_pathing (priority 2, wild state)
minecraft:behavior.delayed_attack (priority 3, adults only)
minecraft:behavior.breed (priority 3, trusting state)
minecraft:behavior.tempt (priority 4, wild & trusting states)
minecraft:behavior.avoid_mob_type (priority 5, babies only)
minecraft:behavior.follow_parent (priority 6, babies only)
minecraft:behavior.eat_block (priority 6)
minecraft:behavior.random_stroll (priority 7)
minecraft:behavior.look_at_player (priority 8)
minecraft:behavior.random_look_around (priority 9)
also have these
"minecraft:input_ground_controlled": {},
"minecraft:can_power_jump": {},
"minecraft:behavior.player_ride_tamed": {}
*just have to remove random stroll when the entity is ridden using the rider enter/exit events
The horse runtime identifier handles this, so that's why the horse doesn't need this workaround
I want my rideable entity to move forward in a straight line automatically without the player touching the joystick. This forward movement should only be executed when the entity has a certain tag. pls help
Use applyKnockback
how do I do that
In scripting
huh
Have a look around the discord for how applyKnockback works and if you'd like I can send a link to the documentation
i don't know a thing about scripting
Then you'll want to learn how
how can I add a lightningbolt skill/ability to my mob using addOn maker or script
how do i reference a bone from a geometry? like if I wanted to get the core bone of geometry.cosmetic_render, can I do like geometry.cosmetic_render:core?
Do mormal bones still work if it's like, connected or segmented?
Like adding extra bones in the arms so they can actually twist n stuff, but still move the arm as a whole for other animations
How can I make an entity play an animation and loop forever
make an animation on loop mode, and then link it to a query thats always active
guys
is there a way to make a custom death animation?
like the ones tht the wither does
and ender dragon as well
Hello, I have a problem: players in my creative world fly very fast (than new players). I think it comes from the player json. I used "minecraft:damage_sensor": {
"triggers": [
Help me please
format_version": "1.21.0
This problem probably appeared with the new updates.
https://learn.microsoft.com/en-us/minecraft/creator/reference/content/entityreference/examples/entitycomponents/minecraftcomponent_damage_sensor?view=minecraft-bedrock-stable
valeur
"minecraft:movement": {
"value": 0.1
}
"deals_damage": false could be the error in the json player I but no owo
the problem is still there....
How can I increase the distance a sound can be heard without making it louder?
Should I use legacy max dist?
Does anyone know what makes the TNT entity flash? I could switch textures but that feels like a bad solution?
Is it changing of color value? Though it might be because it turns into an entity of sorts when ignited
Helloo, can I change identifier to warden to make the sound detecting components work?
I think it's an animation or with a render controller
you can replicate it with an animated flipbook texture.
OH true, thanks!
I have gun attachbles but the issue is that it’s pretty difficult to animate gun holding and reloading with the gun model having a separate animation than the player model
Should I add my gun as one of the geometries in player.entity.json and add a normal player animation instead?
yes
you can add both models in blockbench
but first u gotta make a generic model
then add the models one by one
so animating will be easier.
Ah so for each gun, I add humanoid model that includes the gun bones and cubes
yes
with the humanoid model already included or no
with the humanoid yes
hmmmmm
but i dont wanna override the player’s skin
make a new texture.
then it'll mix the texture of the gun
and the player
okay awesome
just dont import it lol
Btw do you know how I can change the player's q.variant?
no but u can use other stuff like entity properties
or mark_variant
how do I change that in behavior pack?
the json ui documentation doesnt have detailed info about behavior pack
is there another documentaiton I can check?
what was the maximum size for an entity inventory again?
256
thanks
During animations, I use math.Random() but I want to store the value generated from it and modify that value. I know this has sth to do with using variable. but I don't know how to modify that variable while the animation is running?
Any help on this trying to have the name display in the top left do I need a script I don’t want it to say unknown I want it to say the mobs name
It's what the entity is named, like a nametag, and it doesn't update if you rename it while the container is open
It does if I rename it just trying to see if you can do it with out using a name tag
What I mean is, if you use .name to set it via scripting, it doesn't change till you re-open the container UI
I can send a picture of my mobs behavior it has nameable not sure what you mean by . name maybe I’m missing something
Sorry, in the scripting API, you can use <entity>.name to change mob names through scripts rather than doing it with nametags
I see will look into to it thanks
Does anyone know how I can make a entity rotate towards the direction that the player is looking at, I have a plane mob and while it can fly and turn, it looks weird when going up or down as it doesn't rotate
Does anyone know how to make mobs spawn with random model of my choosing with only texture pack?
@strange sentinel wanna see the half finished thing?
w ur help i was able to make this
That is really cool
thx hehe
Is it a fair survival boss? If so, is it post dragon or wither?
a fair boss u can say ig-
a bit hard but yea new items wud be there to balance it
( also me having to remake the entire mob cuz it was WAYYY too hard before { no knockback, 6 hearts of dmg at once, sonic boom, summoning lightning and stuff } )
( also reaches the speed of a literal race car so u cant outrun him- )
That's fair. I'd like to try it out when it's done ;D
whoaaa
oksss
its barely one biome mob tho
may take months since my exam is near
may i add u as a friend?
Sure, I don't mind.
Would it be per biome?
i can let u try as soon as i finish the first category if thats oka
category meaning a theme based around a custom biome
Hey man, no rush 🧊
dw abt it
takes ages for me to get inspiration and ideas so i plan a lot before i start making it
That's cool
ehe-
check dms
guys is there a way to make mob variants? like how villagers are
Yes. Check the vanilla code.
minecraft:entity_spawned comp?
does it work in the latest ver tho
Yes.
You copying me
I'm curious about it's abilities
What is it gonna be like
currently planning, your free to give me ideas btw
( i lowkey am 0% gud at ideas )
thanks to ya
Hellooo, I have question. Can multiple component groups that use timers work together and won't interfere with each other?
Dum idea I know, is midnight
Maybe an aoe damage + animation + particle effects, such as punching the ground and deals damage to nearby entities with particles effect to visualize range and intensity
thas a gud one-
on it
wait i do have an animation already made
lemme test it in minecraft
hi is there anyway to detect if an entity is going forwards or backwards?
i think smth w movement vector
not sure
@strange sentinel
Just wanted to double check something
If multiple spawn conditions are valid, is the last one used, or is the one with highest weight used?
[Geometry][error]-minecraft:player | minecraft:player | geometry not found? [Molang][error]-friendly name 'geometry.default' not found in entity friendly name list (geometry.:texture.bear_claws:material.animated:texture.default:material.default:material.spectator:texture.cape:material.cape) - check your spelling? why are these errors happening i cant figure it out
Its as the error says
Ur missing geometry
Add
"geometry": {
"default": "geometry.yourgeo"
}
guys can someone help me solve this? it doesnt get removed after i kill it
{
"format_version": "1.20.80",
"minecraft:entity": {
"description": {
"identifier": "ancient:rotten_surge",
"is_spawnable": false,
"is_summonable": true,
"is_experimental": false
},
"component_groups": {},
"components": {
"minecraft:health": {
"max": 100,
"min": 100
},
"minecraft:experience_reward": {
"on_death": 0
},
"minecraft:type_family": {
"family": [
"undead",
"boss",
"nytheris"
]
},
"minecraft:knockback_resistance": {
"value": 1
},
"minecraft:physics": {
"has_collision": true,
"has_gravity": true,
"push_towards_closest_space": false
},
"minecraft:collision_box": {
"height": 0.01,
"width": 0.01
},
"minecraft:despawn": {}
},
"events": {}
}
}
update : fixed now
try setting entity's nameTag property is script to whatever you need, and in the entity json, add nameable component, and set always show to false
i'm not 100% sure that it'll work, but i think giving it a try would be better then nothing
Does anyone know how I can define a custom creature as a monster? Meaning, when I set the game to peaceful, it disappears.
add "minecraft:remove_in_peaceful" component to your entity for it to disappear
Does anyone know how to make it so that I can only ride an entity if it is tamed?
add rideable component only in the tamed component group
Does anyone know how to add different animations to each variant of an entity, meaning that each variant has a different idle, walk?
Is there a way to make an entity through script, go to a specific block?
Apply knockbacks to the entity until it reaches a point and then you can add more reference points to get it to the goal.
Is there an issue with environment_sensor filtering? I was using a filter to test if the invisible custom entity was outside a custom block, but this update it stopped working. If the entity is in_block minecraft:air it adds a component that despawns itself
I dont have the json file with me at the moment, on pc at home
Prevents memory leak for invisible entities when getting summoned inside a block basically and something doesnt normally remove it....
The minecraft:air block doesnt seem to work i guess is the question
Try to remove "minecraft:despawn": {}
Nice 
Fixed?
yes fixed
Ayyy, Good job there 
How can I get an effect like this? The best way I can explain it with is inverse kinematics for the head. I'm not sure how'd I'd be able to do this
The dinosaur's neck turns with the head as it looks at the player
An animation that uses query.target_x_rotation and query.target_y_rotation on the neck with each bone being given a fraction of the query rotation
Yes! I am not home so ping or dm me but I believe I have a way
guys is there a way to play an animation ONLY when another animation is being played?
I will save this for later 🔥
I've done it before
What I did was make 2 different animation controllers for the 2 different animations and make them activate at the same time (use the same queries/variables for both animation/animation controllers)
But there is no way to actually detect specifically if an animation is playing
no i meant like...
an animation which wud not be played in case aside from when the mob is playin a specific animation
true
its kinda fixed now so its fine
@strange sentinel @vale mantle
1 ability complete
What's the ability?
the slamming one
he slams the ground and spikes form from below
and it would damage every entity within radius 15 and applies poison to them
That's cool
Why won't these mobs take the item even though I've put this code?
"minecraft:behavior.pickup_items": {
"priority": 1,
"max_dist": 30,
"goal_radius": 2,
"speed_multiplier": 1,
"pickup_based_on_chance": false,
"can_pickup_any_item": true
},
how to make so entity cannot spawn from mob spawner?
Wait how do I make mobs spawn in custom sttrucutres
So I was able to get the furnace minecart model and item icon load in the game.
Problem is in the item menu it does show in the construction menu at the bottom instead of being in the Minecarts group.
It is only placeable on rails, but when it is placed it hops up and down on the tracks.
When hit it acts like a mob rather than the minecart and isn't affected by power-rails either.
But it oddly can be picked up by a minecart and move around the tracks as any other minecart carrying a mob.
There is no way to open the furnace menu as well at the moment.
Just trying to get it to work like a normal minecart and variants on the tracks and when hit.
then can try to get the furnace to function. somehow.
Any advice would be much appreciated.
change the category of it to "items" and group to the minecart grp
do u have the inventory component?
Yes, I was able to fix it myself earlier.
@mint gyro Thank you and I tried what you said even though it was rather vague.
I was able to get the model and the item icon into the game. Again when placed it hops up and down on the rails. It also seems like minecart_animation.json had variables that I cannot seem to access. These are the rail variables that seem to track the position of the minecart when on rails so it always faces the proper way and moves along the tracks properly.
I tried for a while yesterday to get it to work but to no avail so far. Sadly
The variables are "variable.rail_offset.x (y or z)" and "variable.rail_rotation.x (y or z)"
These can end it x, y or z but the error says these x, y, and z variables are undefined.
How is there no way to detect if player punched air or interacted with air??
Is there a way to give entity variants specific loot tables? like the cold chicken vs the temperate, or the oxidized copper golem vs the others?
Sadly i dont know much about the variables and such since im new to modmaking myself
Ur welcomee btw
Anyone knows where i can learn more about entity projectiles? I search on Microsoft docs and bedrock Wiki but i cant found working samples or all components that i want?
Sometimes there isn't a component for what you want
Likelihood is that, I can only assume you've thoroughly absorbed the information held by both and, nothing (in terms of components) exists for what you want to create
A better idea would be to tell us what you wish to do and we can help find an alternative way to do it
There is no other real source of information besides the ones yiu have looked into
anyone got some wisdom for me?
I was trying tô make like a fireball
I get the Wind charge template
But dont work
It dont explode
And it has Gravity and life
When i trow It Just fall and dont do nothing
u can check the vanilla projectile entities
u can learn a thing or 2 from there tbh
is their a component that allows larger slimes to spawn medium and smaller slimes when killed ?
If i want to make an invisible entity, do I need to include a geometry, or can i leave the component out?
you could use "minecraft:on_death" : {} to trigger an event that spawns slimes
make a blank entity geometry and use it to make the entity invisible
Thanks
Halo, anyone know how to make creatures float in air? I tried giving flight component group then removing it base on timer and making movement speed to 0 using another CG but no luck so far :L
You could set gravity to false in minecraft:physics. Youd also need to give it a knocbakc resistance of 1 or it would start going infinitely up if you hit it though
I see, okay, I'll try that
can you run a commnd in that?
in any event, yes
I am using the armor stand runtime identifier, and having it switch back to an armor stand is not ideal. Is it possible to detect when the entity is broken and have it change the armor_stand into the item?
Wait. That might be useful to me lmao
@strange sentinel @vale mantle i changed the particles that comes from phase 2 now and it looks like moths now instead of the eye damaging aura lmao and it looks wayyyy cleaner
why is my entity still taking fall damage while having this
"minecraft:damage_sensor": {
"triggers": {
"cause": "all",
"on_damage": {
"deals_damage": false
}
}
}
ok next issue how do i define sounds for the mobs jumping,landing and hurt. im trying to just use the vanilla sounds but its giving me all kinds of errors when i do
[Log][error]-My World | actor_definitions | /storage/emulated/0/Android/data/com.mojang.v12112024xx/files/games/com.mojang/minecraftWorlds/DLRRDg==/behavior_packs/Biomes&Bey | wypnt_bab:dweller | minecraft:entity | -> components -> minecraft:behavior.sniff -> cooldown_range: expected an object
[Actor][error]-My World | actor_definitions | /storage/emulated/0/Android/data/com.mojang.v12112024xx/files/games/com.mojang/minecraftWorlds/DLRRDg==/behavior_packs/Biomes&Bey | wypnt_bab:dweller | minecraft:entity | ERROR: Entity 'wypnt_bab:dweller' failed to load from JSON
I'm getting this error, it's saying that there are problems with minecraft:behavior.sniff but I'm already using it the same way in vanilla and it still gives me this error
"minecraft:behavior.sniff": {
"priority": 6,
"duration": 2.0,
"sniffing_radius": 24.0,
"suspicion_radius_horizontal" : 6.0,
"suspicion_radius_vertical": 20.0,
"cooldown_range": [ 3.0, 8.0 ]
},
Does anyone know what it could be? It already looks like the vanilla file and the documentation.
why doesn't this work??
"minecraft:damage_sensor": {
"triggers": [
{
"on_damage": {
"filters": {
"any_of": [
{
"test": "has_tag",
"subject": "self",
"operator": "!=",
"value": "miracle_max"
},
{
"test": "has_damage"
}
]
}
},
"damage_multiplier": 0.420
},
{
"on_damage": {
"filters": {
"all_of": [
{
"test": "has_tag",
"subject": "self",
"value": "miracle_max"
},
{
"test": "has_damage",
"value": "fatal"
}
]
}
},
"deals_damage": false
}
]
}
Which version of entity do you use?
1.18.20
Try replacing "deals_damage": false with "deals_damage": "no"
Does anyone know how I can put different attack animations in the melee attack?
is the guide for entities equipping items outdated?
Was finally able to get it working for the most part.
It can be placed on all rail types and turns properly when moving around the rails.
Still needs some fixes though.
Like lava destroying it and dropping its item like minecarts do.
I haven't tested tnt though.
I need to eventually try to add furnace interaction.
But I am learning as I go.
woah
peam
(that means peak)
I can release the dev pack of it for others to test.
Is there a better bedrock discord for making add-ons as this place don't have much traction. Seems rather dead honestly
Dead?
This server is pretty active. Just look at the other channels.
On top of that
You are posting interesting aspects of your addon to impress others when the general space is used mainly for people to ask questions that wouldn't require a whole post dedicated to it
Go to #1046947779118895114
Any help would be great. https://discord.com/channels/523663022053392405/1425693420453761105
@kind charm fair enough.
@charred cargo
I see what you mean but I'm not posting to impress anyone. I legit was trying to get feedback.
I guess this could post in showcase eventually.
Right now been working on trying to add smoke particles to it but man that has been the hardest part so far.
I cannot seem to get the particles to work. I have the interaction working so it does take coal, charcoal, dried kelp, and blaze rods and does consume them.
Then activates the minecart:is_powered event consumes the item and played the ingite sound effect.
I am trying to get it to play the smoke particle effect when activated but again just can't get it. And the samples done even work in bridge.
The blaze animation controller says the effect and locator fields are wrong and that spell is needed but no matter what I put in the locator it refuses to work.
Do particles go in the animation file or the animation controller file? It's super confusing
Well then, first of all, I would like to politely apologise for the way that I portrayed my statement and for my misunderstanding
Second, particles can go in both IIRC, but I would highly reccomend putting them in the animation
Could you input vanilla particles into the animation?
Apologies if it's a dum question
@charred cargo I do also apologize for the way I came off. A bit frustrated is all and can't seem to find anything on the topic to even lead me in the proper direction.
Using the samples they have animations all separate from animation controllers and if I try to copy say the blazes animation controller code to the animation file it just tossed a bunch of errors.
Right now I tried to delete the non working animation controller and just put the particle_effects code in the animation file but eveytime I do this I get this error
particle_effects | effect | child 'effect' not valid here.
First it was the locator problems then I added the locators into my geo model file and still it just don't work.
Not to mention I don't think my interact event is working as I just can't seem to test it with any events.
It makes the ignite sound and removes the item but cannot seem to test if the event even runs as it should.
Guys, is it posible to remove the red flash animation from an entity when it gets hit by something?
I mean, register the hit, but not playing the red flash animation and also prevent the knockback
@sterile flint You can add this:
"minecraft:knockback_resistance": {
"value": 1
},
to your enity behavior json for the knock back as for the red flash I cannot say. sorry
It looks like if I set to "no" in "deals_damage" in the "damage_sensor" component, the hit is registered but the red flash animation won't play (it won't take damage either, but that works for me)
Thanks!
"variable.dx = query.position_delta(0);",
"variable.dz = query.position_delta(2);",
"variable.body_rot_rad = query.body_y_rotation * 0.017453292519943295;",
"variable.dot_forward = variable.dx * (-math.sin(variable.body_rot_rad)) + variable.dz * math.cos(variable.body_rot_rad);",
"variable.dot_right = variable.dx * math.cos(variable.body_rot_rad) + variable.dz * math.sin(variable.body_rot_rad);",
"variable.moving_forward = variable.dot_forward > 0.001 ? 1.0 : 0.0;",
"variable.moving_back = variable.dot_forward < -0.001 ? 1.0 : 0.0;",
"variable.moving_right = variable.dot_right > 0.001 ? 1.0 : 0.0;",
"variable.moving_left = variable.dot_right < -0.001 ? 1.0 : 0.0;",
"variable.turning_right = query.yaw_speed > 0.1 ? 1.0 : 0.0;",
"variable.turning_left = query.yaw_speed < -0.1 ? 1.0 : 0.0;"
Would this work?
formovement detection
i havent tested it
please anyone know how to fix this?
i have defined properties but it gives this error
You can
And, nah, the question isn't dumb since you can't use vanilla textures in texture paths and need them in your pack
I can see the where you're comming from
I do have examples of particles working in my own experiences so if you like an example feel free to ask
the default value must be a literal true or false. You cannot use a Molang query like "query.had_component_group('glowing')" directly as a default. Molang queries are typically used in conditions and filters. use set_property events to change the property's value from false, to true, and use an Enviornment Sensor to detect.
thanks
and also it was my fault i was naming folder entity instead of entities
im not sure but i think there is/used to be an option for an condition query:
which if true then you could use an (is_alive) enviornment sensor which will run indefinitely and auto-check the query for the event
"tes:s": {
//"condition": "q.property('my_namespace:is_glowing_active')",
"remove": {
"component_groups": ["my_namespace:glowing_effect_group"]
},
"set_property": {
"my_namespace:is_glowing_active": false
}
},
can i add rideable component to players
or is there any other way i can get an entity to follow a player
not through a tick loop or something because it wont be 100% accurately positioned
@cursive geyser You could probably check the Parrot as it sits on the player's shoulder.
I think there is a ai behavior to follow as well but haven't delve into that yet sorry.
@charred cargo Thank you and much appreciated.
Here are the relevant parts I have so far.
entity behavior file:
https://pastebin.com/NwFz4NJ7
entity resource file:
https://pastebin.com/C1sUnmby
animation file:
https://pastebin.com/dscMzXXh
I had used component groups for on and off state using a timer but couldn't get that to work either.
No matter what event I put in the trigger nothing seems to happen to even test if the event is running when it should.
Goal was to give it a fuel source and then it begins smoking until the timer runs out.
As getting it to move with the limited API might not be feasible. Maybe with scripts but I haven't delved that deep yet.
Nothing I did seem to make the smoke particles even start.
Hey guys I am Making a mod so can u help me how can I add mods in game cause I am new in this
can i make an entity invisible to one player and visible to the other
including its name tag
[Actor][error]-My World | actor_definitions | /storage/emulated/0/Android/data/com.mojang.minecraftpe/files/games/com.mojang/development_behavior_packs/Shinobicra/Shinobi craft Behavior | shinocraft:ninetails | minecraft:entity | events | on_death | run_command | child 'run_command' not valid here.
[Actor][error]-My World | actor_definitions | /storage/emulated/0/Android/data/com.mojang.minecraftpe/files/games/com.mojang/development_behavior_packs/Shinobicra/Shinobi craft Behavior | shinocraft:ninetails | minecraft:entity | events | ninetails_roar | run_command | child 'run_command' not valid here.
[Geometry][error]-shinocraft:1tails | shinocraft:1tails | geometry not found?
[Molang][error]-friendly name 'geometry.default' not found in entity friendly name list (texture.default:material.default:geometry.) - check your spelling?
Can anyone help me with this
Guys, Is that true if I put the player health like this :
"minecraft:health": { "value": 100, "max": 100 }
And if the player got some damage the hunger bar will decrease soo fast to heal or just decrease like normal.
Run command is no longer usable, change with queue_command
I would reccomend creating a custom particle instead of relying on the default ones, gives you more control as a creator and some people experience problems when using the vanilla ones
If you would like help in doing so, I would be happy to help
Also, I'm unable to access the anination file
so this projectile entity i made, upon explosion it literally destroy even bedrock lmao. does anyone know to make it NOT destroy bedrock?
with scripts yes, if you query its bones to a property, you can override this property for specific clients.
https://stirante.com/script/server/2.2.0/classes/Player.html#setpropertyoverrideforentity
you cant do this with nametags though.
yeah unfortunately that wont work then because nametags are the main reason im even making this lol
out of luck then
trying to make player nametags show up different for every player
why aren't the eyes showing and why is my BASE glowing??
I'm trying to make 2 separate textures with their own materials show at the same time, basically a mob have 2 textures on at all times
my RP:
"description": {
"identifier": "paf:babyskeleclone",
"materials": {
"base": "entity_alphatest",
"eyes": "entity_emissive_alpha"
},
"textures": {
"base": "textures/entity/cloned-baby-skeleton",
"eyes": "textures/entity/cloned-baby-skeleton-eyes"
},
"geometry": {
"default": "geometry.babyskeleton"
},
"render_controllers": [
"controller.render.babyskeleclone"
],```
```{
"format_version": "1.20.80",
"render_controllers": {
"controller.render.babyskeleclone": {
"geometry": "Geometry.default",
"materials": [
{
"*": "Material.base"
},
{
"*": "Material.eyes"
}
],
"textures": [
"Texture.base",
"Texture.eyes"
]
}
}
}```
render controllers have been one of the hardest things to learn
Lower the max resistance, iirc, set it to 0.2 or less