#Entities General

1 messages · Page 18 of 1

vale mantle
#

It should be close to the "can_explode" or something similar

hollow zinc
#

Uh, this is wrong?

mint gyro
#

oksss

#

lemme check

rain egret
snow thorn
#

Guys my mob isn't moving and not doing any animation but all other functions are working

placid sun
#

is it possible to keep an entity rendered if you aren't looking at it

charred cargo
placid sun
hazy crater
#

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 ?

charred cargo
#

The component keeps an entity within simulation distance permanently, so it can't despawn

charred cargo
#

Ah, so that's what you meant
Why can't it just be an entity with a larger hitbox and not an armor stand

placid sun
#

Using attachables so it can be dyeable with cauldron

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would just a regular entity make it where it doesn't disappear?

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i just equipped it on regular entities and it still does the same, though im not sure if they are persistant

charred cargo
safe drum
#

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"

steep swift
#

Does anyone know why when an entity changes variant and is tied to a rope it does not come loose when it changes?

covert sphinx
#

also change the format to a latest ver

covert sphinx
#

hmmmmm how strange

hazy crater
covert sphinx
#

you can still make it work by using an event that has queue_command

#

which plays the hurt animation

covert sphinx
hazy crater
# covert sphinx oh

but I found a way of doing that, I just set a timer that kills my projectile on r=5

covert sphinx
#

-# just like what i did with my jetstream sam mob before

rocky shadow
#

how do i get my entity to vary in size? im making a new slime with custom animations

steep swift
#

Does anyone know why when an entity changes variant and is tied to a rope it does not come loose when it changes?

rocky shadow
#

its the same entity unless its a seperate entity file i believe

hazy crater
bitter fractal
#

has anyone used "minecraft:behavior.find_cover"?

#

seems broken

viscid agate
#

Apparently Title Text Generator doesn’t generate the cubes so you have to do cube by cube and until now I found out 🤯

charred cargo
viscid agate
safe drum
novel wind
#

I want to make the player not move the left arm when he has a certain item in his offhand

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How would that work?

fading elm
#

just use playanimation

cursive geyser
fading elm
#

since the nametag data belongs to the entity

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this is the only way it can be turned off

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no other method exists

scenic sandal
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how can i make a projectile smoothy come out of animation

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how do i also make particles be static from an animation

fast kraken
#

Is there any documentation for the transport_items component from the copper golem?

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I can't find it on the microsoft page

formal veldt
fading elm
charred cargo
scenic sandal
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not smoothy

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after i play an animation it shoots a projectile facing the direction im facing

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following head rotation

charred cargo
scenic sandal
#

so do u know how?

charred cargo
#

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

indigo ether
#

why does my entity keep attacking the target after it becomes invalid while having persist_time: 0.0?

somber breach
#

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?

ruby cape
#

Isn't there an interval parameter that controls the reselect target?

modern hawk
#

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?

kind charm
#

Environment sensor to trigger an event.

modern hawk
#

Alright, thank you!

bleak fossil
#

#1428766283838525601 help would b appreciated thanks!!

white shale
long sundial
#

Does anyone have a good explanation on how tick_world works?

scenic sandal
#

why is it it when i play a custom animation on the player players legs dont get animated and stay still

indigo ether
#

is there a component that makes a mob un-targetable?

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or something that makes one forget its target based on filters

rocky shadow
#

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

barren plover
#

Is it possible to have a entity without a collision box? I want to place blocks on the same block the entity is on

rain egret
#

Or do you mean something else?

barren plover
rain egret
#

Maybe you are using custom hit test

barren plover
# rain egret 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 } ] }

vital badge
#

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.

wanton venture
fast kraken
#

Does someone know why my custom entities sometimes attack other entities of the same type when they get too close?

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The entities don't even have the hurt_by_target behavior

vale mantle
ivory trench
#

Is there any way to change the amount of gravitational force applied to an entity? Basically similar to how a chicken falls slower

fast kraken
night scarab
#

Is it possible to make a Lead work on players?

formal veldt
gleaming crypt
#

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?

formal veldt
#

for an example, the mangrove swamp has the mangrove_swamp tag.

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so just use that tag.

gleaming crypt
formal veldt
#

right, my bad.

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what biome are you aiming for?

#

frozen river?

gleaming crypt
#

yes, lets say that one

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i need mulitple, but i am trying to find a pattern that works

formal veldt
#

so check for the river tag, and the frozen tag.

gleaming crypt
#

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?

gleaming crypt
#

great

#

thanks a lot

formal veldt
#
                    {
                        "any_of": [
                            {
                                "all_of": [
                                    {},
                                    {}
                                ]
                            },
                            {
                                "all_of": [
                                    {},
                                    {}
                                ]
                            }
                        ]
                    }
formal veldt
hushed venture
#

Hello, I would like to ask how to make an animation play when there is a certain nametag on the entity.

spare peak
#

How do I remove humanoid entities raising their arms when they go into attack mode

steel jasper
#

Is there a max safe number of boxes in an entity's GEO file? Like is 300 too much?

charred cargo
#

If they're all close together then it'll cause more lag, so it varies from model to model

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I've had models with 2k cubes work perfectly fine and ones with 400 give intense momements of 2 frames over 3 seconds

rain egret
hazy crater
fading elm
white shale
fading elm
vale mantle
#

Can I give a custom armor stand entity a component group?

charred cargo
vale mantle
#

Brain fart

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Yeah it's at the bottom of the armor stand's json

rocky shadow
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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

gloomy crag
#

Can someone help me? is possible to keep the inventory using transformation component?

bleak fossil
#

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

charred cargo
bleak fossil
rain egret
charred cargo
bleak fossil
#

Alrr i will, will update soon:)

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Where can i find it btw? The entity client resource file? Bc i can't seem to find it

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Oof i don't think my code has that, just scale by age and it's in the baby variant component group

bleak fossil
bleak fossil
#

I commend coders literally, im only on this shadow thing and haven't even added custom animation controllers yet. I'm so cooked

charred cargo
bleak fossil
ruby cape
#

is worldbuilder in the 'has_ability' filter equivalent to Creative and Spectator mode?

bleak fossil
bleak fossil
#

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

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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?

bleak fossil
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Update, fixed the chair position :pp

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Tho it stays afloat even after i leave the mob, and it still vanishes when i leave the world

charred cargo
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Try adding the persistent component

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It stops entities from despawning when out of simulation distance

subtle glade
#

Can someone help me?
The locator is in front of the player's face, but the particles only appear inside the player's head

bleak fossil
charred cargo
#

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

vale mantle
#

What if it's named?

neat sky
subtle glade
bleak fossil
#

I feel that the problem is within the new code that i added, idk

neat sky
charred cargo
subtle glade
charred cargo
#

Np

wild vault
#

is there any ice and fire add on / or one for bedrock that adds the dragons ?

bleak fossil
robust finch
#

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.

gaunt harbor
#

how to reskin minecraft npcs with a custom skin pack or somewhat

charred cargo
#

What in the delay
More importantly what sounds more like the pack name rather than the animation you want to be made

gaunt harbor
#

sorry im trying to learn a million things at once

bleak fossil
#

Mood lol

charred cargo
charred cargo
# bleak fossil Btw what did u find? I've hit a roadblock :/

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

gaunt harbor
#

now since i just fixed 1 i got it in 2 spots now

charred cargo
#

Can you show the errors

gaunt harbor
#

sure

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keep saying this as well

#

keeps saying this about my behavior pack

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but this is my behavior script

modest trench
#

How do you make an entity shoot a projectile by interacting with them, with no items

bleak fossil
storm forum
#

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

ruby cape
#

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

ruby cape
#

😭

ruby cape
mighty python
cobalt wren
#

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

vernal vault
#

how do I make jumping and falling animations like Actions and Stuff?

gaunt harbor
# kind charm No.

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"}
      ]
    },
kind charm
#

Just keep adding more && conditions.

gaunt harbor
#

not sure i just change the first one to q.tag Hao

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but didnt know how to add the level requirement either

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like in the same line

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like you see how th esecond one says q.play_level

kind charm
#

Yeah just keep adding more &&

gaunt harbor
#

i also want to add the q.tag in there

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but dont knwo how

kind charm
#

q.has_tag && q.level && q.property

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Or whatever.

gaunt harbor
#

ima test it

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wait

#

how would that work if

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{"h_haki_1":"q.property('op_asa:h_haki')<1 && q.has_tag && q.level && q.property >= "Hao""},

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ye im confused

#

cause how would i add Hao and level near wouldnt it be

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{"h_haki_1":"q.property('op_asa:h_haki')<1 && q.has_tag >= "Hao"" && q.level && q.property >= 50"},

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ima try it

kind charm
#

Well no.

#

Make sure it's the right molang query.

gaunt harbor
#

what does that mean

kind charm
#

I didn't type the full query because I was on mobile.

gaunt harbor
#

what do you mean by full query

kind charm
#

It means the proper query.

gaunt harbor
#

so where is it proper or full to place && q.player_level >= 50" at

kind charm
#

q.property('op_asa:h_haki')>=3 && q.player_level < 100 && q.any_tag('Hao')

gaunt harbor
#

hmm ima try it

turbid oracle
#

Can anyone help me with the entity.material file

gaunt harbor
#

{"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

kind charm
#

Because that's not how you do it.

gaunt harbor
#

oh

#

how do i fix it in there

gaunt harbor
#

i get that

#

but how to put it properly inside the line im in

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when i try to paste that in there it doesnt work

gaunt harbor
#

@kind charm ?

kind charm
#

I've given you all the help I can. It's up to you now to learn Bedrock development properly.

gaunt harbor
#

dawg

bleak fossil
#

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

bleak fossil
#

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

bleak fossil
#

IT WORKS NOW YAY!!:D

stiff plaza
#

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
            }
          ]
        }```
kind charm
#

Afaik vanilla, only baby piglins ride.

stiff plaza
kind charm
stiff plaza
formal veldt
#

is there a limit on how many properties an entity can have defined?

formal veldt
charred cargo
#

Only word of mouth, but it was from SmokeyStack, so I was inclined to believe it

formal veldt
charred cargo
#

Lol

robust finch
#

guys anything happened to can_climb in these later versions? for some reason when riding mobs won't auto jump 1 block

wanton venture
vale mantle
#

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?

little cloud
vale mantle
brazen frigate
#

How can I change the leash position for an entity that doesn’t originally have a leash component?

lone egret
stiff plaza
#

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

outer wraith
#

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

turbid oracle
#

Is anyone good at models cuz I don't understand shit

candid bay
#

How can I change the player skin's depending on an entity event. like change their whole skin for each event

vestal ibex
#

@solar valley Can you send me a private message?

solar valley
#

No...?

#

Don't take it personally

#

I don't accept DMs from strangers, sorry

candid bay
#

How can I make my floating text like not look at you and be like static looking in a direction

#

?

silent wadi
# candid bay ?

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.

silent wadi
#

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....

gaunt harbor
#

so this is the channel to add scripts and animation to entitys?

glacial summit
#

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

glacial summit
#

nevermind, I forgot to change some things around.

bleak fossil
#

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

covert sphinx
#

its been renamed as queue_command

#

also. change your format version to 1.21.0

bleak fossil
#

Well i did say that I'm strictly using 1.16.0 for a specific reason lol

bleak fossil
#

find player mount, the ones parrots use

kind charm
#

If you can't use run_command I would just use Scripting API to detect entity event being fired then run the command.

bleak fossil
#

Oh i see, I'll try to look into that. Thx!

storm forum
#

is it possible to create an animation controller that plays another animation controller in its states?

charred cargo
wanton oar
#

how can i make my entity solid?

#

like the happy ghast?

rocky shadow
#

Cant remember

wanton oar
#

I can't find it

kind charm
wanton oar
wanton oar
#

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

vernal vault
#

how do I make muiltiple textures stack onto each other? Learning Render controllers has been troubling

slow swallow
#

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

slow swallow
kind charm
slow swallow
#

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.

slow swallow
#

its based off the sheep so im using the same inheritance setup

kind charm
#

Adding the same locators but with 1/2/3 appended should alleviate it.

slow swallow
#

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.

kind charm
#

Model 1 should have armor_offset.default_neck
Model 2 should have armor_offset.default_neck2

slow swallow
kind charm
slow swallow
#

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:

slow swallow
slow swallow
# kind charm Literally anywhere and yeah. It's one of those default locators each model inher...

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

slow swallow
#

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

vernal vault
tame bobcat
#

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.

vernal vault
#

I don't know how to access Vanilla files

trim craterBOT
kind charm
wanton venture
tame bobcat
#

As per hocus pocus it just fixed itself on reboot of the game ;-;

#

Thanks though

wanton venture
#

Haha that must’ve been it. Your game was probably using an outdated version and reloading fixed it.

wanton oar
#

How can I make an entity that behaves like a block

#

Like rotation and placement

wanton venture
slow swallow
#

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.

wanton venture
#

Have you seen the horse code and model? If so, did you made sure your custom mob follows the same pattern?

slow swallow
#

im obviously missing something small.

slow swallow
wooden radish
#
        "minecraft:damage_sensor": {
            "triggers": [
                {
                    "on_damage": {
                      "deals_damage": false,
                        "event": "jay:zombie_hit",
                        "target": "self"
                    }
                }
            ]
        },```Why isnt deals_damage working?
#

i got it^

slow swallow
wanton venture
slow swallow
gaunt harbor
#

where do i find people that know how to make pixels for pngs etc

candid bay
#

how can i remove the ai from wither json so it doesnt attack people i already removed all the components but its still attacking

wanton oar
#

how can i make my entity jump fences or 1.5 blocks

slow swallow
wanton venture
gaunt harbor
wanton oar
#

are locators broken with entities?

kind charm
wanton oar
#

is there a tutorial or something i can read because i can't make them work

#

the animations plays but not the particles

charred cargo
charred cargo
# pure vault 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?

pure vault
slow swallow
wanton oar
#

Is it possible to recreate armor stand rotation with custom entities?

vale mantle
#

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?

rain egret
#

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

rain egret
rain egret
vale mantle
#

I try add that

#

I guess I should cuz she's upper chest breathing 🤷‍♂️

rain egret
#

The right arm moves in sync with the breathing; it doesn't look very natural.

vale mantle
#

Now it looks like she's out of breath

rain egret
vale mantle
#

Just chilling.

rain egret
#

His breathing is too fast, he seems to be hyperventilating.

vale mantle
#

🥀

rain egret
#

But anyway, I think the previous animation is fine; I think you're over-demanding a hyper-realistic animation with just 4 cubes.

vale mantle
vale mantle
rain egret
vale mantle
#

How do breathe if only 1 node?

rain egret
vale mantle
#

Ike

vale mantle
#

My brain's not ready for this ima go buy food

rain egret
#

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.

vale mantle
#

Okayy

rain egret
#

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

scarlet zinc
#

can an entity acquire targets without an attack behaviour?

#

This is for q.has_target molang querry

vale mantle
#

Needs nearest attackable component, movement speed, and some way to attack. You could add delay attack with 999 cooldown

wanton oar
#

Anyone knows what animation defines the position of the items in players hand

rigid kiln
#

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:

wanton venture
#

You can use minecraft:behavior.ram_attack

rigid kiln
#

because sometimes it didnt´t work

covert sphinx
rigid kiln
covert sphinx
scarlet zinc
golden sand
#

How can i make my fishy entity swim underwater? (like a salmon for example)

covert sphinx
#

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

wanton oar
#

does anyone know why when I pause the game my attachable just changes it's position?

kind charm
wanton oar
#

this is all my code

#

I'm using the one provided in the wiki

vernal vault
#

How do I fix my entity it keeps saying "Unknown" after you tame it

trim craterBOT
#
"Unknown" in inventories

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

scarlet hornet
#

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 😅

proud ridge
#

I have a dummy entity for my chair block. How do I hide the health bar from appearing when riding it?

charred cargo
covert sphinx
#

without using scripts

neat sky
covert sphinx
#

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

haughty pine
#

can we not use inventory of an entity if its being ridden by some entity?

#

like we cant even access it?

formal veldt
robust finch
#

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?

vernal vault
# trim crater

This didn't work 💔

tile.paf:skeleton_dragon.name=Skeleton Dragon

trim craterBOT
#
"Unknown" in inventories

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

vernal vault
#

sigh

charred cargo
scarlet hornet
charred cargo
scarlet hornet
#

ooooh, thank u so much ☺️

turbid oracle
#

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

safe drum
turbid oracle
#

Can you help me (nrn cuz I'm in school atm)

safe drum
#

no

#

I just told you everything

turbid oracle
#

Okay

#

Ty

nova sail
#

how tf can i make husks drop sand without making regular zombies drop it too.. they share the same dang loot_tables file..

pure vault
nova sail
#

litterally figured it out just as i checked this, haha thanks

vernal vault
#

how can I code something like this?

#

I never got to fix the "Unknown" at the top of my mob's inventory.

wooden radish
#

pretty sure unknown is bc of lang files

indigo ether
#

is there a difference between the sequence and directly adding/removing component groups?

"sequence": [
   {
      "remove": {}
   },
   {
      "add": {}
   }
]

and

"remove": {},
"add": {}
vernal vault
vale mantle
#

Is there a way to detect if an entity lands a successful hit and run an event?

lofty wedge
#

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

warm tendon
silent wadi
#

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..

wanton venture
#

They are so cute Mush_Mr_Slay

silent wadi
glacial summit
#

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

wanton venture
glacial summit
#

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

glacial summit
#

use duration does not seem to work though

tardy stratus
#

how can i make it equip armor like the armor stand?

rocky shadow
#

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

wanton venture
wanton venture
wanton venture
proud ridge
#

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

rocky shadow
#

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.

wanton venture
wanton venture
proud ridge
# wanton venture 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.

wanton venture
#

Ah, I see

#

I’m not sure if there is a solution to that

fervent whale
fervent whale
#

only if you are willing to modify player.json, some packs dont allow modifying built-in vanilla sources

true schooner
minor nymph
#

It there a way to get more creeps and weirdos on bedrock

vale mantle
#

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..

barren plover
#

Is it possible to set the range of a float property from -infinity to +infinity?

tardy stratus
#

how do I make my entity pickup and equip items?

fervent whale
fervent whale
tardy stratus
strong tide
#

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.

strong tide
# covert sphinx it can't

Well, I opted to use a script; it will execute the /scriptevent, and thus the script will use the placeFeature.

strong tide
covert sphinx
#

ok nice

night kraken
#

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]

proud ridge
#

Is it possible to make entities visible through blocks?

alpine jacinth
#

Can i make an entity not be pushed by water?

frank carbon
frank carbon
fervent whale
fervent whale
proud ridge
frank carbon
#

It's not too bad once you get the hang of it; some experimentation may help with comprehension. @proud ridge

#

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"
    }
  }
}
tardy stratus
#

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.

proud ridge
frank carbon
#

Aye

proud ridge
#

And it can be chained, i.e. entity_alphatest is also inheriting entity_nocull

frank carbon
#

Precisely

#

For that reason, I typically write my materials to inherit from entity_static. Makes it easier at a glance what exactly is defined

proud ridge
#

So I make a new file or do I add my entity to the file you provided?

frank carbon
#

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)

night kraken
wooden radish
#

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 ~~~"
              ]
            }
          }
        }
      }
}```
misty marten
#

how can I detect when you Traded with an entity?

#

like detect when you purchase something

proud ridge
frank carbon
#

Yes, it does @proud ridge

proud ridge
#

Or can I name it something like test.material?

frank carbon
#

Last I recall, file name matters; entity.material

#

Forgot to @mention @proud ridge

proud ridge
#

Got it working. Thanks. I might look into materials a bit more and see what I can do with them

smoky lion
#

does anyone know if theres a way to rotate a projectile like the trident? based on its velocity

charred cargo
#

But either way yes

#

Just use the look_at_target animation or make your own

cosmic schooner
#

how do villagers detect for workstation blocks

grim mural
#

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?

candid willow
#

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?

merry sapphire
#

i mean custom properties

ivory trench
#

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

wooden radish
pliant oak
#

how to make an entity not affected by water?

safe drum
pliant oak
#

yes... also sideways

vale mantle
#

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

frank carbon
#

Aye, has_tag filter

vale mantle
#

Yay

rain shuttle
#

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?

charred cargo
#

If so then I don't know

charred cargo
#

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?

vale mantle
#

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"
                    ]
                }
                    }
                ]
            },
timid trellis
#

Question does the lightning_bolt runtime identifier powers lightning rods or no?

rain shuttle
strong tide
#

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.

fervent whale
fervent whale
# night kraken No

well, try to learn anim controllers, I guess there is a way you can attach your particles to your locator

gilded radish
merry lake
#

Why does none of my mobs spawn in the custom biome?

formal veldt
strong tide
formal veldt
strong tide
formal veldt
#

🤷‍♂️

strong tide
# formal veldt mobs cant spawn on custom blocks apparently

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.

formal veldt
#

maybe its a bug

strong tide
formal veldt
strong tide
#

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

strong tide
formal veldt
#

yeah it just seems broken

#

from what im searching in the server

#

this is lame

strong tide
#

I find it strange, because they fixed this problem in items and scripts, but the entities are missing.

formal veldt
#

time to wait for another thing to be fixed I guess

merry lake
strong tide
# formal veldt this is lame

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.

merry lake
formal veldt
strong tide
merry lake
strong tide
formal veldt
merry lake
#

Anyway to fix this?

formal veldt
#

no

strong tide
formal veldt
#

just another thing to wait for

merry lake
strong tide
merry lake
#

Instead, they'll make 100000 ui changes and make everything invisible

night kraken
dire scaffold
#

Is there a way to make an entity not be pushable by flowing water?

merry lake
fervent whale
#

depends on ur goal

frank carbon
#

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.)

gentle remnant
#

is there anyway to make the custom entity rendered from far away like the Ender Dragon ?

safe drum
uneven yacht
#

anyone know where I can find the new example player files for the newest update?

#

mainly the render controller and resource entity

trim craterBOT
uneven yacht
#

yeah i have that but ion think its been updated, then again i could trust the preview

#

ill mess with it

white shale
#

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’.

merry lake
golden sand
modern hawk
#

what's the sound id for the sound that a creeper makes before it's gonna blow up?

subtle glade
#

How can I make it so that when interacting with an entity, it starts following the player?

golden sand
golden sand
#

imma get them hang on

subtle glade
golden sand
subtle glade
subtle glade
#

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
      }
    }
safe drum
# subtle glade Why does the entity take so long to follow the player, and sometimes it stops fo...
"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

subtle glade
safe drum
subtle glade
subtle glade
safe drum
#

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

subtle glade
safe drum
#

Such as this

#

We can go DMs

subtle glade
balmy plume
#

Is it possible to reduce the size of an entity's name tag, specifically by reducing the size of the borders and text?

limpid wave
#

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

golden sand
#

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
                }
            }
        }
    }
}```
haughty tusk
#

how do you hide the circle shadow below the entity

haughty tusk
#

tried collision box but i need to hit the entity

#

oh wait nvm

haughty pine
#

From what I understand, there is no way to make an entity not push other entities (like how the armor stand works)

lusty thorn
#

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"
            },
wanton venture
#

How can I fix this issue? I should not be able to see through, and since is entity_alphablend is hiding bones inside

charred cargo
vernal vault
#

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

charred cargo
vernal vault
#

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"
            ]
        },```
wanton venture
charred cargo
#

The what did you actually do?
Is it just transparency with the mentioned material?
Or something else

vernal vault
#

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

lusty thorn
#

entity change mainhand without replaceItem

#

how

formal veldt
rigid kiln
#

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

tardy stratus
rigid kiln
jade valley
#

Hi! Quick question: What is the component that stops an entity from flying into the air forever when hit?

jade valley
#

Thanks!

jade valley
#

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)

lusty thorn
jade valley
#

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?

valid hamlet
#
"minecraft:interact": {
    "interactions": [
        {
            "swing": true
        }
    ]
},```Does anyone know why this isn't causing my hand to swing when interacting with an entity?
safe drum
#

should fix

drowsy swift
#

is there a way to make the zombie break more blocks than only doors?

jade valley
#

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

valid hamlet
strong tide
#

Which bones are used for the zombie's armor?

charred cargo
vernal vault
#

how does the happy ghast make wind sounds when flying with the sound following the mob itself and not being left behind??

vernal vault
#

hm, I'm not entirely sure what means, could you please elaborate a little?

kind charm
pale marsh
#

how do i make the head look at the player

solar tendon
#

im really curious if its possible to change an entities model based on a bezier curve. has anyone done that before?

drowsy swift
#

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

radiant lichen
#

you can use the same behavior like warden just modify the values and use runtime identifier warden

drowsy swift
#

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

radiant lichen
#

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 😩

drowsy swift
#

like if u was hiding from then, they can hear or sniff u similar to the warden,

radiant lichen
#

yea :3

#

dont worry i started like you xD

#

and now im doing a wasteland/ adventure time addon

drowsy swift
#

everybody did

radiant lichen
#

yea :3

#

enjoy yourself learning :3/

drowsy swift
# radiant lichen yea :3

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

crystal oyster
unborn pier
#

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

bleak moat
#

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

frank carbon
#

Mathematical!

solar tendon
#

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?

radiant lichen
radiant lichen
radiant lichen
radiant lichen
#

its adventure time mutants

bleak moat
radiant lichen
#

i study them

#

xD

bleak moat
#

A marceline and ice king one

radiant lichen
#

they appear in simon and marcy, they appear too in james and james 2

#

and now in fionna and cake in first season

#

The mutagenic bomb from adventure time ;3

#

last image xD

radiant lichen
solar tendon
#

what?

#

i want to move both entities

radiant lichen
#

you mean they move together at the same time?
or they move when the other is close?

solar tendon
#

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

limber totem
#

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

sweet prism
#

Is there a way to make it so I am able to place blocks inside an entity?

safe drum
sweet prism
vernal vault
#

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

formal veldt
#

run a command on the entity and replace the item in the slot with air

hazy crater
#

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

karmic plover
#

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.

warped ibex
#

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

long sundial
#

Does anyone have any idea on how to use q.property in an animation controller?

formal veldt
long sundial
glass flare
#

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

lusty thorn
vale mantle
long pelican
#

is it depressed

honest brook
#

how to create an invisible entity, but so that it can hold an object and it can be seen?

drowsy swift
#

is it possible to make the skeletons move around while aiming at the target? (without having to use scripts to move the skeletons.)

limber totem
#

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

glass flare
#

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

charred cargo
#

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

drowsy swift
#

why am i unable to make the skeleton targets and fire at the player from far away?

limber totem
jaunty fog
long pelican
rigid kiln
haughty tusk
#

how can i make one entity immune from fire? not the damage one but i wanna make it immune from that orange thingy

vale mantle
vale mantle
#

No other way to avoid the red effect without making it resistant to fite

#

Fire

lone jungle
#

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

uneven yacht
#

is there a way to silence the attack interval error 😭 getting spammed by minecrafts own errors

#

i mean they arent even errors

charred cargo
limber totem
charred cargo
#

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

limber totem
limber totem
#

Yh id like use that method

rigid kiln
novel wind
#

Is it still not possible to make a custom collision box?

kind charm
novel wind
#

So I would need to create a ghost entity and make it ride the main one?

karmic plover
#

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.

wanton oar
#

How can I make animation variants?

#

Also is there a query to know when an entity is being ridden

wanton oar
#

Nvm

drowsy swift
#

this thing bothers me so much, like why it doesnt work? it works for zombies but not skeletons?

charred cargo
drowsy swift
winged spire
#

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

boreal wyvern
#

Is there a way for a mob to have more than one hitbox, for example, to double the damage when hitting the head hitbox?

drowsy swift
drowsy swift
# kind charm 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.

drowsy swift
#

the only downside is it will use two entities instead of one, which can be bad for performance if the mob is too common

drowsy swift
#

is there really no fix for that?

kind charm
# winged spire 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.

charred cargo
#

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?

winged spire
#

Is it possible to spawn mobs only at day, without the usage of the brightness_filter spawn_rule?

wanton oar
#

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

vernal vault
#

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?

lusty thorn
#

just like the snowball

vernal vault
charred cargo
#

Check the snowball animation file

valid hamlet
#
"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**?
kind charm
valid hamlet
#

To?

kind charm
charred cargo
valid hamlet
green birch
#

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

valid hamlet
#

Like this: json "minecraft:knockback_resistance": { "value": 1 }

vernal vault
formal veldt
charred cargo
#

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

kind charm
charred cargo
#

I copy-pasted the name from the bedrock.dev documentation, so I think its the format version
I'll try increasing to the latest

wanton oar
#

can I get some help with this? The part_visibility doesn't seem to work at all.

haughty tusk
#

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

haughty tusk
#

i just want to automatically use one texture to all sides :/

drowsy swift
#

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?

wanton oar
#

How do I fix this?

kind charm
wanton oar
#

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

kind charm
wanton oar
kind charm
wanton oar
kind charm
#

A player is an entity no?

wanton oar
#

how does it work? like how do I assing a part of the model to be the chest for example

kind charm
#

Did you read the article?

#

Each armour piece is its own attachable.

wanton oar
#

ik, but how would this work for entities like a horse

kind charm
drowsy swift
#

is there a way to fix it or a fixed one?

#

-# i dont really know much about entities or client entities,

kind charm
#

Not at my pc rn, but the vanilla packs are missing some things.

wanton oar
drowsy swift
#

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
golden sand
#

"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)

gloomy crag
#

Is it possible to detect when a player is within the range of another entity? Only with .json?

bleak moat
safe drum
gloomy crag
#

Thanks

sweet prism
#

how do I make an entity have no collision for blocks?

gloomy crag
#

has_collision : false

sweet prism
# gloomy crag

Thank you, but what about having the entity not mess with players placing blocks inside it?

nova sail
#

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)

nova sail
#

how can I get the potion type of the potion ENTITY.. in the EntityDieAfterEvent? (posting in scripting api general as well)

nova sail
vernal vault
#

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"
                ]
            }
        }
    }
}```
wooden radish
#
{
    "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?
wooden radish
late socket
#

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.

crystal oyster
#

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

bright dew
#

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)

charred cargo
bright dew
formal veldt
#

you need to make the entity collision big enough so you can interact with it when its in the block

vernal vault
charred cargo
crystal oyster
vernal vault
vernal vault
#

thx

formal veldt
#

that would make more sense

vernal vault
crystal oyster
#

Not sure what the component is off the top of my head

formal veldt
vernal vault
charred cargo
vernal vault
#

I get no content logs but I will do exactly as you told me to when I get home asap

unreal galleon
#

What does this error even mean???

#

Can I not have custom properties for my player?

charred cargo
vernal vault
#

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
                    ]
                }
            }
        }
    }
}```
wraith isle
#

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

uneven yacht
#

can entity_placer work with variants?

formal veldt
uneven yacht
#

dang

formal veldt
arctic badge
#

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.

rare kraken
#
  "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?
vernal vault
# vernal vault

I fixed my particle, I deleted that plane in the geometry and everything turned out fine

azure echo
#

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

vernal vault
azure echo
vernal vault
#

I'm pretty sure there's other ways to make it glow but that's the easiest way for me

azure echo
#

Thank you. I will try it

rare kraken
arctic badge
#

Does anyone have a guide for entity having flipbook textures?

azure echo
#

how do i make entities render from far away

#

it already has the ender_dragon runtime identifier

#

doesnt seem to work

azure echo
#

and tick world component ^ still no dice

balmy plume
#

@round lantern LOL

valid hamlet
#
{
    "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)
midnight egret
#

i can't fid the variables in the player entity file in the vanilla files

lusty thorn
#

can an entity use two right bones?

charred cargo
lusty thorn
charred cargo
#

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

vernal vault
#

How do I make all of the same entity attack an aggressor to another of the same entity???

(Zombie piglen behavior)

proven sluice
#

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

valid hamlet
#

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

formal veldt
# valid hamlet

i think the same thing used to happen with fire resistant items, it would get destroyed on the client side in lava iirc

valid hamlet
#

is there any way to get around this or just a bug?

formal veldt
proven sluice
#

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

safe drum
#
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();
});