#Entities General
1 messages · Page 18 of 1
Uh, this is wrong?
Yes, Your command has scriptevent, the id, but the message is missing
Guys my mob isn't moving and not doing any animation but all other functions are working
is it possible to keep an entity rendered if you aren't looking at it
Entities will always be rendered when not looked at only
They stop being rendered when outside of render distance for the nearest player
Given that you mentioned render when not looking you probably want simulation distance instead, which is the distance from which an entity can not despawn
I have armor stand entities with large attachables and when I look away from the armor stand(even if I'm within the attachables space) it disappears
I want to make my entity reflect my projectiles, I tried the minecraft:reflect_projectiles component but it only works with in games projectiles (arrows, tridents etc not with projectiles on my addon). my entity is in format version 1.16.0 btw. can someone help me to solve it ?
That's strange
If you can send a video of your situation, please do but either way, I suggest giving it the persistent component if it isn't there already
The component keeps an entity within simulation distance permanently, so it can't despawn
Ah, so that's what you meant
Why can't it just be an entity with a larger hitbox and not an armor stand
Using attachables so it can be dyeable with cauldron
would just a regular entity make it where it doesn't disappear?
i just equipped it on regular entities and it still does the same, though im not sure if they are persistant
No, but a larger hitbox would, iirc
For making entity not despawn even from far away:--
Persistent component + runtime_identifer: "minecraft:ender_dragon"
For make entity collidable / block-like entity:--
"minecraft:is_stackable": {} component + "minecraft:is_collidable": {} component + runtime_identifier: "minecraft:happy_ghast"
Does anyone know why when an entity changes variant and is tied to a rope it does not come loose when it changes?
have u tried adding the identifiers of the custom projectiles in the list?
also change the format to a latest ver
lmao yeah
hmmmmm how strange
I can't, i need the damage sensor component to play an animation when my entity get hirt wich doesn't work on latest versions
how do you do it?
you can still make it work by using an event that has queue_command
which plays the hurt animation
im doing that
oh
but I found a way of doing that, I just set a timer that kills my projectile on r=5
ah nice
-# just like what i did with my jetstream sam mob before
how do i get my entity to vary in size? im making a new slime with custom animations
Does anyone know why when an entity changes variant and is tied to a rope it does not come loose when it changes?
its the same entity unless its a seperate entity file i believe
u can edit scale in animations
Apparently Title Text Generator doesn’t generate the cubes so you have to do cube by cube and until now I found out 🤯
You dont need the ender dragon runtime_identifier
It makes it able to look at even at far away
I want to make the player not move the left arm when he has a certain item in his offhand
How would that work?
just use playanimation
that wont hide their nametag
you cant hide the nametag client sided
since the nametag data belongs to the entity
this is the only way it can be turned off
no other method exists
how can i make a projectile smoothy come out of animation
how do i also make particles be static from an animation
Is there any documentation for the transport_items component from the copper golem?
I can't find it on the microsoft page
that will not hide their nametag when looking at them.
I know
thats why i said thus
Neither of your questions make much sense
Elaborate on both
mb i meant smoothly
not smoothy
after i play an animation it shoots a projectile facing the direction im facing
following head rotation
Didn't even read that properly, lol
so do u know how?
So you want a projectile that faces the direction that you are looking at when you shoot it, correct
Assuming yes, then use the query query.target_x_rotation and query.target_y_rotation in an animation for the projectile
why does my entity keep attacking the target after it becomes invalid while having persist_time: 0.0?
Hi, I have an entity that I want to have multiple attacks. I’m currently working on the first one besides the basic one, which I want to be a knockback charge around itself. I want the multiple attacks to be chosen by probability. Logically, this should only happen when the entity is in combat. I had the behavior set to choose an attack every [3, 6] seconds and everything was fine, but when the mob faces multiple enemies, it constantly reassigns a target, so on_target_acquired (which is the component I’m using to detect when it enters combat) keeps adding the timer, making it never actually trigger the event.
I tried using target_nearby_sensor, but it seems to have the same issues. Isn’t there a better way to detect when an entity enters and exits combat to avoid these problems?
Isn't there an interval parameter that controls the reselect target?
How would I detect if an entity is in lava and update a property from it? I know that there's this snippet:
"filters": {
"test": "in_lava",
"subject": "self",
"operator": "==",
"value": true
},
which is used most commonly to detect entities being in lava to do damage to them, but could I use this to assign an entity property?
Yes.
Environment sensor to trigger an event.
Alright, thank you!
#1428766283838525601 help would b appreciated thanks!!
Does anyone have a good explanation on how tick_world works?
why is it it when i play a custom animation on the player players legs dont get animated and stay still
is there a component that makes a mob un-targetable?
or something that makes one forget its target based on filters
how do i get my animation controller to play a particle while the mob is jumping only? i have the animations done and the particle set up but it only plays once and then dosnt play at all afterwards
Is it possible to have a entity without a collision box? I want to place blocks on the same block the entity is on
Just set your collision box component to 0 and 0
Or do you mean something else?
there is still a hit box
It shouldn't be like this
Maybe you are using custom hit test
I have this, but I can still hit it and I can't place any block therejson "minecraft:collision_box": { "width": 0.0, "height": 0.0 }, "minecraft:custom_hit_test": { "hitboxes": [ { "pivot": [0.0, 0.0, 0.0], "width": 0.0, "height": 0.0 } ] }
Is it possible to have an entity that deals damage and has life based on mathematics? Because normally you have to use a group of components with health and attack already defined.
You will need a combination of component groups and scripting for that, as I don’t think those components support Molang.
Does someone know why my custom entities sometimes attack other entities of the same type when they get too close?
The entities don't even have the hurt_by_target behavior
Do they have family types that they have as nearest attackable target?
Is there any way to change the amount of gravitational force applied to an entity? Basically similar to how a chicken falls slower
They don't have nearest_attackable_target
Is it possible to make a Lead work on players?
add the leashable component to the player and find out
Guys, As I understand, minecraft:biome_filter for spawn rules, is used so that in order to get the exact biome you want, you need to create an all_of and test for all tags that the biome contains?
each biome has a tag for its exact biome type I believe.
for an example, the mangrove swamp has the mangrove_swamp tag.
so just use that tag.
https://learn.microsoft.com/en-us/minecraft/creator/reference/content/entityreference/examples/definitions/nestedtables/biome_filter?view=minecraft-bedrock-stable
From here i can see that not all biomes have their specific tag, for example Frozen river
yes, lets say that one
i need mulitple, but i am trying to find a pattern that works
so check for the river tag, and the frozen tag.
ok, so now if i want a mob to spawn in a couple of specific ones, can i nest any of and then inside have all of for each biome?
i hope you understand what I am trying to ask?
yes
you can
{
"any_of": [
{
"all_of": [
{},
{}
]
},
{
"all_of": [
{},
{}
]
}
]
}
np
Hello, I would like to ask how to make an animation play when there is a certain nametag on the entity.
How do I remove humanoid entities raising their arms when they go into attack mode
Is there a max safe number of boxes in an entity's GEO file? Like is 300 too much?
Depends on how many cubes are within a certain space
If they're all close together then it'll cause more lag, so it varies from model to model
I've had models with 2k cubes work perfectly fine and ones with 400 give intense momements of 2 frames over 3 seconds
There is no limit, it also depends on the device, but if we generalize 400-1000 cubes if it is too many. Probably if you are far away it will not affect performance, but if you get closer to the entity it will start to fail, also if you have too many entities together.
please ping me if you find out 🙏
are ppl still overlapping anims
?
Can I give a custom armor stand entity a component group?
Its an entity. Why couldn't you?
any one understand how varables work for entity animations? im trying to do a shulker like mob that opens and closes like the shulkers idle but when i add any variables it just kinda freaks out lol
Can someone help me? is possible to keep the inventory using transformation component?
Anyone know how to make the shadow of my mob smaller :// i thought it would b convenient to use the file resources to make a custom mob and yet they lack features like eating animations and galloping. What a bummer
If you make a smaller hitbox, the shadow will be smaller
It has the same hitbox as the horse and yet its still bigger 😦
The minecraft:scale component also affects the hitbox, check that everything is correct.
That's a good idea, honestly
Alrr i will, will update soon:)
Where can i find it btw? The entity client resource file? Bc i can't seem to find it
Oof i don't think my code has that, just scale by age and it's in the baby variant component group
I don't think my mob has that component
I commend coders literally, im only on this shadow thing and haven't even added custom animation controllers yet. I'm so cooked
If you still need it i can send it to you
Yes pls
is worldbuilder in the 'has_ability' filter equivalent to Creative and Spectator mode?
The horse resource files
O yeah ik that lol, my mob is derived from the v3 one
I think im putting the shadow thing aside for now. I added the happy ghast flying feature for my unicorn and it works-ish lol
Unfortunately the unicorn mobs vanish whenever I exit the game and reload, i have no idea what's happening lol. Maybe it's bc it has a ton of bugs atm?
Update, fixed the chair position :pp
Tho it stays afloat even after i leave the mob, and it still vanishes when i leave the world
Try adding the persistent component
It stops entities from despawning when out of simulation distance
Can someone help me?
The locator is in front of the player's face, but the particles only appear inside the player's head
Nope, it still vanishes. Maybe its bc i there's something in the code
If you could share the code, it could help towards finding a solution
I get that's it's essentially a one to one of the original horse behaviour, but just to be sure
What if it's named?
It just works like that. It's a bug that's been there for ages
Is there any way to fix this bug?
sure thingg
I feel that the problem is within the new code that i added, idk
Not that I'm aware of
Not at all
Attachables in general have a few bugs to their name so expect more
Oh, okay
Ah, Alright
Thnks
Np
is there any ice and fire add on / or one for bedrock that adds the dragons ?
Btw what did u find? I've hit a roadblock :/
guys, any ideas on how to control the horse's movement by pressing a key? For example, when mounted, the horse walks at a normal speed, and when the control key is pressed, it runs.
how to reskin minecraft npcs with a custom skin pack or somewhat
What in the delay
More importantly what sounds more like the pack name rather than the animation you want to be made
sorry im trying to learn a million things at once
Mood lol
It's fine
Id you could explain what the model is or what the animation is that would help with understanding the problem better
Also, I couldn't find anything either tbh
You might want to try removing random components until you find one that stops the problem from happening, or attempt to find other people who've experienced the same thing and found a solution because it makes no sense to me
i got the file and stuff i followed all 3 tutorials and rn im a road blocker because i have a error in 3 spots that i dont know hwo to fix
now since i just fixed 1 i got it in 2 spots now
Can you show the errors
sure
keep saying this as well
keeps saying this about my behavior pack
but this is my behavior script
How do you make an entity shoot a projectile by interacting with them, with no items
I see, thanks for helping anyways!
is there a way to control the turning rate of an entity's body?
asuming the target of the entity is outside of it's range, the entity will look at the target and slowly turn it's body to it until both head and body are aligned, I want to control that body turn rate
is there way to change the type of spawn egg for an entity based on its properties? I want to be able to 'pick' and entity's spawn egg with the same properties
No.
😭
Nvm I found a way
for some reason im not able to get this to pick up any items after it is tamed
Hello everyone I'd like to know if anyone has a boat template? Boats without a chest, and with a chest. I just used the boat code that is in the game files, but it didn't work. So I thought maybe someone has a template here
how do I make jumping and falling animations like Actions and Stuff?
hey smokey is there anyway to make it so the requirements are both a tag and level requirement?
{
"format_version":"1.16.100",
"animation_controllers":{
"controller.animation.h_haki":{
"states":{
"default":{
"transitions":[
// Level 1 or above with learning Conqueror's Haki 1
{"h_haki_1":"q.property('op_asa:h_haki')<1 && q.tag >= "Hao""},
// Level 50 or above with learning Conqueror's Haki 2
{"h_haki_2":"q.property('op_asa:h_haki')<2 && q.player_level >= 50"},
// Level 100 or above with learning Conqueror's Haki 3
{"h_haki_3":"q.property('op_asa:h_haki')<3 && q.player_level >= 100"},
// Already learned Conqueror's Haki 1, below level 1
{"h_haki_1_lost":"q.property('op_asa:h_haki')>=1 && q.player_level < 1"},
// Already learned Conqueror's Haki 2, below level 50
{"h_haki_2_lost":"q.property('op_asa:h_haki')>=2 && q.player_level < 50"},
// Already learned Conqueror's Haki 3, below level 100
{"h_haki_3_lost":"q.property('op_asa:h_haki')>=3 && q.player_level < 100"}
]
},
Does this not work?
Just keep adding more && conditions.
not sure i just change the first one to q.tag Hao
but didnt know how to add the level requirement either
like in the same line
like you see how th esecond one says q.play_level
Yeah just keep adding more &&
ima test it
wait
how would that work if
{"h_haki_1":"q.property('op_asa:h_haki')<1 && q.has_tag && q.level && q.property >= "Hao""},
ye im confused
cause how would i add Hao and level near wouldnt it be
{"h_haki_1":"q.property('op_asa:h_haki')<1 && q.has_tag >= "Hao"" && q.level && q.property >= 50"},
ima try it
Yeah.
Well no.
Make sure it's the right molang query.
.
I didn't type the full query because I was on mobile.
what do you mean by full query
It means the proper query.
so where is it proper or full to place && q.player_level >= 50" at
q.property('op_asa:h_haki')>=3 && q.player_level < 100 && q.any_tag('Hao')
hmm ima try it
Can anyone help me with the entity.material file
{"h_haki_1":"q.property('op_asa:h_haki')<1 && q.has_tag >= "Hao" && q.player_level >= 50"},
every time i try to put it in there it pops up errors
Because that's not how you do it.
.
i get that
but how to put it properly inside the line im in
when i try to paste that in there it doesnt work
@kind charm ?
I've given you all the help I can. It's up to you now to learn Bedrock development properly.
dawg
Heyy does anyone know why this won't work? I'm trying to make it detect anything that does not have a "red_candle" family type. I think im confusing the minecraft format versions lol, It's currently in the 1.16.0 format
Maybe it's bc my use_item is string or something? Lemem check
It wasn't rip, if i can't fix this i might try "has_compnent" instead
IT WORKS NOW YAY!!:D
Why can't I get a Piglin to mount a Hoglin even though the Hoglin has this component?
"seat_count": 3,
"family_types": [
"piglin"
],
"seats": [
{
"position": [ 0.0, 1.125, -0.3 ],
"lock_rider_rotation": 0
},
{
"position": [ 0.0, 2.625, -0.3 ],
"lock_rider_rotation": 0
},
{
"position": [ 0.0, 4.125, -0.3 ],
"lock_rider_rotation": 0
}
]
}```
Does your piglin have the right code?
Afaik vanilla, only baby piglins ride.
I'm trying with the vanilla piglin
Yes only the baby piglins can ride it. Unless you're saying you did /ride
i used /ride but couldn't get adult Piglins to ride
is there a limit on how many properties an entity can have defined?
32, I believe
have you tested this
Only word of mouth, but it was from SmokeyStack, so I was inclined to believe it
alr I found him saying it twice, ill believe him too.
Lol
guys anything happened to can_climb in these later versions? for some reason when riding mobs won't auto jump 1 block
Use minecraft:variable_max_auto_step
I have a JSON related question, if I have two component groups with non-looping minecraft timers and I start with 1 of the non-loops, which adds the second non-loop timer, would the second non-loop timer work regardless of if the first non-loop timer stays?
the later-addded timer component overwrites the previous one
I see, thank you. I suppose this doesn't work if it is looping
How can I change the leash position for an entity that doesn’t originally have a leash component?
iirc just add locator to the model and rename it to lead
do i have to add something for a non-player rider to be able to control it's mount?
i want hostile mobs like zombies and piglins be able to control hoglins, but even when they have a target and are currently trying to reach it, the hoglin does whatever it wants
im trying to make it so certain entities only spawn in dungeons, im doing this by making a custom invis block called dp:mine_dungeon_spawn and making a spawn rule where they only spawn on that block but when testing nothing spawns, would it be something like this:
spawn rule:
{
"format_version": "1.8.0",
"minecraft:spawn_rules": {
"description": {
"identifier": "dp:mine_zombie",
"population_control": "monster"
},
"conditions": [
{
"minecraft:weight": {
"default": 1
},
"minecraft:spawns_on_block_filter": [
"dp:mine_dungeon_spawn"
]
}
]
}
}
if it matters the block dosent have a hit-box
Is anyone good at models cuz I don't understand shit
How can I change the player skin's depending on an entity event. like change their whole skin for each event
@solar valley Can you send me a private message?
How can I make my floating text like not look at you and be like static looking in a direction
?
maybe use the component for look at player and set everything to seem like zero chance. There may be a default turned on and you need to define your own to override it.... that is just my guess.
Don't you just hate it when you delete your damage sensor component and spend time tryna figure out where your entities are and why they go poof in front of you....
so this is the channel to add scripts and animation to entitys?
does has_equipment_tag only work on players? I was trying to use it on an entity that is given equipment from a loot table and it won't detect
actually, I can't seem to detect any of the equipment for some reason
nevermind, I forgot to change some things around.
Does anyone know how to run both run_command and add/remove components feature at the same time for minecraft:interact? I tried just leaving them in, nothing happened. I also tried sequencing them but nothing happened either. The format version is 1.16.0 and i cant change it because I'm using a niche component that can only be found there. Pls help!
By "nothing happened", i meant the interact button isn't showing up
run_command is invalid now
its been renamed as queue_command
also. change your format version to 1.21.0
Well i did say that I'm strictly using 1.16.0 for a specific reason lol
What component?
find player mount, the ones parrots use
If you can't use run_command I would just use Scripting API to detect entity event being fired then run the command.
Oh i see, I'll try to look into that. Thx!
is it possible to create an animation controller that plays another animation controller in its states?
This should be possible as conditionally playing a controller is possible in other ways, essentially, so long as you define it correctly nothing should stop it from working
Colision box, or colliable
Cant remember
I can't find it
Look at the happy ghast
just find it ty
How do I lock player rotation without making the camera super sensitive
I tried the same as the boat and If the player is not facing on a 90 angle the camera and the entity spin like crazy
how do I make muiltiple textures stack onto each other? Learning Render controllers has been troubling
is anyone able to help me out with this error? I cant figure it out for the life of me.
it seems to be coming from the sheep but im not over riding the locators at all.
10:22:39[Geometry][error]-Error: locator armor_offset.default_neck already exists with different values - using existing locator? offset:0.000000,14.000000,4.000000 vs 0.000000,10.000000,4.000000
honestly im in the same boat. ive been trying to create dynamically layered textures but it doesnt seem to work for me. not even if i try to model it after the horse
Check out the Horse?
Does your entity have multiple geometries controlled via render controller by any chance?
well, im trying to make other entities, render like the horse, with base texture selected by variant, overlay controlled by mark or skin id and then also be able to lets say, recolor the saddle with an additional texture array to choose from based off interaction the could be selected with existance of another component or propery
or even just one over lay texture ahaha like adding muds to pigs if theyre variant 1 or something
TLDR; im testing this with multiple entities, so some do, and some dont.
yea my entity had multiple geos. here:
its based off the sheep so im using the same inheritance setup
Yeah, it's an issue with locators in general when theres multiple geometries.
Adding the same locators but with 1/2/3 appended should alleviate it.
As in just add a locator with empty values??
I was having this error with other entities but the inadvertently got fixed while i was tackling other bugs, so i could tell you how.
^
Model 1 should have armor_offset.default_neck
Model 2 should have armor_offset.default_neck2
ahh my bad, morning brain lol
so just to be clear, which bone should I be adding these to?
I cant find references for that specific locator anywhere in the vanilla files except for in the player file. they should be call "armor_offset_default_neck" & "armor_offset_default_neck_2"?
Literally anywhere and yeah. It's one of those default locators each model inherently gets.
Awesome! thanks so much ill touch back in if im still having issues with it.
I was assuming it was just being inherited, couldnt figure out how to stop it tho lol
just realized I accidentally sent the vanilla geo over.
heres mine:
Im still getting the bug?
models are over my head clearly lol
heres my currect geo:
10:55:57[Geometry][error]-mods:sheep_horned | mods:sheep_horned | Locator: Error: model already has a locator armor_offset.default_neck that doesn't exactly match the one wanting to be added - skipping new definition in default(geometry.sheep.v1.8)
10:55:57[Geometry][error]-minecraft:sheep | minecraft:sheep | Locator: Error: model already has a locator armor_offset.default_neck that doesn't exactly match the one wanting to be added - skipping new definition in default(geometry.sheep.v1.8)
10:55:50[Geometry][error]-Error: locator armor_offset.default_neck already exists with different values - using existing locator? offset:0.000000,14.000000,4.000000 vs 0.000000,10.000000,4.000000
lol yea couldnt tell ya. i have 2 versions of the sheep, one with horns one without, i have custom geometry that im using for both which is based off the vanilla geo. for some reason that is happening lol
In my case it’s just different textures using the same geometry, I do NOT want to even start with different geometries 😭
I'm so confused. My dummy entity for a projectile was working fine. I accidentally deleted it re-pasted it in from my other pc and now I'm getting [Actor][error]-error parsing entity/entity_name.json:. I've seen others get it usually there is actual information attached to the error message. And apparently this error message is usually due to a missing bracket etc. and I can 100% verify that my json is fine.
how do I do that?
I don't know how to access Vanilla files
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/
@vernal vault
Make sure to check that you are not using an outdated or cached version of the pack
Haha that must’ve been it. Your game was probably using an outdated version and reloading fixed it.
Use minecraft:body_rotation_blocked and minecraft:rotation_axis_aligned
any way i can get some clarification on how to/mandatory requirements for layering textures dynamically on entities? like horses?
it dont seem to work when i set it up like the horse.
Have you seen the horse code and model? If so, did you made sure your custom mob follows the same pattern?
i have seen it yea, ive been working with addons for over a year and for some reason that seems to be the one thing that i cant get to function. believe me, ive very carefully studied the horse render controllers and behaviors, but for some reason I cant get texture over lays to work.
im obviously missing something small.
If I use, lets say:
in Entity File:
materials:
horse_leather_armor
scripts:
in initialize or pre-animations
v.base = q.variant
v.overlay = q.mark_variant
Array.base
base textures
Array.overlay
overlay textures
textures:
Array.base[v.base]
Array.overlay[v.overlay]
That should be enough to make it function correct?
"minecraft:damage_sensor": {
"triggers": [
{
"on_damage": {
"deals_damage": false,
"event": "jay:zombie_hit",
"target": "self"
}
}
]
},```Why isnt deals_damage working?
i got it^
is there anything wrong with that general setup^^?
Client side I think so, but BP also needs things.
yea of course .Ive gotten all mark variant and variant components added into my entity behaviors aswell.
is there anything else thats required to actually have textures overlay on top of other textures? like the trader camel essentially?
where do i find people that know how to make pixels for pngs etc
how can i remove the ai from wither json so it doesnt attack people i already removed all the components but its still attacking
how can i make my entity jump fences or 1.5 blocks
like make textures? lol
The model! If you have them setted up properly, it should work fine
yea
are locators broken with entities?
Only on players and attachables.
is there a tutorial or something i can read because i can't make them work
the animations plays but not the particles
Wait, since when were they broken on players?
I knew about attachables, but players?
They needa fix it fr
Cause people have always said "Attachable locators are broken, you'llneed to edit the player.entity.json file to use particles", so to suddenly hear that players are broken too
Is this because of the newest update with all of the bugs and stuff?
Yeah idk dude atp they might as well remove it since its not possible anymore apparently
I could make some texture for u!
Is it possible to recreate armor stand rotation with custom entities?
I just started as an animator, how do I make this breathing idle animation look natural? Is it the legs and feet that ruin it?
Also, try to make sure that the movement of the limbs and the breathing don't always coincide; also use the scale to enlarge and shrink the chest
But I think your animation looks good; it's difficult to achieve that with just cubes.
I tried 🥀
When someone breathes, their shoulders rise slightly.
The right arm moves in sync with the breathing; it doesn't look very natural.
Now it looks like she's out of breath
Is this supposed to be an injury? Or is it just resting?
Idle state .3.
Just chilling.
His breathing is too fast, he seems to be hyperventilating.
🥀
But anyway, I think the previous animation is fine; I think you're over-demanding a hyper-realistic animation with just 4 cubes.
I'll go jump in a ditch and see what I can do 🥀
I'm making 3 idle animations, one with just chilling with the arm, another with the wiping (longer part of the first idle) and another with both hands down.
I recommend using a separate animation for breathing, without arm movement, time at 0:00 and loop=true, use math.cos and math.sin, something like math.cos(query.life_time * 120) * 10
How do breathe if only 1 node?
I don't know what you mean by node
Ike
Do the math do the work or like. Do i have to set up the starting position for like, breast and torso movement?
My brain's not ready for this ima go buy food
If you use query.life_time, you don't need a start and end time; I think that's what you mean. You should try it.
Okayy
You can control the speed where I've put 120, and where I've put 10 you control the range of movement, whether it's rotation, movement, or scale.
If the breathing animation is independent, then the movement of the arms and legs will not affect your animation.
Good luck, I have to go
can an entity acquire targets without an attack behaviour?
This is for q.has_target molang querry
Needs nearest attackable component, movement speed, and some way to attack. You could add delay attack with 999 cooldown
Anyone knows what animation defines the position of the items in players hand
Hey,
I'm trying to make a hostile entity perform a straight-line ramming attack without using the "minecraft:battering_ram" component. Here's an example of what I mean:
You can use minecraft:behavior.ram_attack
i mean without that component
because sometimes it didnt´t work
i found out how to make it always work

How?
dm me
gatekeeping entity behaviour now? 😭
How can i make my fishy entity swim underwater? (like a salmon for example)
IM NOT 😭
just dont wanna flood the channel
also afaik there was a post in #1067869022273667152 where i explained how it works but it expired or sum
does anyone know why when I pause the game my attachable just changes it's position?
It could be querying something and when it's paused it loses context.
How do I fix my entity it keeps saying "Unknown" after you tame it
You can make an entity with named inventory this way:
Summon entity via command: /summon furniture:fridge_upper_container tile.furniture:fridge_upper.name ~~~ then put tile.furniture:fridge_upper.name=Freezer in the lang file
Hello👋
Short question regarding Blockbench animations:
It is unclear to me, why I sometimes cannot set the key frame in my animation right to 0.1 (it will snap to something like 0.833). I have more than one animation on this model and the other animations snap to something like 0.1, but cannot have key frames on 0.25
Any help is very appreciated 😅
I have a dummy entity for my chair block. How do I hide the health bar from appearing when riding it?
Not many people know this, but there's a command for this
/hud @s hide horse_health
To reset it to normal, use:
/hud @s reset horse_health
do you know a way to make an entity force ride the player
without using scripts
You can use the /ride command, but I suppose the entity needs to have the parrot_tame family to be compatible with the player's rider filter
but the entity is the ride in this case
lol
so
it'll work on any mobs.
but if i have to be specific then my entity can only force ride players and pillagers
but
the method i came up with
wasn't working
can we not use inventory of an entity if its being ridden by some entity?
like we cant even access it?
you can make the hearts not show by making the health just 1
"minecraft:health": {
"value": 1,
"max": 1,
"min": 1
}
Hi guys, anyone knows if it’s possible to achieve flying on a mob while riding like creative? Space bar to go up and some other key to go down?
look at the happy ghast file
This didn't work 💔
tile.paf:skeleton_dragon.name=Skeleton Dragon
You can make an entity with named inventory this way:
Summon entity via command: /summon furniture:fridge_upper_container tile.furniture:fridge_upper.name ~~~ then put tile.furniture:fridge_upper.name=Freezer in the lang file
sigh
If you haven't figured it out yet, you need to change the snapping setting in the animation
Haven't figured it out, even after searching for the option in blockbench. Could you give me a hint, where I can find this setting in the "Animate"-tab in blockbench?
Its a setting for the animation itself in blockbench
By double tapping the screen in mobile or double left click (I think) on pc this menu will pop up
ooooh, thank u so much ☺️
Can anyone help me with dropped item Physics in RPs
I want them to lay flat Instead
Like this pretty much
Pls tag me if yk
just make a animation to rotate them flat and apply the animation in item.json, basically a client entity file with the id minecraft:item
Idk how
Can you help me (nrn cuz I'm in school atm)
how tf can i make husks drop sand without making regular zombies drop it too.. they share the same dang loot_tables file..
Make a new loot table and assign it to the husk
litterally figured it out just as i checked this, haha thanks
how can I code something like this?
I never got to fix the "Unknown" at the top of my mob's inventory.
pretty sure unknown is bc of lang files
is there a difference between the sequence and directly adding/removing component groups?
"sequence": [
{
"remove": {}
},
{
"add": {}
}
]
and
"remove": {},
"add": {}
yeah i assume so too but I don't know how to fix it, I've tried almost everything
no
Is there a way to detect if an entity lands a successful hit and run an event?
So I made a entity that you can ride so can I change the animation of the player I don't want the player to sit I want the player walking normally like nothing happened but it riding a entity
You'd need to replace all instances of query.is_riding in the player's animation controller with query.is_riding&&!query.is_riding_any_entity_of_type('minecraft:horse'), replacing minecraft:horse with your entity's identifier
Just sharing my tiny little fireflies that hang around the bush. I have to wait for daylight to tell mine from the particles, except I do not have the brightness down yet. They are for my tree spider to eat. A few get spawned when he finds the bush after his hunger is turned on..
They are so cute 
yeah, they are, and they got perks.... when killed, will loot orbs, prismarine shards or crystals.. though I may change to mini sea lanterns nubs (add 9 for full block)
Do we have any molang queries that I can use in render controllers to determine whether the entity is a mob or player? Also trying to figure out how to track charge time for custom bows on skeletons and none of the use duration queries seem to work either
Did you tried q.is_local_player
Issue is these are being ran on the bow's render controller
so those all just throw errors
the vanilla bow using query.get_animation_frame
but tbh I'm not even sure if the skeleton uses these or if it's hardcoded
I might just have to live with skeleton not having a bow pull animation. Not like it helps anyways when entity actual locations are so disconnected from the visual aspect when fired as a projectile
well this is an interesting error
mb, query does work if I do it from the bow and just use a variable
use duration does not seem to work though
how can i make it equip armor like the armor stand?
is their any way to make a stationary entity attack without it being ranged or shooter? im trying to make a stationary construct mob that either summons other construct like mobs to attack or have a bash attack
Did you tried query.main_hand_item_use_duration?
You can use scripting to check item in hand when interacted. If they are usable items, move them to the entity's inventory
You need to add the basic pathfinding components to your mob, as it needs to be able to create a path towards it's target to attack still.
Why does rotating on my rideable entity suddenly snap my models rotation at a certain point? I'm trying to make it so my character can freely look around without the janky snapping
Ive gotten it kinda working but its going to have a few different phases for the entity so im not really sure how to do all that. Its like the 4th real entity ive made and its a little complex for me atm. Theres not really any documentation for ehat im trying to do from what ive seen.
Create a post and ask your questions
Do you got a video of what you mean?
Not right now. Ride a minecart in 3rd person and turn 360°. The player model will rotate fully without any issues. Then ride a custom entity and try it. Once you rotate to a certain point, the character model stops rotating before snapping back into place.
I believe there is some property that u can access/modify using scripting. Are you familiar with script api btw?
well if you need to check is_player or not from the client side (aka resource pack), modifying player.json is probably one of the solution
only if you are willing to modify player.json, some packs dont allow modifying built-in vanilla sources
Yep
copies are monochrome
It there a way to get more creeps and weirdos on bedrock
Would this filter work? Detect if the entity hurting it is "nikke:vapaus_bullet" which is the projectile and run an event
"minecraft:damage_sensor": {
"triggers": [
{
"on_damage": {
"filters": {
"all_of": [
{
"test": "has_type",
"subject": "other",
"value": "nikke:vapaus_bullet"
},
{
"test": "cause",
"value": "projectile"
}
]
},
"event": "poisoned_chalice"
},
"deals_damage": true
}
]
},
Awawa. I forgot how filters work..
Is it possible to set the range of a float property from -infinity to +infinity?
how do I make my entity pickup and equip items?
if you are familiar with scripting, you can use equippable components
no idea, what's ur goal anyway
When I try to get the component, it returns undefined.
Entities cannot execute the /place command? I'm trying but nothing happens and the event is being triggered, and if I try to use the command it works.
it can't
afaik
Well, I opted to use a script; it will execute the /scriptevent, and thus the script will use the placeFeature.
did it work?
Yea work
ok nice
Can someone explain locators to me? I don't understand how to tell the game what they do/what they're used for. They do particles through render controllers but apparently do held items as well and I'm confused as to how the game knows that [this locator] means render the mainhand item [here]
Is it possible to make entities visible through blocks?
Can i make an entity not be pushed by water?
Yes, it needs a custom material whose depthFunc is "Always". I'd start by reviewing the first article below, then look up the "entity.material" file in the vanilla resource pack (the one found in the game files, C:/XboxGames), find the base material you want to use, then set the depthFunc property.
https://wiki.bedrock.dev/visuals/materials
https://wiki.bedrock.dev/documentation/material-config-description
Depends. Do you know where the entity should be? (is it a fixed position) If so, you could teleport the entity to that location every tick. Probably the simplest solution for this.
Otherwise I would look into using different runtime identifiers that can fix it into place. It's a lot of work to use, but the runtime "minecraft:area_effect_cloud" might be what you are looking for.
https://wiki.bedrock.dev/entities/introduction-to-aec
try replaceitem command
it is basically just a component in which you can attach ur particle/items to, whats more?
@frank carbon Sounds really confusing based on what I've read from those links... Also, I'm on Android so I can't access the "entity.material" file
It's not too bad once you get the hang of it; some experimentation may help with comprehension. @proud ridge
Here's the vanilla entity material file from my game
Here's an example material file (with its vanilla reference above). The alphatest material allows transparent pixels on your entity, and is probably the most common material. The "entity_alphatest_omniscient" material below inherits the same properties as entity_alphatest, only with the depthFunc set to Always.
You should be able to make a file at materials/entity.material in your pack with these contents, then in your entity's client definition you should be able to use the material "entity_alphatest_omniscient"
{
"materials": {
"version": "1.0.0",
"entity_alphatest:entity_nocull": {
"+defines": [ "ALPHA_TEST" ],
"+samplerStates": [
{
"samplerIndex": 1,
"textureWrap": "Repeat"
}
],
"msaaSupport": "Both"
},
"entity_alphatest_omniscient:entity_alphatest": {
"depthFunc": "Always"
}
}
}
Can someone help me?
What components do I need to add to my entity so that it can pick up and equip items from the ground?
I tried to copy the zombies' behavior but it didn't work.
So the right side of the colon is being inherited?
Aye
And it can be chained, i.e. entity_alphatest is also inheriting entity_nocull
Precisely
For that reason, I typically write my materials to inherit from entity_static. Makes it easier at a glance what exactly is defined
So I make a new file or do I add my entity to the file you provided?
I'd recommend making a new entity.material file, rather than copying the contents of the vanilla entity.material file
Should be able to paste the snippet I posted, then you can use "entity_alphatest_omniscient" in your entity (in place of entity_alphatest or whichever material you had)
(Disclaimer: I have not tested this material)
I don't know how to tell the game to attach items to it
Isnt it possible to run commands on the player who killed/hit my entity? with selector
"events": {
"jay:zombie_hit": {
"queue_command": {
"command": [
"scoreboard players add @p[r=10] Money 10",
"execute @p[r=10] ~~~ scoreboard players operation @s Health -= ZomDamage Settings",
"execute @s ~~~ scoreboard players operation @s Health -= @p[r=10] damage",
"execute @s[scores={Health=..0}] ~~~ kill @s"
]
}
},
"jay:zombie_death": {
"queue_command": {
"command": [
"scoreboard players add @p[r=10] Money 100",
"execute @s ~~~ particle minecraft:totem_particle ~~~"
]
}
}
}
}
}```
how can I detect when you Traded with an entity?
like detect when you purchase something
Sorry to ask again, but does the example you provided go into an entity.material file on its own?
Yes, it does @proud ridge
Does it have to be called entity.material?
Or can I name it something like test.material?
Got it working. Thanks. I might look into materials a bit more and see what I can do with them
does anyone know if theres a way to rotate a projectile like the trident? based on its velocity
It's not based off the velocity
It's the direction of movement
But either way yes
Just use the look_at_target animation or make your own
how do villagers detect for workstation blocks
how do i remove this thing from the new update?
okay i see you can toggle it in the settings, but can we remove it for certain entities only?
I am trying to use component groups and animation controllers to play different animations using the minecraft:is_sheared component but I keep getting this minecraft:is_sheared: this component was found in the input, but is not present in the Schema. What does this mean?
use custom components instead its much better than dummy components
i mean custom properties
is there any way to make the inventory of an entity only be accessible by one player at the time? similar to how the villager trading menu works
How would I trigger my command event when my entity explodes?
how to make an entity not affected by water?
do you mean stop him sink/ keep jumping when he is in water?
yes... also sideways
I don't have the power to process stuff at the moment but I can change this to test if the entity has tags right?
"minecraft:environment_sensor": {
"triggers": [
{
"filters": {
"all_of": [
{
"test": "on_ground",
"subject": "self",
"value": true
},
{
"test": "has_target",
"subject": "self",
"value": true
},
{
"test": "bool_property",
"operator": "==",
"domain": "minecraft:is_playing_idle_ground_sound"
}
]
},
"event": "minecraft:stop_playing_idle_ground_sound"
},
{
"filters": {
"all_of": [
{
"test": "bool_property",
"operator": "!=",
"domain": "minecraft:is_playing_idle_ground_sound"
},
{
"any_of": [
{
"test": "on_ground",
"subject": "self",
"value": false
},
{
"test": "has_target",
"subject": "self",
"value": false
}
]
}
]
},
"event": "minecraft:start_playing_idle_ground_sound"
}
]
}
Like. Test any of if the entity has these tags to run an event
Aye, has_tag filter
Yay
So I have an issue where I can get my entity to face straight on rails using the runtime identifier for the Minecart but it doesn’t turn on curved rails how would I get it to do this?
Are you using the animation for minecart movement
If so then I don't know
When entities that can sit on the player have a larger hitbox than the player, do they fit into doors and other spaces that the player on their own could?
I'm doubting myself rn, would this work as an event?
"nikke:slam_random": {
"randomize": [
{
"weight": 4,
"add": {
"component_groups": [
"nikke:aslam_pre"
]
}
},
{
"weight": 4,
"add": {
"component_groups": [
"nikke:gslam_pre"
]
}
}
]
},
Question does the lightning_bolt runtime identifier powers lightning rods or no?
yes i am but it still wont turn
I know this message is extremely old, but does this component still exist?
It was added in version 1.21.90.20, but in version 1.21.90.25 it was removed from the example for all vanilla entities, and it seems not to work.
are you familiar with animation json tho??
No
well, try to learn anim controllers, I guess there is a way you can attach your particles to your locator
honestly, don't know, but why would the component be removed
Why does none of my mobs spawn in the custom biome?
are those custom blocks?
I don't know, but when I checked the files it was removed from use in version 1.21.90.25 and this wasn't mentioned in the changelog or anything, it just seems to no longer work, but the documentation on the Microsoft website is still active with a link to Blaze, which when opened doesn't show its use.
mobs cant spawn on custom blocks apparently
you could use environmental sensors if you cant get it to work
Yes, I use that, but it doesn't work like vanilla, since in vanilla it's impossible to spawn a monster in the Pacific, but with the filters it spawns but disappears almost the moment it's spawned.
🤷♂️
Actually, they can, because they have a block filter; normally the blocks are set to generate in the grass block. If I'm not mistaken, it simply never generates or considers the block in general if it's a block that has an item with replace_block_item, because to this day replace_block_item doesn't work with entities.
i still see remove_in_peaceful being able to use tho
maybe its a bug
In the vanilla files?
like, im being suggested it
When I tried to use it, I received this.
[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 hope they fix this issue with entities containing blocks that use replace_block_item, as I've already noticed a game crash in a component due to this problem.
I find it strange, because they fixed this problem in items and scripts, but the entities are missing.
time to wait for another thing to be fixed I guess
Yes
Indeed, nowadays almost all blocks use replace_block_item, and not fixing this bug is a big problem. I've already reported that the minecraft:behavior.lay_egg component crashes the game when you set the egg to a block that uses replace_block_item, which is curious because vanilla Minecraft itself uses a block that is also an item.
Not vanilla mobs, custom mobs
ah.
Your block use replace_block_item?
No
Otherwise, maybe mobs won't spawn in custom blocks, I think I've heard Smokey talk about that before.
i saw smokeystack saying just mobs
no
Only mojang
just another thing to wait for
I have zero trust that mojang will do shit about it
I believe it will happen, I just don't know exactly when.
Instead, they'll make 100000 ui changes and make everything invisible
I want to attach items to it. I know how to do particles
Is there a way to make an entity not be pushable by flowing water?
Anyway to fake it with using commands or smth else?
oh, i thought i wanna attach particle. well you could do that using scripting, replaceitem command, or just attach the item via geometry
depends on ur goal
Items are semi-hardcoded. I don't know the exact specifics, but I believe plain items will appear in the rightItem bone. (And this may be predicated by other criteria, e.g. "rightItem must be a child of rightArm", etc.)
But for rendering entity models, like with attachables, you could use a bone's binding to have the geometry move to a particular bone.
Make sure your geometry format version is at least 1.16.0, then you can set the following property on a bone to have it "attach" to another bone in the geometry. Where <bone> is the name of the bone
"binding": "'<bone>'"
You'll find that in the models of most custom attachables, they use a binding expression of q.item_slot_to_bone_name(c.item_slot). As the query's name suggests, it maps item slots ("off_hand", "main_hand", "head", etc.) to bone names ("leftItem", "rightItem", "head", etc.)
is there anyway to make the custom entity rendered from far away like the Ender Dragon ?
use "runtime_identifier" as ender_dragon
anyone know where I can find the new example player files for the newest update?
mainly the render controller and resource entity
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/
yeah i have that but ion think its been updated, then again i could trust the preview
ill mess with it
How to make my entities show another container title other than ‘unknown’? When I put inventory component into my entities, the container title is aways ‘unknown’.
I also have a water mob but it also doesn't spawn
can i tell you in dms? (so i can speak portuguese)
Ok, np
what's the sound id for the sound that a creeper makes before it's gonna blow up?
How can I make it so that when interacting with an entity, it starts following the player?
make the interaction trigger a event that adds a component group that has the behavior so the entity can follow the player
What are these components?
imma get them hang on
Okay
nvm i couldnt find some
No problem
Why does the entity take so long to follow the player, and sometimes it stops following them altogether?
Entity components:
"components": {
"minecraft:behavior.look_at_player": {
"priority": 2,
"look_distance": 4,
"probability": 0.2
},
"minecraft:behavior.random_look_around": {
"priority": 8
},
"minecraft:damage_sensor": {
"triggers": [
{
"cause": "all",
"deals_damage": false
}
]
},
"minecraft:tameable": {},
"minecraft:interact": {
"interactions": {
"on_interact": {},
"interact_text": "Follow Me"
}
},
"minecraft:behavior.follow_owner": {
"priority": 10,
"speed_multiplier": 1.5,
"start_distance": 1,
"stop_distance": 0
},
"minecraft:follow_range": {
"value": 64
},
"minecraft:collision_box": {
"width": 0.6,
"height": 1.8
},
"minecraft:movement": {
"value": 0.3
},
"minecraft:navigation.walk": {
"is_amphibious": true,
"can_pass_doors": true,
"can_path_over_water": true
},
"minecraft:behavior.random_stroll": {
"priority": 1,
"speed_multiplier": 0.6
},
"minecraft:movement.basic": {},
"minecraft:jump.static": {},
"minecraft:type_family": {
"family": [
"student"
]
},
"minecraft:health": {
"value": 40,
"max": 40
},
"minecraft:fire_immune": true,
"minecraft:can_climb": {},
"minecraft:physics": {
"has_gravity": true,
"has_collision": true
},
"minecraft:pushable": {
"is_pushable": true,
"is_pushable_by_piston": true
}
}
"components": {
"minecraft:behavior.look_at_player": {
"priority": 2,
"look_distance": 4,
"probability": 0.2
},
"minecraft:behavior.random_look_around": {
"priority": 10
},
"minecraft:damage_sensor": {
"triggers": [
{
"cause": "all",
"deals_damage": false
}
]
},
"minecraft:tameable": {},
"minecraft:is_tamed": {},
"minecraft:interact": {
"interactions": {
"on_interact": {},
"interact_text": "Follow Me"
}
},
"minecraft:behavior.follow_owner": {
"priority": 1,
"speed_multiplier": 1.5,
"start_distance": 16,
"stop_distance": 10
},
"minecraft:follow_range": {
"value": 64
},
"minecraft:collision_box": {
"width": 0.6,
"height": 1.8
},
"minecraft:movement": {
"value": 0.3
},
"minecraft:navigation.walk": {
"is_amphibious": true,
"can_pass_doors": true,
"can_path_over_water": true
},
"minecraft:behavior.random_stroll": {
"priority": 8,
"speed_multiplier": 0.6
},
"minecraft:movement.basic": {},
"minecraft:jump.static": {},
"minecraft:type_family": {
"family": [
"student"
]
},
"minecraft:health": {
"value": 40,
"max": 40
},
"minecraft:fire_immune": true,
"minecraft:can_climb": {},
"minecraft:physics": {
"has_gravity": true,
"has_collision": true
},
"minecraft:pushable": {
"is_pushable": true,
"is_pushable_by_piston": true
}
}
Can you try this
Ah, ok
I'll test it
I edited it, can you copy it again
It worked perfectly, just the way I wanted, thank you
One thing I forgot about priorities: does what I want to prioritize have to have the lowest or highest number?
The lower the value, The more priority the component gets.
Also in-exchange of this help, can you please teach me how do you make so cool particles? 😅 I really want to learn making those glowy particles like anime and dragon-ball z, I saw you made things like this
Ah, okay, I understand
Which particles?
Okay
Is it possible to reduce the size of an entity's name tag, specifically by reducing the size of the borders and text?
Anyone heard of disappearing modded entities on Bedrock Servers? Couple of our guys have lost a batch of custom entities in individual chunks… like custom containers, mini blocks avatars… all disappeared within a sub-chunk, but other sub-chunks around them all seemed fine
is there anything wrong in this animation controller? (the attack animation doesnt play)
"format_version": "1.10.0",
"animation_controllers": {
"controller.animation.cmdp.giant.main": {
"initial_state": "idle",
"states": {
"idle": {
"animations": ["giantidle"],
"transitions": [
{"walking": "q.is_moving"},
{"attack": "q.is_delayed_attacking"}
],
"blend_transition": 0.2
},
"walking": {
"animations": ["giantwalk"],
"transitions": [
{"idle": "!q.is_moving"},
{"attack": "q.is_delayed_attacking"}
],
"blend_transition": 0.2
},
"attack": {
"animations": ["stompattack"],
"transitions": [
{"idle": "!q.is_moving"},
{"missing_state": "q.is_moving"}
],
"blend_transition": 0.2
}
}
}
}
}```
how do you hide the circle shadow below the entity
From what I understand, there is no way to make an entity not push other entities (like how the armor stand works)
entity not picking up items
help
"minecraft:behavior.pickup_items": {
"priority": 5,
"can_pickup_any_item": true,
"can_pickup_to_hand_or_equipment": true,
"max_dist": 12
},
"minecraft:shareables": {
"items": [
{
"item": "minecraft:wooden_sword",
"want_amount": 1,
"surplus_amount": 1,
"priority": 0
}
],
"all_items": true
}
"minecraft:behavior.equip_item": {
"priority": 8
},
"minecraft:inventory": {
"container_type": "inventory"
},
How can I fix this issue? I should not be able to see through, and since is entity_alphablend is hiding bones inside
Is this in blockbench or in game?
how do I make a mob play a sound with events? "play_sound" and queuing a playsound command hasn't seem to work all the times I've tried to use them
If blockbench, then don't fully consider what the rendering looks like
Blockbench isn't fully accurate to the actual rendering of the game and has some bugs
why isn't my sound playing??
"command": "playsound ambient.iron_dragon_armor @s ~ ~ ~",
"target": "self"
}```
``` "ambient.iron_dragon_armor": {
"category": "ambient",
"max_distance": 12,
"sounds": [
"sounds/dragonarmors/iron-armor"
]
},```
In game
The what did you actually do?
Is it just transparency with the mentioned material?
Or something else
do I NEED to use Experimental Creator Camera Features in order to create a script that changes the camera of the player when it mounts my mob?
I want the camera to be 3rd person when you're on the mob and then 1st person when you get off it
pretty much so
not possible.
i have some issue.
the monster of this screnshot has 1000 of health and both weapons makes 60 of damage
the problem is that the mob dies of 17 bullets of the pistol but when i do it with the AKM i have to use more bullets than the 17 of the pistol
I think it's because the AK fires very quickly, so some of the damage is ignored due to the immunity tick.
how can i fix it keeping the speed?
Hi! Quick question: What is the component that stops an entity from flying into the air forever when hit?
Physics
Thanks!
Hi! I want to make a custom entity that when it attacks a player it makes the player ride the custom entity and trigger a custom animation controller? How can I do this without having to use @p in the animation controller (which can be buggy with multiple players, especially since the entity by default deals knockback)
I feel like you should try to use script api, when player is hit by an entity, use /ride command to that entity the do .playAnimation on the entity or the player
Thanks! That's what I actually did since bedrock doesn't have execute on passengsr/vehicle
But now I’ve run into another problem:
I want an entity to target two different kinds of entities (with one having priority over the other) and walk toward each type at different speeds.
I want to do this for a patrol system, where the custom entity walks around a maze (by following and attacking dummy entities), and when it spots a player, it chases them.
I tried to do this using the melee_attack and nearest_attackable_target goals (with a filter for each entity, each with its own speed multiplier), but it seems like the speed is only affected by the melee_attack component, which doesn’t have an option to use a filter for the speed multiplier.
What can I do to achieve my patrol system?
"minecraft:interact": {
"interactions": [
{
"swing": true
}
]
},```Does anyone know why this isn't causing my hand to swing when interacting with an entity?
update your entity format version to latest
should fix
is there a way to make the zombie break more blocks than only doors?
Hi! How can I make my entity avoid walking next to walls when pathfinding to a target? It seems to get stuck and slide on corners
Or how can I make the navigation aware of the entity's hitbox
what is the latest, just the version of the game currently?
Which bones are used for the zombie's armor?
The same as the regular ones? (Lol)
The zombie model uses the same bones as all regular models, and that doesn't matter since the armor's model is controlled by the attachable, not the zombie geo, so there is no zombie's armor
how does the happy ghast make wind sounds when flying with the sound following the mob itself and not being left behind??
It's short intervals.
hm, I'm not entirely sure what means, could you please elaborate a little?
There is no other way to explain it. It's a short sound being played over and over again.
how do i make the head look at the player
im really curious if its possible to change an entities model based on a bezier curve. has anyone done that before?
umm, is there any way to make the custom mob react to sound similar to the warden?
like throwing snowballs will make the mob go to where ever it lands and check the area
you can use the same behavior like warden just modify the values and use runtime identifier warden
umm, what is that runtime id thing? like using the warden but with the zombie components or something
im new at entities so i dont know anything,
ohh i see,
so my mob can use the warden features, that will make the mob alot better ngl
yes :3
if you use warden features then the components of the mob will work :3
the only one that doesn't work is ender dragon far render distance 😩
that component will make my zombies smarter,
like if u was hiding from then, they can hear or sniff u similar to the warden,
yea :3
dont worry i started like you xD
and now im doing a wasteland/ adventure time addon
everybody did
gl with that!
for me, my zombies now can sniff the player, but for some reason even with the runtime id set to minecraft warden, the vibration listener still doesnt work, like the zombie cant hear the player,
what im trying to do is making the zombie rush to the closest sound, similar to the warden where u can guide it away by using projectiles, i cant copy the warden codes bec it just doesnt work
Looks promising
Is there a way to synchronize the animation between the player and the mount? Let the player follow the mount up and down while riding
holy shit adventure time
im watching adventure time for the first time with my gf rn
(im 20 and i somehow hadnt seen it)
she had seen it already but
at season 5 rn
Mathematical!
i have an entity that is at a certain position relative to another entity's position. how can i keep it there when that other entity starts to move?
hmmm strange normally works TwT
thanks :3
i see something like that in action and stuff but im not sure :0
im working on my oozers addon xD
its adventure time mutants
I’ve only seen them in one episode so far
A marceline and ice king one
they appear in simon and marcy, they appear too in james and james 2
and now in fionna and cake in first season
:3
The mutagenic bomb from adventure time ;3
last image xD
you can use environment sensor for the entity you dont want to move.
then when the other entity is near trigger a event that adds a component group that change the movement to 0
you mean they move together at the same time?
or they move when the other is close?
yea
ok imagine this
try recreating an entity sitting on a vehicle(another entity) but you can make them sit with the normal way mojang made it
thats what im trying to do
keep an entity in that same chair while the chair is moving
Hey everyone
I need help with filters
Is there one that can check for a scoreboard?
Ive checked the entity filter documentation but haven't seen one
"filters": {
"test": "is_family", "subject": "other", "value": "player"
},
"add": {
"component_groups": [ "ace:stronger_arrow" ]
}
},```
Im mean this but to detect if a scoreboard value is equal to or greater than 20
Is there a way to make it so I am able to place blocks inside an entity?
I dont think this in a easy way, Would be very complicated.
Basically, I am wanting an invisible entity container, but I don't want to have it killed by blocks or be able to interfere with players placing blocks. But still killable/despawnable via script
I'm trying to make the player able to shear an equipped saddle off my dragon but now the dragon is dropping a saddle when it dies AFTER it's sheared
The shear logic is working, but there's another saddle dropped whenever the dragon dies
probably because its not actually removing the saddle in slot.
run a command on the entity and replace the item in the slot with air
pls help, I have a problem with the reflect projectiles component, it works well with minecraft's built in projectiles (arrows, tridents etc) but don't with the ones I made
Does anyone know why neither entity works? It should perform the guardian's attack, that beam that damages you when it charges, I didn't include the runtime_identifier because it adds the guardian's behaviors, and I only want my entity to have the guardian's attack.
Hello every I'm a newbie in this type of addon stuff I just wanna ask if
How to
Make a entity tamable and how to customize the item for it to be tame
And how to make tame mob let's says an archer one when shooting the arrow can't hit my other tamed mob
Does anyone have any idea on how to use q.property in an animation controller?
query.property('name') == value
Thank you :D
so i made a mob/entity but it does not spawn and i cant figure out why💔 here is the code in the spawn rules
the weight id 200 just for a test, i also tested with 80, and with 100 (the documentation said the higher, easier it will be to spawn
more likely i mean
DAMNNN This is cool
If no one's answered you yet, you can make the projectile do override damage instead to ignore the immunity tick
how to create an invisible entity, but so that it can hold an object and it can be seen?
is it possible to make the skeletons move around while aiming at the target? (without having to use scripts to move the skeletons.)
I actually need this too lmao
Does anyone know if it possible for a projectile to transform and stoll keep its momentum?
I have an arrow projectile that transforms into another projectile on spawn (depending on how long the player charges their bow)
But when it transforms the entity just falls to the ground when spawned and doesn't shoo forward
Basically, When I transform my custom projectile to another, it doesn't shoot it just falls to the ground
so
i am new into the rhing and dont know if my answer is possible or if it is optimal
but
applying a knockback effect to the new entity/projectile maybe would work(?)
like a knockback in the direction it was already facing
Yeah, PollarZ is sort of correct
You would do best with storing the velocity of the entity and using projectile.shoot() to apply that velocity to the entity it transformed into
why am i unable to make the skeleton targets and fire at the player from far away?
Damn i though I could do it without Scripting
It says "breathes_water": true. Could that mean it suffocates cause it is on land?
idk i fixed it by just retyping the whole file lmao
What's the diferente between pverride and immunity?
how can i make one entity immune from fire? not the damage one but i wanna make it immune from that orange thingy
Override overrides immunity, if that's what you mean
Give it fire immunity with particles off?
No other way to avoid the red effect without making it resistant to fite
Fire
elp, anyone have or knows what addon have like a chest that opens and closes like it has animation that opens and closes when interacted, i forgot how to do animation controller :,<, it's been 3 hours xd
I am creating an clam entity, That opens and closes if there's an entity nearby. I forgot how animation controllers work, my animation is molang based
is there a way to silence the attack interval error 😭 getting spammed by minecrafts own errors
i mean they arent even errors
Nah, i don't think it's possible without it
Could I atleast have the projectile geometry change with conponent groups?
Component groups have no effect on geometry
Component groups are behaviour only and most things in the behaviour (this included) is completely separate from things in the resource pack
What you need here is a render controller
Yh Ik I need render controllers
But i thought there was a thing where if I add mark:variant to the entity
The render controller can make it change geometry or something
I think ive seen it here or something
Oh that's what you meant
Yh id like use that method
this?
@vale mantle i did it but the problem now is that the bullet ONLY hurts the mob when i shot it from far distances,
But if I shoot from close range, like 1-5 blocks away, the bullet doesn't do any damage.
Is it still not possible to make a custom collision box?
If you mean multi collision no. There is custom hit test but its used for damage only and doesnt rotate with the entity.
Understood thanks
So I would need to create a ghost entity and make it ride the main one?
Can someone help me? I created an entity with the guardian attack, but my entity isn't doing anything to me, it's not even attacking me, I didn't add the runtime_identifier because I don't want it to have the same behaviors as the guardian; I only want it to have the guardian's attack.
How can I make animation variants?
Also is there a query to know when an entity is being ridden
Nvm
umm, is there any possible way to make the skeleton targets the player from far away? rn it just emote instead of targeting me
sorry for the ping,
this thing bothers me so much, like why it doesnt work? it works for zombies but not skeletons?
Did you edit the maximum distance in which they will target an entity?
set to 200, the skeleton just doesnt target me, instead it just target and untarget (hands going up and down)
Is it possible to have an entity search for lower light levels? like a real live mouse or something, wich only gets out if it is night or if the mousr is in a dark spot where it cant get catched
I searched in the zombie.json file for its behavior to avoid sunlight, but thats not quite what I am looking for
Is there a way for a mob to have more than one hitbox, for example, to double the damage when hitting the head hitbox?
fixed, it had an issue with the retargeting system i made, now it works perfectly
You can use custom hit test.
the only issue is its fixed, which means if the entity moves its head or face another direction (like the ender dragon) the hitbox will be in the wrong location,
unless there is a fix that i have no idea existed.
i tried adding the custom hit test to my crawling zombie so u can hit him on the head, but it just stay in the wrong side when the zombie is facing another direction.
u can remove the mob head and replace it with a custom entity and make it sit on the main entity head location, then u can make it when that head entity takes damage, it will apply more damage to the actual entity
the only downside is it will use two entities instead of one, which can be bad for performance if the mob is too common
I am aware.
is there really no fix for that?
can someone help?
I don't believe it's possible. It might have if the Glare was a mob vote winner. What you can do is probably use scripting to spawn a dummy entity that the mob targets.
What in the parrot's/player's code allows for it to face the player's direction
I have an entity that sits on the player's shoulder and uses an animation to displace it's position, but when it rides on the player it's facing direction wavers in a way
How can I remedy this?
Is it possible to spawn mobs only at day, without the usage of the brightness_filter spawn_rule?
can someone help me? This doesn't seem to work but the chest component works fine
just the part_visibility
that't the part that doesn't work
how do you mean an entity like the fire charge??
isn't it just a particle? but how do I make a particle an entity? Is the geometry just a locater emitting a looping still particle?
I dont think it is a particle
just like the snowball
What is it??
An animation using a query
Check the snowball animation file
"minecraft:damage_sensor": {
"triggers": [
{
"on_damage": {
"filters": {
"all_of": [
{
"subject": "self",
"test": "has_tag",
"value": "inSpawn"
},
{
"subject": "other",
"test": "has_tag",
"value": "inSpawn"
}
]
}
},
"deals_damage": "no"
}
]
}```
Does anyone know why this doesn't work for format version **1.21.0**?
Increase the format version.
To?
I always use latest
Anyone who could provide me with some help?
Appreciate it
question for my
"minecraft:pushable": {
"is_pushable": false,
"is_pushable_by_piston": false
}
my entity can still be pushed by wind charges
how can i stop that
and also stop the player from using a fishing_hook on them
Not sure about the fishing hook but the wind charges I believe are considered as knockback so you need to add the minecraft:knockback_resistance component
Like this: json "minecraft:knockback_resistance": { "value": 1 }
thanks
where would I find that??
Does the component minecraft:rotation_locked_to_vehicle actually work?
I've tried using it but got the error [Log][warning]-My World | actor_definitions | /.../development_behavior_packs/Float16&&C | ltng:trail2 | minecraft:entity | -> components -> minecraft:rotation_locked_to_vehicle: this component was found in the input, but is not present in the Schema
It might have been renamed or requires a format version higher than what you have.
I copy-pasted the name from the bedrock.dev documentation, so I think its the format version
I'll try increasing to the latest
can I get some help with this? The part_visibility doesn't seem to work at all.
can i automatically texture my entity with 16x16 instead like apply one texture to all sides of the entity? instead of making it have a UV
seems like its per face uv and i want to convert to box uv
now i just turned from per face to box but seems like its not rendering the texture properly
i just want to automatically use one texture to all sides :/
well, i just downloaded the vanilla samples thing so i can use the vanilla zombie client entity, and for some reason it doesn't work at all, like "animation_controllers" thing doesn't exist and some spear variables just doesn't work (according to the logs), why? what should i do to fix it or where can i find the fixed one?
How do I fix this?
That's just a vscode extension issue.
Also how can I assign a texture when an armor is equipped?
I can't find anything in the wiki and I don't find something related in the vanilla horse files
You need attachables.
How would that work?
but this is for players
how does it work? like how do I assing a part of the model to be the chest for example
ik, but how would this work for entities like a horse
Its the same concept.
i have no idea why is this happening, im using the entity client from the latest bedrock samples.
sorry for the ping, and happy new year ig
heres the client entity btw
is there a way to fix it or a fixed one?
-# i dont really know much about entities or client entities,
Not at my pc rn, but the vanilla packs are missing some things.
I did it. Thanks
btw, my ravager mob (from the samples) has those issues for some reason, whats wrong?
heres the codes:
"minecraft:pillager_rider":{"minecraft:addrider":{"entity_type":"minecraft:pillager"}},
"minecraft:pillager_rider_for_raid":{"minecraft:addrider":{"entity_type":"minecraft:pillager"}},
"minecraft:evoker_rider_for_raid":{"minecraft:addrider":{"entity_type":"minecraft:evocation_illager"}},
"minecraft:pillager_captain_rider":{"minecraft:addrider":{"entity_type":"minecraft:pillager"}},
"minecraft:vindicator_rider":{"minecraft:addrider":{"entity_type":"minecraft:vindicator"}},
"minecraft:vindicator_captain_rider":{"minecraft:addrider":{"entity_type":"minecraft:vindicator"}},```, i tried removing the spawn event and that didnt help fixing the issue
"minecraft:rideable": {
"controlling_seat": 1,
"family_types": [
"player"
],
"pull_in_entities": false,
"dismount_mode": default
"seat_count": 1
"seats": [
"max_rider_count": 1,
"min_rider_count": 0,
]
},
i need help completing the seats list on this component (i forgot how to make one of these and i dont have a sample)
Is it possible to detect when a player is within the range of another entity? Only with .json?
Ping me in maybe 2 hours? I’ll be home then
minecraft:entity_sensor component
Thanks
how do I make an entity have no collision for blocks?
has_collision : false
Thank you, but what about having the entity not mess with players placing blocks inside it?
YOOOOO does anyone know how to (if possible) make gear specific to wether the mob spawned in a given structure or not (piglin spawning in bastion holds upgrade template sometimes)
how can I get the potion type of the potion ENTITY.. in the EntityDieAfterEvent? (posting in scripting api general as well)
Ok, I am actually switching to the EntityRemovedBeforeEvent so I can get the location.. but still am wondering this..
How do I stop my entity from rotating weirdly and make it face the player more accurately like the vanilla splash potions??
"format_version": "1.20.80",
"minecraft:client_entity": {
"description": {
"identifier": "paf:ominousbottleofundead",
"materials": {
"default": "snowball"
},
"textures": {
"default": "textures/items/ominous-bottle-of-undead"
},
"geometry": {
"default": "geometry.item_sprite"
},
"render_controllers": [
"controller.render.item_sprite"
],
"animations": {
"flying": "animation.actor.billboard"
},
"scripts": {
"animate": [
"flying"
]
}
}
}
}```
{
"format_version": "1.19.0",
"animation_controllers": {
"controller.animation.boss_zombie.main": {
"initial_state": "idle",
"states": {
"idle": {
"animations": ["idle"],
"transitions": [
{"walking": "q.ground_speed > 1.0"}
],
"blend_transition": 0.2
},
"walking": {
"animations": ["walk"],
"transitions": [
{"idle": "q.ground_speed < 0.5"}
],
"blend_transition": 0.2
},
"attack": {
"animations": ["attack"]
}
}
}
}
}```
is there a reason why all my animations are running at once?
its kinda cool like that
Hi, I’d like to add an attack delay to my entity. Basically, my animation lasts 1 second, and I want the attack to actually hit the player at 0.75s. How do I do that? I’ve looked everywhere, tried to hack something together with scripting, but I can’t get it to work. I saw that there’s an attack delay component, but I can’t get it to line up with the animation. If anyone has an example or a tip, I’ll take it.
Snowball runtime identifier 😔
Or
making it run a particle effect with an animation when it spawns in
That would be linked to its location
This is how I would do it
Is there a way where if you tap a block it opens the entity inventory?
(I'm making a cooking pot using a dummy entity)
The inventory of the player? No
inventory of entity at block location
no
you need to make the entity collision big enough so you can interact with it when its in the block
So the geometry would just be like a locator?? How would I make the particle disappear as soon as the entity hits the ground? 😔
Make the particle die if it's in a block
The particle would disappear with the entity
how do I do that? I assume it's a component in the particle.json
thx
or you can use expire_cn_contact in "minecraft:particle_motion_collision"
that would make more sense
how do I make the particle actually "linked" to the entity's location?
there should be a toggle in snowstorm for entity bound or something
Not sure what the component is off the top of my head
"minecraft:emitter_local_space": {
"position": true
}
when I put this component in either the particle is going invisible or it's not spawning correctly. I'm pretty sure that It has something to do with how I set the particle up tho. Do you have any ideas what it could be?
You could try seeing if you've put it in incorrectly
Import the particle to snowstorm and tick this toggle as it is in the app and see if you get the same result
(Or you could inform us of any content logs you may have)
I get no content logs but I will do exactly as you told me to when I get home asap
What does this error even mean???
Can I not have custom properties for my player?
This means you don't actually have a property
You haven't made one, its just a potential identifier being used
What is in the behaviour pack player.json
when I pop it in snowstorm, it works normally, I'm not sure what could be causing it to not work in game, well my only guess would be it's geometry, It's a bone, with a 16x16 plane and a locator
I'm still very much a beginner to particles, here is my json In case I ddi something wrong?
"format_version": "1.10.0",
"particle_effect": {
"description": {
"identifier": "paf:ominous_bottle_of_undead",
"basic_render_parameters": {
"material": "particles_alpha",
"texture": "textures/particle/ominous-bottle-of-undead"
}
},
"components": {
"minecraft:emitter_rate_instant": {
"num_particles": 1
},
"minecraft:emitter_lifetime_looping": {
"active_time": 1
},
"minecraft:emitter_shape_point": {},
"minecraft:particle_lifetime_expression": {
"max_lifetime": 1
},
"minecraft:particle_initial_speed": 0,
"minecraft:particle_motion_dynamic": {},
"minecraft:particle_appearance_billboard": {
"size": [
0.22,
0.3
],
"facing_camera_mode": "rotate_xyz",
"uv": {
"texture_width": 10,
"texture_height": 14,
"uv": [
0,
0
],
"uv_size": [
10,
14
]
}
}
}
}
}```
Can someone please for the love of god tell me what I've done wrong with this entity? I've tried everything I can to get it to work but it just refuses to work. The content log is useless and I can't figure out what is wrong otherwise
can entity_placer work with variants?
yes
"minecraft:entity_placer": {
"entity": "your:mob<event_name>" // trigger the event that adds the variant
}
dang
what
Is there a good general resource for developing custom entities with custom animations and how to make the animations function (animations, animation controllers), and animated textures for entities? Any help would be appreciated.
"format_version": "1.10.0",
"render_controllers": {
"controller.render.luna_test_frog": {
"geometry": "Geometry.default",
"materials": [
{ "*": "Material.default" }
],
"textures": [
"query.variant == 1 ? Texture.basalt_base : query.variant == 2 ? Texture.andesite_base : query.variant == 3 ? Texture.tuff_base : Texture.basalt_base"
]
}
}
}```
So I was wondering about this. For whatever reason my frog can only be summoned with 2 out of the 3 textures. I have mixed them up and have got to see all 3 but never at the same time. Is this a thing with render controllers or am I messing something up?
I fixed my particle, I deleted that plane in the geometry and everything turned out fine
Hiii so I made this billboard entity
How do I make it glow (NOT vibrant visuals)
I remember there’s a way to make entities like very bright/glowing looking
But don’t know how
making it's texture transparent and make it's material "entity_emissive_alpha"
Tyyy. Does the brightness scale with transparency? Or is it a boolean type thing where any level of transparency = full glow
yes, the brightness scales with transparency
I'm pretty sure there's other ways to make it glow but that's the easiest way for me
Thank you. I will try it
Nevermind, I figured something else out. I will probably end up doing a guide on it since documention is horrible 👍
Does anyone have a guide for entity having flipbook textures?
how do i make entities render from far away
it already has the ender_dragon runtime identifier
doesnt seem to work
and tick world component ^ still no dice
@round lantern LOL
{
"format_version": "1.26.0",
"minecraft:entity": {
"description": {
"identifier": "minecraft:item",
"is_spawnable": true,
"is_summonable": true,
"is_experimental": false
},
"components": {
"minecraft:nameable": {
"allow_name_tag_renaming": true,
"always_show": true
}
}
}
}```Anyone know why this is not displaying the name tag above the item? Trying this in latest preview. (26.0.27)
mojang updated player.json, now i get this
i can't fid the variables in the player entity file in the vanilla files
can an entity use two right bones?
What do uou mean by a right bone?
right arm bone sorry
It's no problem
It depends on what you want to do with it
You can't have 2 bones share the same name in the same entity file but there may be an alternative
How do I make all of the same entity attack an aggressor to another of the same entity???
(Zombie piglen behavior)
look at it's file
it uses the angry component
Hello, I have a small question, is it possible to make an entity behave like an ant? My goal is to make a creature able to dig and start a colony underground, but I'm not sure if that's even possible
If you cancel cactus damage on the item entity the item disappears but it's still there in the world
You can still walk up to the cactus and pick up the item again. Strange bug
It also doesn't make the pickup sound like it would normally either
i think the same thing used to happen with fire resistant items, it would get destroyed on the client side in lava iirc
is there any way to get around this or just a bug?
just a bug
Hello, can someone help me?? How can I make that if I have an item and interact with an entity with said item, I get a new one and despawn the entity?? Basically what buckets do with animals like fishes
With scripting
import { world, ItemStack } from "@minecraft/server";
world.beforeEvents.playerInteractWithEntity.subscribe((event) => {
const player = event.player;
const entity = event.target;
const inventory = player.getComponent("minecraft:inventory")?.container;
if (!inventory) return;
const slot = player.selectedSlotIndex;
const heldItem = inventory.getItem(slot);
if (!heldItem) return;
// Check for the required item, put the bucket typeId here
if (heldItem.typeId !== "my:empty_net") return;
// Allow the specefic entity to be catched
if (entity.typeId !== "minecraft:cod") return;
// Give player new item
const newItem = new ItemStack("my:fish_net", 1);
inventory.setItem(slot, newItem);
// Remove the entity
entity.remove();
});