#Entities General

1 messages · Page 17 of 1

vague gale
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Im not sure if I am suppose to being doing all the animation controllers within the BP or if I am suppose to do them with in the RP somehow

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Cuz the animations aint showing up in game

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even with the controllers and animations all set

charred cargo
#

For starters, use query.ground_speed > 0.1 instead of !query.is_idling

charred cargo
#

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

vague gale
#

to see the animations show up in game

charred cargo
#

By adding the RP player.json file to your RP

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Player.entity.json

vague gale
charred cargo
#

You need to get it from the vanilla packs and add it to your RP

vague gale
#

Yea I found it

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Ima see if this works

trim craterBOT
vague gale
#

Thx a lot man

charred cargo
#

The bedrock samples are what your looking for

vague gale
#

yea, I have the latest one downloaded

charred cargo
vague gale
#

I just had no clue that there was a player.json file for the RP

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lol

charred cargo
#

Lol

magic crystal
#

What material will make an entity keep its color when in a block?

safe drum
#

How to make a entity that can't move and cant get hurt?

lone egret
#
minecraft:health
minecraft:collision_box
minecraft:damage_sensor

i think this is enough

opaque coyote
#

When my custom entity gets attacked (hurt) its animation gets reset

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And plays a no animation

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Like no cubes move

pliant oak
wanton venture
#

Can I have an entity in which I can walk, which also has no shadow?

wanton venture
#

How?

kind charm
wanton venture
#

Like in the happy ghast. It seems I need the collision box component, which also creates the shadow

kind charm
#

Utilise the collideable component + render when invisible.

wanton venture
#

oh, smart

#

Thank you

strong geode
#

Why the entity doesn't walk to attack? Only stand in the original place

merry lake
#

Pwease help

glossy yew
# merry lake

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.

merry lake
bleak moat
scenic sandal
#

idk with entities

bleak moat
#

Basically it won’t help u fight

strong geode
#

Other thing work properly

subtle glade
#

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
]
indigo sparrow
#

hi guys

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i want my hostile mob to stop moving when it finds a target (and roar to targets)

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like warden

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ik warden uses minecraft:roar

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but it needs minecraft:anger_level to work

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and anger level can be increased by only listening sounds from targets

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but my mob uses eyes to find targets

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so im using minecraft:behavior.nearest_attackable_target for now

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how can i do this?

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if u can help me, pls ping me and reply

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thx

quiet ore
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Is there a way to make custom mobs spawn in trial chambers (from the trial spawners)?

oblique lichen
#

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.

covert sphinx
safe drum
#

how to make my entity able to jump over blocks

lone egret
merry lake
#

How do I make an entity place like in a block gris?

safe drum
safe drum
true surge
#

I believe you would need minecraft:jump.static

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But also, why not just check a vanilla entity for reference?

oblique lichen
covert sphinx
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nice

safe drum
merry lake
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How do I make an entity place like in a block grid?

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-# someone help

barren plover
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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 } } } }

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I can summon the entity with a name, but there is no text above it

barren plover
#

is it possible to disable the dialog menu but still have this screen in creative?

lone egret
#

is it possible to use int property as value for player attack component or something?

wanton oar
#

anyone knows why my particle is not rendering?

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in game

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it does work in blockbench

bleak moat
#

anyone know why the model refuses to be updated for the horse?

mental frigate
#

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

vernal vault
#

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

devout cairn
#

Are we able to disable sword damage?

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Any weapons matter of fact

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I am basically going to do my own damage system

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I got it! For anyone wondering:
player.json

"minecraft:attack": {
  "damage": -10000
}
quiet ore
#

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)

jaunty fog
#

Block light level is hardcoded, cause Mojang

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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

mental frigate
#

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

glossy yew
glossy yew
glossy yew
glossy yew
glossy yew
mental frigate
#

also Nvm I solved it

cobalt wren
#

Hello everyone! I have a question. Is it possible to make a certain color of mob spawn in a specific biome?

mental frigate
#

What Does this mean?

indigo sparrow
merry lake
kind charm
merry lake
cobalt wren
glossy yew
vernal vault
#

guys

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why isn't my mobs head movign around when it's look at player

lone egret
vernal vault
#

oh

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so im basically make a whole new animation?

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for the query/state

lone egret
#

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 ]
                }
            }
        }
    }
}

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from cow.json

vernal vault
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okay thank you i will look into this

opaque coyote
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any way to fix transparency pixels not rendering ?

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they appear opaque if the alpha value isn't low and appear completely transparent if alpha value hits a certain value

indigo sparrow
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how is alphatest

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wait maybe im a noob too much for this question

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nvm

wanton venture
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Is it possible to make mobs only spawn during daylight but not if there are torches or any other light block around?

mental trench
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does anyone one have a behavior json of item frame?

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or know something like a custom item frame?

formal veldt
mental trench
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ohh thanks

formal veldt
#

you will need to look into how entities render items in their hands

formal veldt
boreal briar
#

How do i make my entity spin like a animation

charred cargo
#

Rotate an entity 360 on the Y-axis in the animation

vague gale
steel jasper
#

Does anyone know where to find the copper golem client entity file? It's not on github yet

kind charm
steel jasper
#

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?

formal veldt
#

should work

quiet ore
charred cargo
vernal vault
#

Is there a way i can make my walk animation speed slow down or speed up to match the speed of the actual entity?

vernal vault
#

because my mob is fast but it has a relitevly slow acceleration and i want the animation to slowly speed up as well

charred cargo
# vernal vault Is there a way i can make my walk animation speed slow down or speed up to match...

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

rigid kiln
#

¿how can i make that an entity activates a event when it recives damage ammount?

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¿custom mount animation?

wanton venture
#

Can we make an animation play when a trade is successful?

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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.

vernal vault
vernal vault
charred cargo
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num is just a number, btw

vernal vault
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I meant what file

charred cargo
#

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": {...```
vernal vault
#

ill give results in a minute

charred cargo
charred cargo
vernal vault
#

ohhh okay

#

yeah i was about to comment now there's no run animation playing 😭

charred cargo
#

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)

vernal vault
#

so i just change the number after the slash right

vernal vault
charred cargo
vernal vault
#

aw man 😭

charred cargo
#

Try this one

vernal vault
#

??

charred cargo
#

!query.is_sprinting ? query.anim_time + query.delta_time * 6.5 * query.ground_speed : query.anim_time + query.delta_time * 10 * query.ground_speed

vernal vault
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replace the old one?

charred cargo
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Yup

vernal vault
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okay i will test this out

charred cargo
#

👍

vernal vault
#

omg it works!

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i just turn down the numbers a little bit and it is perfect

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thank you so much man you're amazing

charred cargo
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No problem
Happy to help👍

boreal wyvern
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Does Anyone know what wrong with this error

lunar ruin
#

is trader exp different from exp?

charred cargo
# boreal wyvern

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

boreal wyvern
charred cargo
#

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

boreal wyvern
lunar ruin
#

how does server do this?

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like they get my skin

frank cipher
#

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.

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The entity does not have any animations and is an invisible entity primarily used as a marker so it's pretty sparce with components.

charred cargo
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"Does not have any animations"

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Use the look_at_target animation to make the entity look at targets

worthy hinge
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How do I make an entity looking like a block always automatically rotate so that it matches the other blocks in the world?

kind charm
worthy hinge
#

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
neat sky
frank cipher
worthy hinge
#

I mean its just one bone

neat sky
frank cipher
charred cargo
#

To answer the other question:

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It's based on the crosshair of the player when used on the player
But for entities it on the rotation value

charred cargo
worthy hinge
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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.)

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[Oh wait I guess I see it] Nevermind please help me

vast bluff
#

I think you are just missing the 0.0 timestamp for the animation

vernal vault
#

how do i make my skeleton light other mobs on fire when it itself is on fire

worthy hinge
#

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" } } } }

charred cargo
worthy hinge
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Because of unnecessary information

charred cargo
#

But that's just unnecessary effort

worthy hinge
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I mean I put 7 hours today into making one entity

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And it seems like I can't even follow the tutorial on the wiki

charred cargo
#

Besides you censoring "unnecessary information" isn't all that correct since some of the things you censor (in specific circumstances) are the actual problem

worthy hinge
#

The things I censor on the screen are just texture bugs of other blocks/entites

charred cargo
#

I mean in a different hypothetically situation
In case of future need

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For example:
Incorrect json anywhere in an item.json file can result in a missing texture icon

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But you might hide the item.json's code almost entirely apart from the icon component

worthy hinge
#

Yes, but here the error is situated in the parts of the file I sent

charred cargo
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Which would result in a harder time getting help

worthy hinge
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At least the console log says it

charred cargo
worthy hinge
#

Yesss

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I get it

worthy hinge
charred cargo
# worthy hinge And my problem.

Try:
Removing the scripts area entirely
Changing the format version to 1.10.0
Try both separately and then together and see what works

worthy hinge
vast bluff
#

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.

vernal vault
vernal vault
# charred cargo Make a script

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 💔😭

vast bluff
distant bobcat
#

Can we not fix haste removing swing effect while mining or pvping

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(mainly I need it for mining)

charred cargo
vernal vault
charred cargo
vernal vault
#

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?

distant bobcat
charred cargo
slow remnant
#

Hi, anyone know how to pin an entity to the players screen?

charred cargo
slow remnant
charred cargo
#

Teleport the entity to constantly be in front of the player

slow remnant
#

this is too rude

charred cargo
#

What do you mean by "too rude"

slow remnant
charred cargo
#

Mine or yours?

slow remnant
charred cargo
#

You don't really seem to have any other options
Why do you want to do this?

slow remnant
charred cargo
#

You'd be better off making custom UI or using an attachable and a piece of armor or an item in the offhand

charred cargo
slow remnant
#

But thx

charred cargo
#

Sorry I couldn't be of anymore assistance, but this is sadly just how bedrock is sometimes 😔

slow remnant
#

Yeah

rich elk
#

Did you ever figure this out?

random slate
#

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

wanton venture
#

How can I play an animation when a mob gets tamed?

kind charm
wanton venture
#

That’s a good idea

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Thanks!!

dim nova
#

Does anyone know a way for a mob to only pick up items that are in its inventory?

dim nova
# kind charm 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.

atomic jewel
#

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?

vernal vault
#

my entity picks up swords but doesn't equip them/use them, it equips armor but it doesnt fit

rigid kiln
#

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?

covert sphinx
#

like piglins i assume?

dim nova
# covert sphinx 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.

covert sphinx
vernal vault
#

Is there any wayi can decrease the size of the sword? like baby zombies

tawny kettle
#

Can you set MoLang variables on Entities from Bedrock scripts?

tawny kettle
#

Damn. Can you get the value of an entity property from within molang, then?

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I need to modify the visuals of an entity

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that entity uses a molang variable currently to affect said visual

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but if I can use a property to do the same thing, that'd be more helpful

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q.property... good.

steel jasper
#

Does anyone know what the star geometry is?

kind charm
steel jasper
#

OH LMAO ok, thanks haha

tawny kettle
#

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?

kind charm
tawny kettle
#

Thanks

tawny kettle
#

Second to last question, are entity properties able to take strings, or is it only enums?

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I want a property I can set as any string.

kind charm
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Enums only, it cant be a dynamic string.

tawny kettle
#

That's... unfortunate, but not unexpected.

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Shame, because then I could just set the texture name straight from a script

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But, I could stick those names in the enum I suppose

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When using q.property on an enum, does it return as a string, or an int?

kind charm
#

string.

tawny kettle
#

Good, thanks.

halcyon pawn
#

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

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any idea why?

crimson pumice
#

it would probably throw at it's self so there is most likely a hard coded prevention for that

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.
.
how do i make equipment drop from a mob 100% of the time

covert sphinx
#

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
tawny kettle
#

I feel stupid for having to ask yet another question, but is there a way to make an entity's rotation instant?

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Any time I change its rotation, it gradually rotates to the new direction

strong tide
#

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

covert sphinx
#

however you can still do that.

#

via minecraft:despawn + filters

safe drum
#

wow tf is eat_block compoenent 💀

covert sphinx
safe drum
covert sphinx
#

bruh

strong tide
covert sphinx
strong tide
covert sphinx
#

"value": "peaceful"

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"operator": "=="

strong tide
#

Oh yea thanks

covert sphinx
#

yw

strong tide
#

Is it possible to make an enderman style mob that looks for a safe place when it is under the rain?

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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.

covert sphinx
#

since its probably hardcoded

strong tide
covert sphinx
#

hmmmmm

strong tide
covert sphinx
#

to know

#

i was thinking of making it work like how foxes find cover

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minus the sleeping/napping aspect

strong tide
covert sphinx
# strong tide 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

strong tide
#

Oh yea

haughty pine
#

Does anyone know how to change this? this is an inventory of an entity

formal veldt
#

but this will change every single unknown entity inventory name.

haughty pine
#

is there no way to change for each entity?

formal veldt
#

I would suggest if so

haughty pine
#

yeah?

formal veldt
#

?

haughty pine
#

oh, i meant, is there no way to have each inventory have its own name?

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like each entity?

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does naming the entity change it?

formal veldt
#

I know.

#

im telling you no

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sadly not possible right now

haughty pine
#

sorry

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okay, got it

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so to change the unknown what would i do?

formal veldt
#

I would suggest something if so

haughty pine
formal veldt
#

what

haughty pine
#

suggest

formal veldt
#

if so

haughty pine
#

😭

#

oh

#

bruh

#

i am just bad at texts

formal veldt
#

meaning, if I had an answer, I would tell you lol

haughty pine
#

😭

#

this is embarassing

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okay

haughty pine
#

like so?

#

in lang

formal veldt
#

let me find the name

#

brb

haughty pine
#

okie, let me know where u found it also, so that i learn how to look up things

formal veldt
#

in that case, you need to download the bedrock samples

#

pretty sure it's entity.unknown.name=Unknown

haughty pine
#

thank you :)

formal veldt
#

np, sorry for the confusion

#

lol

haughty pine
#

also, is there a way to make nametags not visible when looking at an entity?

haughty pine
formal veldt
haughty pine
formal veldt
haughty pine
#

i just tried

#

yeah

#

😭

formal veldt
#

my bad

haughty pine
#

no issue

haughty pine
#

welp

#

anyways

#

this sucks

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thanks tho

formal veldt
#

alot of things suck

#

np

tawny kettle
formal veldt
#

ofc if the entity is moving it'll be weird

safe drum
haughty pine
#

But i want them to have a nametag

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doesnt this remove the nametag?

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i said not visible, not comepletely change it

safe drum
#

well, you set it again..

#

if (!lookingAtEntity) {
entity.nameTag = "my Custom NameTag"
}

tulip dome
#

how to add display name to entity?

safe drum
vale mantle
#

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

crimson pumice
#

how do you damage an entity with a bossbar so that it shows a decrease in the health on the bar

warped kite
#

Thomas The Thermonuclear Bomb

tawny kettle
vale mantle
mental trench
#

Does anyone encounter, entities not facing the right direction or angle when spawned?

rich hinge
#

How can I make an entity visible only to a certain player and invisible to others

charred cargo
rich hinge
charred cargo
rich hinge
charred cargo
#

Where player is a constant representing all the players that can see the entity

rich hinge
#

I see. Thanks a lot!

charred cargo
#

No problem!
Let me know of you have any trouble with the implementation

strong tide
#

Is it possible to make mobs mount other mobs with commands or script?

charred cargo
strong tide
charred cargo
strong tide
charred cargo
#

Potentially, but why?

strong tide
charred cargo
#

And you aren't using custom entities

strong tide
charred cargo
#

Ah

boreal moss
#

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

dark niche
#

Bridge is an IDE it's ez

#

Blockbench is for modelling

charred cargo
charred cargo
boreal moss
charred cargo
dark niche
boreal moss
#

do you guys mind helping me if i get a bit confused?

placid elk
#

Is this the right place to ask about how query works for entity with custom properties data inside?

karmic marsh
#

I have a question, Can I animate this model with realistic animations? I’ve already placed the bones correctly in the model.

vale mantle
#

You can animate it once you have the bones in folders/groups

karmic marsh
#

Well, the folders are organized like this.

vale mantle
#

You should be fine? Try it out

karmic marsh
#

Ok, thanks👍

tulip dome
golden sand
#

how do i get a bossbar on my entity? (it uses the 1.21.30 format version)

sterile flint
#

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

kind charm
#

have you tried the render when invisible method?

sterile flint
#

No! Great idea!

vale mantle
boreal moss
#

how do you delete a file on vscode windows

smoky jay
#

Is it now possible to have biome dependant textures/models without experimental or behavior pack?

smoky jay
boreal moss
#

thank you

quiet ore
#

Is it possible to get collision box size of an entity in scripts?

quiet ore
#

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

dark niche
#

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

quiet ore
#

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

😢

dark niche
golden sand
#

uhhhhhhhhhhhhh (is there any work around for making a entity spawn with a animation?)

covert sphinx
#

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"

charred cargo
lunar ruin
#

is it possible to have 2 animations transition between another so its like smooth and not like it just switch to another

rain egret
covert sphinx
rain egret
charred cargo
lunar ruin
#

what I mean is like a smooth transition

charred cargo
lunar ruin
#

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!

charred cargo
#

No problem!

lunar ruin
#

is it possible to run an event when I right click / interact while riding an entity

vale mantle
#

Can environment sensor detect entity health?

golden sand
covert sphinx
tawny kettle
#

Any way to make an Entity's textures fullbright without first having to make the PNG transparent?

tawny kettle
#

Basically I just need some kind of fullbright material that doesn't need alpha as an input.

charred cargo
tawny kettle
#

Thanks

#

Yeah, that worked.

charred cargo
#

No problem 👍

golden sand
charred cargo
#

Honestly I would if I could, but I've never heard of it sadly

covert sphinx
night scarab
#

Can I change seats position dynamically without editing the entity json?

night scarab
# covert sphinx no

Ok, can I use component_groups to set multiple fixed seat positions and switch between them with events?

charred cargo
covert sphinx
sterile flint
# kind charm have you tried the render when invisible method?

@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?

meager viper
#

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"

kind charm
charred cargo
#

Does Vibrant Visuals work on attachables or only regular items?

#

Nvm, wrong channel lmao

meager viper
kind charm
meager viper
kind charm
meager viper
golden sand
#

uh

#

idk i might be crazy

covert sphinx
#

i might be crazy

#

but ngl i think your bb is tweaking

unreal galleon
#

#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

golden sand
#
            "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)
golden sand
#

wait

golden sand
covert sphinx
golden sand
golden sand
#

ok

vale mantle
#

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

sterile flint
lost jungle
#

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.

golden sand
#

am i cooked when i literally need a function for my entity to attack properly

vale mantle
#

Wdym?

sterile flint
#

Guys, is it true that there's absolutely no way to disable lightning damage to the player?

lost jungle
magic crystal
#

Is it possible to play sound in an animation but with a pitch?

covert sphinx
#

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

magic crystal
#

yes I know playsound does that but im talking about just an animation

hazy crater
#

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

covert sphinx
magic crystal
#

yes im asking if its possible to pitch that sound in the animation

golden sand
lost jungle
lost jungle
#

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,

golden sand
golden sand
lost jungle
sterile flint
vale mantle
#

Setting lightning damage to false?

#

Or detecting damage from lightning and setting it to no?

covert sphinx
vale mantle
#

Yep

hazy crater
#

is there a way to run a function when a rides an entity ?

storm forum
#

hii everyone
could anyone tell me whats the best way to initialize a molang variable on an entity?

misty marten
#

how can I do a projectile with same physics as vanilla arrows without runtime_identifier?

misty marten
hazy crater
#

maybe try to find the arrow json file but idk if you'll find it

misty marten
hazy crater
golden sand
lost jungle
# golden sand 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.

golden sand
#

alr

strong tide
#

How do you configure where the armor will appear on the mob?

strong tide
wispy forge
#

anyone know how to fix an animation controller that only blends the first time, then never after

quiet ore
#

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

wispy forge
#

but it only blends the first time

#

hmm actually i may have figured it out

nova plume
#

alr

wispy forge
# nova plume 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?

wispy forge
#

just root and arms/legs

nova plume
#

i don't see anything wrong with your transition

wispy forge
#

yeah fixed it thanks for the help anyways, just needed to all be in the root

strong tide
#

I love when I'm ignored

charred cargo
unreal galleon
unreal galleon
charred cargo
#

You cant make custom designs armor on vanilla armor like that

strong tide
strong tide
unreal galleon
strong tide
#

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.

unreal galleon
#

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

strong tide
#

The leggings seem to be fighting with the pants part

unreal galleon
strong tide
unreal galleon
strong tide
proud viper
#

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

vernal vault
#

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"
                    ]
                }
            }
        }
    }
}```
drowsy swift
#

well, is there any way to detect if the player is inside a house or not? similar to villagers or something

neat sky
# vernal vault I want a bomb entity that explodes on impact, but I don't know why my code isn't...

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 }

steep swift
#

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

smoky jay
#

Is it possible to alter v.index to add extra cow, pig and chicken variants?

kind charm
smoky jay
kind charm
#

No.

unreal galleon
#

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?

smoky jay
kind charm
storm forum
#

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

jaunty fog
#

Iirc running /ride on the entity could dismount mob (/ride stop_riding)

drowsy swift
#

sorry for the ping btw

hazy crater
steep swift
#

Can someone help me put an animation on an entity variant?

indigo ether
#

how can i make an entity walk through webs with normal speed like spiders?

proud viper
#

Is it still possible to add that entity highlight? Like the border around them? I've attached an example

proud viper
#

I don't know if that would work for me because im using the title generator plugin on bedrock to make my model

charred cargo
proud viper
#

I've figured it out. Just setting the material to entity_one_sided worked

magic crystal
#

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?

topaz falcon
#

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

vernal vault
#

how do I add an attack cooldown, because I use delayed attack for my attack animation but sometimes it plays without causing any damage

mint gyro
#
{
    "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?

hazy crater
mint gyro
#

So i jus have to speed up the animation?

hazy crater
mint gyro
hazy crater
mint gyro
#

Even in the idle animation too

#

@hazy crater

#

im sending the vid

hazy crater
mint gyro
#

the head stays the same place

#

its supposed to go forward with its torso

hazy crater
mint gyro
#

tho names shudnt matter here since i animated them-

#

like with the original geo

#

otherwise wudnt work in blockbench

hazy crater
mint gyro
#

everything is linked

hazy crater
#

huh idk 💀

mint gyro
#

yup

mint gyro
#

nvm now i got why it was like that

hazy crater
mint gyro
# hazy crater why ?

I accidentaly put animation keyframes to positions at 0 seconds too so the positions stayed the same

quiet ore
#

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

safe drum
quiet ore
#

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

safe drum
#

Wait, yeh it depends on format version...

#

I checked yeah, "yes", "no" is also valid

safe drum
unreal galleon
#

Is it possible to do a one way mirror?

charred cargo
#

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

unreal galleon
charred cargo
#

Do you mean all of minecraft when you say "all"

unreal galleon
charred cargo
#

Rtx is already reflective compatible, so long as you dont mean vanilla, it's possible

strong tide
#

Is it impossible to remove shadows without the run_identifier?

strong tide
versed birch
#

I might be forgetting something obvious, but is there a way to add multiple textures to the same geometry but different bones

versed birch
#

Found a workaround by stitching the textures in bb using a plugin :)

tired kettle
#

How can I do change lead position?
(I tried add locator with blockbench but not working)

quiet ore
#

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": {}

quiet ore
#

*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

hazy crater
#

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

charred cargo
#

Use applyKnockback

hazy crater
charred cargo
#

In scripting

hazy crater
charred cargo
#

Have a look around the discord for how applyKnockback works and if you'd like I can send a link to the documentation

hazy crater
charred cargo
#

Then you'll want to learn how

tropic quartz
#

how can I add a lightningbolt skill/ability to my mob using addOn maker or script

modern hawk
#

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?

vale mantle
#

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

wanton oar
#

How can I make an entity play an animation and loop forever

mint gyro
#

guys

#

is there a way to make a custom death animation?

#

like the ones tht the wither does

#

and ender dragon as well

gusty ermine
#

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
}

Describes the minecraft:damage_sensor entity component

#

"deals_damage": false could be the error in the json player I but no owo

#

the problem is still there....

quiet ore
#

How can I increase the distance a sound can be heard without making it louder?

Should I use legacy max dist?

steel jasper
#

Does anyone know what makes the TNT entity flash? I could switch textures but that feels like a bad solution?

vale mantle
#

Is it changing of color value? Though it might be because it turns into an entity of sorts when ignited

vale mantle
#

Helloo, can I change identifier to warden to make the sound detecting components work?

vestal lichen
formal veldt
steel jasper
unreal galleon
#

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?

covert sphinx
#

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.

unreal galleon
#

Ah so for each gun, I add humanoid model that includes the gun bones and cubes

covert sphinx
#

yes

unreal galleon
#

What about the texture of the gun? How can I apply it?

#

to the gun only

covert sphinx
unreal galleon
#

with the humanoid yes

covert sphinx
#

hmmmmm

unreal galleon
#

but i dont wanna override the player’s skin

covert sphinx
#

then it'll mix the texture of the gun

#

and the player

unreal galleon
#

okay awesome

covert sphinx
unreal galleon
covert sphinx
#

or mark_variant

unreal galleon
#

the json ui documentation doesnt have detailed info about behavior pack

#

is there another documentaiton I can check?

pliant oak
#

what was the maximum size for an entity inventory again?

pliant oak
#

thanks

unreal galleon
#

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?

echo wraith
#

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

steel jasper
echo wraith
steel jasper
echo wraith
steel jasper
echo wraith
long sundial
#

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

marsh zealot
#

Does anyone know how to make mobs spawn with random model of my choosing with only texture pack?

mint gyro
#

@strange sentinel wanna see the half finished thing?

#

w ur help i was able to make this

vale mantle
#

That is really cool

mint gyro
vale mantle
#

Is it a fair survival boss? If so, is it post dragon or wither?

mint gyro
#

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- )

vale mantle
#

That's fair. I'd like to try it out when it's done ;D

mint gyro
#

oksss

#

its barely one biome mob tho

#

may take months since my exam is near

#

may i add u as a friend?

vale mantle
vale mantle
mint gyro
#

category meaning a theme based around a custom biome

vale mantle
mint gyro
#

takes ages for me to get inspiration and ideas so i plan a lot before i start making it

vale mantle
#

That's cool

mint gyro
#

check dms

#

guys is there a way to make mob variants? like how villagers are

kind charm
mint gyro
#

does it work in the latest ver tho

kind charm
#

Yes.

mint gyro
#

ohhh

#

thxx

strange sentinel
strange sentinel
#

I'm curious about it's abilities

#

What is it gonna be like

mint gyro
#

( i lowkey am 0% gud at ideas )

mint gyro
vale mantle
#

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

strange sentinel
mint gyro
#

on it

#

wait i do have an animation already made

#

lemme test it in minecraft

viscid basin
#

hi is there anyway to detect if an entity is going forwards or backwards?

mint gyro
#

not sure

#

@strange sentinel

strange sentinel
quiet ore
#

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?

pure vault
#

[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

mint gyro
#

Ur missing geometry

#

Add

#
"geometry": {
                "default": "geometry.yourgeo"
            }
mint gyro
#

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": {}
    }
}
mint gyro
#

update : fixed now

gilded radish
#

i'm not 100% sure that it'll work, but i think giving it a try would be better then nothing

steep swift
#

Does anyone know how I can define a custom creature as a monster? Meaning, when I set the game to peaceful, it disappears.

gilded radish
steep swift
#

Does anyone know how to make it so that I can only ride an entity if it is tamed?

gilded radish
steep swift
#

Does anyone know how to add different animations to each variant of an entity, meaning that each variant has a different idle, walk?

dusk ice
#

Is there a way to make an entity through script, go to a specific block?

rain egret
wind spear
#

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

next badge
next badge
tired kettle
next badge
vernal vault
#

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

charred cargo
bleak moat
mint gyro
#

guys is there a way to play an animation ONLY when another animation is being played?

mint gyro
vernal vault
vernal vault
#

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)

charred cargo
mint gyro
#

an animation which wud not be played in case aside from when the mob is playin a specific animation

mint gyro
#

its kinda fixed now so its fine

#

@strange sentinel @vale mantle

#

1 ability complete

vale mantle
#

What's the ability?

mint gyro
#

he slams the ground and spikes form from below

#

and it would damage every entity within radius 15 and applies poison to them

serene bear
#

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
},
vivid valve
#

how to make so entity cannot spawn from mob spawner?

vernal vault
#

Wait how do I make mobs spawn in custom sttrucutres

heavy wraith
#

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.

mint gyro
mint gyro
serene bear
#

Yes, I was able to fix it myself earlier.

heavy wraith
#

@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.

unreal galleon
#

How is there no way to detect if player punched air or interacted with air??

nova sail
#

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?

mint gyro
#

Ur welcomee btw

potent tiger
#

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?

charred cargo
#

There is no other real source of information besides the ones yiu have looked into

nova sail
potent tiger
#

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

mint gyro
#

u can learn a thing or 2 from there tbh

strange sentinel
# mint gyro

It's getting better and so much effects, keep it up

rocky shadow
#

is their a component that allows larger slimes to spawn medium and smaller slimes when killed ?

proud viper
#

If i want to make an invisible entity, do I need to include a geometry, or can i leave the component out?

proud viper
safe drum
proud viper
#

Thanks

vale mantle
#

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

warm tendon
#

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

vale mantle
#

I see, okay, I'll try that

rocky shadow
formal veldt
placid sun
#

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

mint gyro
#

@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

indigo ether
#

why is my entity still taking fall damage while having this

"minecraft:damage_sensor": {
                "triggers": {
                    "cause": "all",
                    "on_damage": {
                        "deals_damage": false
                    }
                }
            }
rocky shadow
#

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

strong tide
#
[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.

subtle glade
#

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
    }
  ]
}
strong tide
subtle glade
strong tide
steep swift
#

Does anyone know how I can put different attack animations in the melee attack?

proud viper
#

is the guide for entities equipping items outdated?

heavy wraith
#

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.

heavy wraith
#

I can release the dev pack of it for others to test.

heavy wraith
#

Is there a better bedrock discord for making add-ons as this place don't have much traction. Seems rather dead honestly

kind charm
#

This server is pretty active. Just look at the other channels.

charred cargo
rocky shadow
heavy wraith
#

@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

charred cargo
#

Second, particles can go in both IIRC, but I would highly reccomend putting them in the animation

vale mantle
heavy wraith
#

@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.

sterile flint
#

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

heavy wraith
#

@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

sterile flint
#

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!

fading elm
#
"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

indigo wedge
#

please anyone know how to fix this?

indigo wedge
charred cargo
charred cargo
fading elm
# indigo wedge

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.

indigo wedge
fading elm
# indigo wedge 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
        }
      },
cursive geyser
#

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

heavy wraith
#

@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.

heavy wraith
#

@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
heavy wraith
#

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.

snow thorn
#

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

gloomy rain
cursive geyser
#

can i make an entity invisible to one player and visible to the other

#

including its name tag

snow thorn
#

[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

next badge
#

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.

vale mantle
charred cargo
#

If you would like help in doing so, I would be happy to help

#

Also, I'm unable to access the anination file

mint gyro
#

so this projectile entity i made, upon explosion it literally destroy even bedrock lmao. does anyone know to make it NOT destroy bedrock?

formal veldt
cursive geyser
#

yeah unfortunately that wont work then because nametags are the main reason im even making this lol

formal veldt
#

out of luck then

cursive geyser
#

trying to make player nametags show up different for every player

vernal vault
#

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

vale mantle