#Entities General
1 messages · Page 19 of 1
is there any way to make my zombie do a random attack type? like either a normal hit or a bite (take lions as an example, the attack is either with their claws or with their mouth) so i can make the claws damage lower than the bite attack,
or at least making the bite attack look different in animations, and maybe inflect an effect or doing something i can detect using scripts or something,
or, when it does the melee attack (with its claws) it will gives the target poison, and when it uses its mouth attack, it will gives the target wither effect, i think i would have to use multiple attack types or something, idk
if u have a custom entity, u can just copy the vanilla fishes interaction codes to ur entity, then make it does whatever u want
u dont need scripts, only if u want to add a custom bucket item that can hold fishes without modifying the vanilla fish codes, then u have to use scripts to make the system works.
Thank you so much!
Oh, it's because Im not going to use a bucket, I have some glass containers for my entities 😁
i want to make that an entity with a delayed_attack component that makes more hits than one (video of example)
hi there, can someone explain to me what is the offset of rideable seat position is relative to what? feed? center of the entity? what?
You can use the on_hit: event to run a damage command that deals damage around it for that "extra hits" feel
Or use events and component groups that deal damage + custom animation that doesn't need the usual slap attack
Can anyone help me https://discord.com/channels/523663022053392405/1459586381712986172
Someone know how to make a custom entity with horse armor system and armor rendering?
im having some problems with my unicorn
#1458910283631427666 TT
Does the has_equipment filter work with offhand?
What move component on the dolphin allows it to move like this?
is there any reason why my entities run in circles?? i placed them to fight and in flat terrain they chase each other in circles without end...
does anyone know why my squid is invisible in game along with its spawn egg?? it was normal before but then it broke when I gave it animations and animation controllers.
this is the animation controller code-
{
"format_version": "1.21.130",
"animation_controllers": {
"controller.animation.humboldt_squid": {
"initial_state": "beached",
"states": {
"beached": {
"animations": [
{
"beached": "query.is_on_ground"
}
]
},
"swim": {
"animations": [
{
"swim": "query.is_swimming"
}
]
}
}
}
}
}
anim controller looks fine
what is entity file?
i got dinner rn but i can help in like 20-40 mins
Sleeping now but feel free to dm
Just wanna ask if there's a docs to create a mob that has many skins, then edit the selected skin via index
best way to do this is use entity properties and query the property in the render controller, and change the property's value to change the skin.
Thanks a lot
here's an example of what the render controller should look like
{
"format_version": "1.8.0",
"render_controllers": {
"controller.render.your_mob": {
"arrays": {
"textures": {
"Array.skins": [
"Texture.skin_1",
"Texture.skin_2",
"Texture.skin_3",
]
}
},
"geometry": "Geometry.default",
"materials": [ { "*": "Material.default" } ],
"textures": [ "Array.skins[query.property('your_skins_property')]" ]
}
}
}
the property's value will be the index of the skins array
so make it an int property
and make sure client_sync is true
Was about to search for this, thankss
Is it possible to set the display name for the entity
I can't find the component id for it
because its not a component to make it do that
do you know scripts?
because you can detect when the entity spawns in script and change the nametag
well thats your only option, or you can define the name in the summon command
there's no component to give the entity a default nametag
Understandable, thanks again
Is anyone else having issues with entity_sensor? None of mine seem to be working right now
Hi, could you tell me the best way to prevent fishing hooks from working on custom NPC/entities? I don't have this problem with vanilla NPC...
It’s too long to send so ima js send the file
oh crap i mean
the rp entity file
resource side
Alr gimme a sec
{
"format_version": "1.21.130",
"minecraft:client_entity": {
"description": {
"identifier": "betterfauna:humboldt_squid",
"materials": {
"default": "entity_alphatest"
},
"textures": {
"default": "textures/entity/Image_20260109_183531_176"
},
"geometry": {
"default": "geometry.humboldt_squid"
},
"render_controllers": [
"controller.render.humboldt_squid"
],
"spawn_egg": {
"texture": "betterfauna_humboldt_squid_egg",
"texture_index": 0
},
"animations": {
"swim": "animation.humboldt squid.swim",
"beached": "animation.humboldt squid.beached",
"controller": "controller.animation.humboldt_squid"
},
"scripts": {
"animate": {
"controller": {}
}
}
}
}
}
{
"format_version": "1.21.130",
"minecraft:client_entity": {
"description": {
"identifier": "betterfauna:humboldt_squid",
"materials": {
"default": "entity_alphatest"
},
"textures": {
"default": "textures/entity/Image_20260109_183531_176"
},
"geometry": {
"default": "geometry.humboldt_squid"
},
"render_controllers": [
"controller.render.humboldt_squid"
],
"spawn_egg": {
"texture": "betterfauna_humboldt_squid_egg",
"texture_index": 0
},
"animations": {
"swim": "animation.humboldt squid.swim",
"beached": "animation.humboldt squid.beached",
"controller": "controller.animation.humboldt_squid"
},
"scripts": {
"animate": [
"controller"
]
}
}
}
}
the scripts animate part was messed up
i think
Ight I’ll try this
preciate it
Need help, is it possible to place multiple filters for knockbacks?
"knockback_filters": [
{
"test": "is_family",
"subject": "other",
"operator": "!=",
"value": "elf"
},
{
"test": "has_tag",
"subject": "other",
"operator": "!=",
"value": "friendly"
}
],
it worked?
Why does minecarft:scale doesn't change the entity size at all
Am I doing it wrong
"minecraft:scale": 0.5,
Oh dam is it object
like { value: 0.5 }
Oh yh it worked
How do you detect when there's no player nearby to this entity using entity_sensor?
Hello (Question How to u add more than 10 animations for a Armor Stand like entity on Bridge V2) I'm kinda of a newbie at this since I wanna go with Smth better than MaM)
I’d say look at armadillo code
Since they go into a ball when a player sprints nearby
True, but they still peak out when there's nearby player😅. I modified the armadillo for testing only for player without sprinting or some kind. They still peak out even the player is nearby, but i think this is intended for them, cuz its cute this way. But in my case i need to detect when there's no player nearby, like no peeking.
Although, right now i found a way using distance_to_player filter
I think the peaking is just an animation
is there a way to make projectile moves along a straight trajectory?
it seems like my projectile always moves along a parabolic trajectory even if gravity is zero
I would tell you to control it's movement with scripting purely to have more control over it
🥲
Anyone?
well it would be too costly for performance
anyway
did anyone here had a problem with spear/trident hovering in the air from third person?
it happens when custom player.json have custom animations
If my Humboldt squid mob has a beached animation (that I want to play when the mob is on land) and I want to make an animation controller for it, what “query” thingy should I put for it?
!query.is_in_water && query.is_on_ground
here's the turtle animation controllers for example
I’m assuming the “is in water” is for the swimming anims
yes
Look at the armor stand code
You can find the behaviour and resource armor stand .json files in the bedrock samples packs
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/
Okay thx for helping me figure out how to add over 10 animations to a armor stand
Np
is this correct for working animation controllers? {
"format_version": "1.21.130",
"animation_controllers": {
"controller.animation.humboldt_squid": {
"initial_state": "beached",
"states": {
"beached": {
"animations": [
{
"beached": 0
}
],
"transitions": [
{
"swim": "query.is_in_water && !query.is_on_ground"
}
]
},
"swim": {
"animations": [
{
"swim": "query.body_x_rotation"
}
],
"transitions": [
{
"beached": "!query.is_in_water && query.is_on_ground"
}
]
}
}
}
}
}
Hello, how to make an entity attack specific mobs
look at entity behavior files
If you could tell directly the component or docs atleast
you'll see entities use the "minecraft:behavior.nearest_attackable_target" component
sweet, thankyou
i love special horses and unicorns they are so funny xD
kinger reference xD
the running animation is also funny and this is a reference from a game called adventure quest 3d what do you think? xD
peter the horse is here xD....
Posting this here incase anyone knows what could be going wrong
https://discord.com/channels/523663022053392405/1460882187451895993
I fixed my vanilla horse armor system for custom entities :3 without properties or script api using the vanilla horse armor system(different method but still the same feeling) if someone wants the template for your custom entitie search in #1458910283631427666
Hmm
Does anyone know what I need to add and how to make zombies attack peaceful mobs like cows, pigs, etc.
hello
is there a way to make variable/something like it for animation which can be used in client context?
i was trying to make variable with q.client_max_render_distance but it gives this error "query.client_max_render_distance can only be used within an entity-specific context"
How do I correctly add variants
I want to give my olm mob 2 variants, one black and one white but my attempt at making variants (reference:tropical fish code) it made it invisible in game
Is there an entity filter that check if this entity is in loaded chunks or not?
I think the script itself only returns the loaded entity, unless if you want to get the specific entity by id or else then you can use Entity.isValid to check
This ain't script api
Oh
How do I make it to where when a mob is fed one item it spits out another
Interact component
I have some mobs that kinda do this
what your zombies does?
How do I fix this?
the animation:
{
"format_version" : "1.8.0",
"animations" : {
"animation.tt.move" : {
"loop" : true,
"bones" : {
"root" : {
"rotation" : [ "-query.target_x_rotation", "-query.target_y_rotation", 0.0 ]
}
}
}
}
}
You’re not supposed to use animations for this
Just set the entity’s rotation to be same as player rotation in behavior pack
ah, ok
thanks
#1462802229533605930
Look at the minecraft:arrow in the RP
check the animations and entity file
how do I fix tamed mobs being "Unknown"
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 👆
is there any way that i can make another hitbox that when its hit, it triggers a event?
(entity event)
ur trying to give an entity 2 hitboxes?
yea
Cant custom hit test give entites multiple hitboxes?
about that i ended up making a entity, but i cant tp it 10 blocks behind my character
/tp should be able to do that
using the ^ function thing
im trying to use it but its genuinely nonsense
if i ride smth does it affect on the tp?
I don't actually know
its because im making a rideable colossal titan, and the hitbox always spawns at his feet
Am I right in thinking that this will transform to a bull using the minecraft:entity_born event instead of the tranform event
"minecraft:transformation": {
"into": "savage:bull<minecraft:entity_born>",
"keep_owner": true,
"keep_level": true
}
}```
I know I learned this `savage:bull<minecraft:entity_born>` worked somewhere at some time, but I can't remember where and I can't find it in documentation
Also, in hurt by target, does alert same type alert only the same mobs, or a mob family?
Hey guys so Im trying to add custom sounds but they don’t play in game
And i followed everything correctly
Oh wait i think its just a typo on my part lemme try
They still dont play and yes i restarted my client
Is it possible to make the charge point from anywhere? Like, from 2-12 blocks away, and be able to perform the charge within that range?
Using the component minecraft:behavior.ram_attack
When the entity sees its target, it moves to a certain distance, but I would like to make it unnecessary and have it ram into its target at the same position.
Is it possible to do this? Either in scripts or JSON?
Anyone know what the max range is here, or how to set it if it is settable
Returns true if the random chance rolls 0 out of a specified max range.```
I believe so
So far, it feels like this filter always return 0, or true
Hello, is there a way to let an entity have more than 1 atk animation thats chosen randomly? Like instead of doing the same animation for hits, it does combos of some sort or smth
Please tag me if anyone has a solution
Yes
Basically
Yhh?
You use math.random_integer and query if it's equal to a number
(Apologies, got distracted)
Its okayyy
Example:
Let's say you have 5 animations
This is how you would do it
math.random_integer(1, 5) == 1 && ...
Sorry for the late reply
Yes, and each animation is assigned a separate number
ohhh
may i see a full example of how it would look like?
Yes, but I just need an explanation of what you want to see
perhaps a full code of the animations assigned to numbers and how it would operate, im not sure if its the animation controller file or the entity client file
Just the animation controller
okss
sooo
smth like this?
( replaceing the query with what u said )
Yes
Yes, exactly
And for a second animation you'd use math.random_integer(1, 5) == 2 && query.is_delayed_attacking
No problem
Is there any way to make a custom mob in a mob spawner block only spawn at night like hostile mobs?
or "specific" light level
Don't mob spawner use the spawn rules of the mob that is in the spawner?
Bugrock
Note: I didn't modify the player.json file, I only ran /reload all.
I do believe so
what is wrong with this render controller? The game says it is invalid but bridge shows no errors and I can't think of any reason of why it would be invalid
Hi, is there a way to use value as array like this?
{
"format_version": "1.8.0",
"render_controllers": {
"controller.render.test": {
"arrays": {
"textures": {
"array.image": [
"texture.hidden",
"texture.red",
"texture.blue"
],
"array.red": ["1", "0.87843"],
"array.green": ["1", "0.31765"],
"array.blue": ["1", "0.76863"]
}
},
"geometry": "geometry.default",
"materials": [
{
"*": "material.default"
}
],
"overlay_color": {
"r": "array.red[query.property('test:effect_color')]",
"g": "array.green[query.property('test:effect_color')]",
"b": "array.blue[query.property('test:effect_color')]",
"a": "0.8 * Math.min(1, query.property('test:effect_color'))"
},
"textures": ["array.image[query.property('test:team')]"]
}
}
}
well it actually works now
How would I go about running an animation on some entity for a specific player?
players option in playAnimation with scripting to allow you to pass a player object representing those who can see the animation
Do we can make custom dyed leather armor on loot tables
How do i make an entity not get moved by flowing water?
how do you stop and entity from rotating?
is it possible to add poses to armor stand? if yes then how?
SetRotation in scripting, teleporting them to one place and lookAt in scripting
All of which need to be done every tick
How can I make a projectile stay in the same Y position it was shoot from?
Using scripting works great but there can be inconsistency depending on the server time
how do I make it so when the entity is in attack mode they don't put up their arms like a zombie
I am aware this was two years ago, but did you ever get minecraft:spawn_event to work in the spawn rules? I am running into the same issue 🤔
Hi, I want to create a new entity in addition to the one I already created, so I'm reusing the same code but modifying the models, animations, and texture. My entity is added correctly, but it doesn't play the animations. Can you help me?
do the identifiers match up
yes
if it works in priview of bridge or on block bench im not sure
unrecognized token %14 at
"cycle_custom_pose": {
"set_property": {
"minecraft:pose_index": "(query.property('minecraft:pose_index') + 1) % 14"
}
}
} ```
im trying to change the pose cycle of an armor stand
You need to use Math.mod.
Modulo like that doesn't owrk.
can you help me refractor it?
math.mod(value, denominator)
"events": {
"cycle_custom_pose": {
"set_property": {
"minecraft:pose_index": "math.mod(query.property('minecraft:pose_index') + 1, 14)"
}
}
}
like this
?
Yes.
It works on Blockbench, but Bridge does not support loading animations. However, it is also not supported on the model that works.
"scripts": {
"initialize": [
"variable.armor_stand.pose_index = 0;",
"variable.armor_stand.hurt_time = 0;"
],
"pre_animation": [
"variable.armor_stand.pose_index = query.property('minecraft:pose_index');"
],
"animate": [
"controller.pose",
"controller.wiggling"
]
},
why? i think im doing it right
Entity hasnt rendered in yet?
{
"format_version": "1.16.210",
"minecraft:entity": {
"description": {
"identifier": "minecraft:armor_stand",
"properties": {
"minecraft:pose_index": {
"type": "int",
"range": [0, 13],
"default": 0
}
},
"is_spawnable": false,
"is_summonable": true,
"is_experimental": false
},
"components": {
"minecraft:interact": {
"interactions": [
{
"on_interact": {
"event": "cycle_custom_pose",
"target": "self",
"filters": {
"all_of": [
{
"test": "is_sneaking",
"subject": "other",
"operator": "==",
"value": true
}
]
}
}
}
]
}
},
"events": {
"cycle_custom_pose": {
"set_property": {
"minecraft:pose_index": "math.mod(query.property('minecraft:pose_index') + 1, 14)"
}
}
}
}
}
Did i do this correctly or is it an entity file problem instead of behavior?
One message removed from a suspended account.
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hi there, do someone know if it is possible to disable the action bar message when you mount some entity "Press % to dismount", I think this is client side, right? but where can I disable it?
Isn't that all that's needed for an entity to attack whoever its owner attacks?
{
"minecraft:behavior.owner_hurt_target": {
"priority": 0
}
So, can someone help me?
Is it possible to make my projectile look at the direction I'm shooting without adding a runtime identifier?
Do y'all know if sound locators have been proven to work yet? I've tried and it didn't seem like they were actually tracking while it moved
Anyone know if it's possible to make an entity move out of line of sight?
I added an animation like this and it worked for me.
Yeah, I'm using the same animation but it only works when I have the runtime identifier too 🤔
why do mobs in the nether need a block above them in order to spawn... its stupid..
also, what "blocks" count as blocks that let them spawn..? I made a invisible replaceable block with collision and they arent spawning beneath it..
Anyone know what bone or locator the mooshroom uses to determine mushroom placement?
I think I figured it out -
Head mushroom is +4 Y, and -3 Z off of the Head Folder Pivot Point. This is also the pivot point the Look at target animation uses, so depending on your model, you may need a copy of the look at target animation that you edit the bone it uses.
Body mushrooms are at a static 22Y.
does modifying vanilla spawn rules actually work? does it override them?
Yes.
I am changing all of the nether mobs spawn rules to include 'spawns_on_surface' in order to make them still spawn in skyblock void worlds where the nether isnt just one big 'cave' but it is not working..
there might be behavior in the runtime_identifiers that is messing with it
Can you try making a Pig or custom entity spawn in your void nether?
yeah, just a min
(also to be clear, there is no longer a custom block layer generating near the nether roof, its just air all the way up)
sorry, meant to reply
also.. what are the runtime identifiers..?
Can you not edit spawn rules for the nether? I edited the pig spawn rules and it spawns JUST fine in the overworld, on any block, at 100% success rate they spawn 1 every second or so, but if i do the same thing for a nether mob, nothing..
Can you make the pig spawn in the nether?
Nope.
I flat out removed the biome filter, and they spawn like crazy in the overworld, in the nether, bupkis.
lmk if im doing something wrong.. idk..
I completely omitted those from the pig file..
I added light requirements to the files. it didnt work, and then out of curiosity, I put a platform down in the nether, and another one the same size right above it with like 8-9 air blocks between it, and mobs immediately started spawning on the lower platform.. so the 'spawns_on_surface' is not working for some reason..
Isn't that all that's needed for an entity to attack whoever its owner attacks?
{
"minecraft:behavior.owner_hurt_target": {
"priority": 0
}
My entity does not attack those whom the player attacks
Needs minecraft:attack
so are nether 'spawn_rules' just broken..? i have messed with everything and no matter what I do, if there isnt a 'roof' nothing spawns in the nether unless its in a fortress bounding box area..
maybe the nether itself is just hardcoded to not allow surface spawns
I'm trying to make the body of my "Hovering Inferno" entity not be affected by the overall rotation of the entity
Setting the rotation Y to -q.body_y_rotation does not seem to counter the rotation properly
I have the body rotation with this rotation.y:
query.anim_time * 100
Then I try to counter the rotation with a separate animation:
rotation.y: -q.body_y_rotation
Anyone have more experience with this?
*Made a thread here: #1467540939353362432 message
i made a skybox to be a part of player model
is there a way to make it looks normal from first person?
How do I make a homing projectile?
I added "homing: true" to minecraft:projectile
But its not working
A lot of things are lowkey misleading component-wise

if anyone can figure out how to make nether mobs do surface spawns it would be MUCH appreciated.. maybe ill even venmo you a couple bucks. Im desperate. Im worried its hardcoded not to allow surface spawns. If anyone wants to try and help and needs a void world generation pack hmu and ill send you one.
how dod I make an entity now moveable by tnt explosion?
is there a component for that?
Did you checked vanilla nether mobs spawn rules?
I wanna make a behavior for my new 23 HP mob, Belugelo Beluga, which will be neutral to players on the BP and make it look like a beluga with 2 Nikes on the RP.
Yeah, they all only have “spawns_underground” so I modified them and added spawns on surface, but nothing I have done has affected their spawning. No matter what, they don’t spawn unless there is a roof above them.
I believe the nether it's just a huge cave, so that makes sense. You'd have some better luck if you add a block filter for surface-specific blocks like the warped and crimson grass things
It’s void generation though for skyblock.
What do you mean?
someone know how to make a entitie see you in glass?
like you are in home and then he destroy the glass to get you?
🙂
anyone know how to give 2 attack animations to the same mob?
Hello, I am taming an entity, and when it dies, it says “unknown” instead of its name. Do you know how to fix this?
How do I make entity render very far?
you need to use an animation controller
im tryinna make an entity that lives only in the dark and disappears instantly when exposed to light, but it just looks so unnatural
anyone have tips on how i could improve it?
you could try attaching the skybox to the rightArm bone and then creating an animation to counter the rotation of the arm when you hold items, attack, or walk
My other idea for you is create a script to spawn a skybox entity every tick that lives for 1 tick and then despawns
that method wouldn't work so well tho because entities only render if their collision box is inside the player viewport
so you could have the script spawn it a little distance in front of the player using player.getViewDirection()
can i see an example?
i tried in my file but it keeps glitching to use 2 animations at the same time
Why doesn't my entity attack the person its owner attacks?
"minecraft:tameable": {
"probability": 10,
"tame_items": [
"bone",
"apple"
]
},
"minecraft:behavior.follow_owner": {
"can_teleport": true,
"ignore_vibration": false,
"max_distance": 64,
"post_teleport_distance": false,
"speed_multiplier": 1.2,
"start_distance": 5,
"stop_distance": 2
},
"minecraft:behavior.hurt_by_target": {
"priority": 2,
"alert_same_type": true,
"hurt_owner": false
},
"minecraft:behavior.owner_hurt_by_target": {},
"minecraft:behavior.owner_hurt_target": {
"priority": 0,
"entity_types": [
{
"filters": {
"any_of": [
{
"test": "is_family",
"subject": "other",
"operator": "!=",
"value": "inanimate"
},
{
"test": "is_family",
"subject": "other",
"operator": "!=",
"value": "pet"
}
]
}
}
]
}
how can i attach it to rightBone?
whoops, sorry i was traveling, the addon I am making is skyblock 'void' generation so I was hoping to be able to make it basically work exactly as vanilla, but just with no blocks in the nether, so if you place a full block they can spaw. but the problem i am running into is that no matter what I do to the spawn_rules for all of the nether mobs, if the nether is 'deleted' (no blocks, including the bedrock ceiling) nothing spawns because its no loner a 'spawns_underground' situation. But even if I add 'spawns_on_surface'.. Nothing. I dont want to have to make a faux nether roof with a custom invisible block but I feel like thats what I might have to do.. Im just looking for ideas as to why the spawn rules changes arent doing anything..
You can try removing both spawn conditions
ooh good idea.. Ill try that when I get a spare minute. Thanks:)
sadly my friend... no dice.. sigh i may be at a loss here..
who is @main dawn
Does anyone know why player.entity.json is broken in version 1.21.131? If someone has a working version of this file, please make it available
I used blockbenches custom 3d text generator and converted it to a minecraft entity, but whne i spawn it inside a world it shows up as all black, how cna i fix this?
is q.property not allowed in server animation controllers? im having issues with a afk detector im making and Im getting this error
I moved them out of the variables and they work now idk why tho
Does anyone have info on how to use "priority" in behaviour components
I made an entity and I want it to attack the player and follow the player for 65 blocks
But I think.i messed something up because it just doesn't
a lower number is a higher priority with 0 being the max
Guys what can i do if my entity is transparent i tried mostly everything ( i need help pls
I have an entity that doesn't behave how I want it to
Whats ur idea?
U can explain a bit so tht people here can help implement it
Like as in switching fighting styles etc
guys is there a way to assign different textures to different variants of the same mob?
q.has_any_family doesn't work in rp?
yes, you can use molang and mob variants for the skin. You can randomize it or make it depend on the mobs name, or its variant (not sure if its variant or mark variant but one of the two)
i made my mob have 2 variants. its a boss mob and has 2 phases, in phase 2 it has 2 more fighting styles. and i made 2 difference skins since 1 of em is normal and the other is a "power-up state"
and im trying to assign it to variants
but im not sure how i can do it
i looked up the villager v2 file but i didnt really understand how they assigned it
maybe look at the vanilla wither files then, make sure to look at the rp AND bp, the entity file (in both) and the render controller
Owhhhh... wait the wither has 2 textures-?
I thought the shield thingy was smth else-
Lemme check it up yh
shit, it might be...
Yeaa......😭
create a new render_controller
Look at the bee render_controller
It uses a texture array and a query function to switch them
Just add new textures to the client_entity file and add a reference to them in the render_controller
You can use the "minecraft:variant" to set the variant ( number ) and use q.variant to get it in the render_controller
ohhh
Once again i am putting it out there.. If ANYONE can help me find a way to get mobs to spawn in the nether with no roof above them, That would be mega cash money and massively sick. (might even give you a couple bucks) I would give credit to you when I release my addon if you help me figure it out. Ty all.
try out spawn rules
I did, no matter what I do, it doesnt spawn anything unless there is a block above them. I have added '"spawns_on_surface": {}' and '"spawns_underground": {}', just "spawns_on_surface": {}, removed both, adjusted the light levels required.. nothing...
so your addon doesnt have a nether roof?
did u tried using the height filter?
u also have this
?
Yeah, no nether roof, or blocks anywhere, its a skyblock world generator. I have not tried using the height filter.. but it shouldnt need to change from vanilla should it? and again, for the spawns on block filter i dont want it to be any different than vanilla.. does that make sense?
oohh i get it
idk how could u make it tho
if changing spawn rules doesnt work then u may need to make a script to spawn mobs
also did u test if mobs spawn in a bigger area? like making a big plataform
Yeah, huge platform, nothing spawns unless i put another one above it..
^^^
then idk man, sorry for not being able to help
No worries dawg, I appreciate the brainstorm.
if you use blockBench just put the skybox cube inside the bone/folder called "rightArm"
theoretically it could work though i haven't tested it myself
Hey, if anyone can help.
Is it possible to make an entity do a kangaroo-style hop with a zigzag path (shifting left/right each jump to simulate alternating weight on each leg) using JSON only (no scripting)?
Like the component behavior.nearest_attackable_target doesn't seem to work
When im like 10 blocks away im no longer a valid target
I was using minecraft:follow_range and it didn't work
Even removed it and used within_radius and still nothing
minecraft:behavior.nearest_attackable_target
pretty sure this one has to have a high range
use a large number for within radius
Does someone know why this here not working?
It doesnt let the entity despawn
I found it in the normal Minecraft code
"minecraft:despawn": {
"despawn_from_distance": {}
},
Curious about the new baby model code - has anything been released yet?
Or are they going to be using the 'query.is_baby ? Geometry.baby : Geometry.default' method
Guys is it feasible to make an entity with two modes (melee/range) and have them be able to cast spells?
This is what I had in mind:
- detect (within 51 distance) with target nearby sensor
- activate based on whether entity detected is within 0-4, 4-10 and 10-25, 25-35, 35-50
- if within 0-10, use melee mode, if outside 10 and above, use ranged mode (removal of track target ||used for the entity to attack melee/ranged|| when casting spells, so add a randomizer if she will cast spells or not)
- ???
- Profit
how come this entity only shows 27 slots instead of 54
{
"format_version": "1.19.30",
"minecraft:entity": {
"description": {
"identifier": "rk:slots54",
"is_summonable": true,
"is_spawnable": false
},
"components": {
"minecraft:nameable": {
"allow_name_tag_renaming": false,
"always_show": true
},
"minecraft:fire_immune": {},
"minecraft:health": {
"value": 1,
"max": 1,
"min": 1
},
"minecraft:inventory": {
"container_type": "container",
"inventory_size": 54
}
}
}
}
Y'all is there a way to make my entity move to a block that is adjacent for another block (Specifically water)?
I could use move to water but that moves the entity to inside the water, not what I really want
anyone know how to fix entities from this addon fighting each other mojangs new update reset the settings and i dont know how to revert it i want them to only attack players not each other and not other mobs/entities from addon
Yh its possible
can I use a java model for bedrock
with textures and everything
so this for example
no, the formats are different
I've seen people talking about being able to convert it though?
do you know how to do that
bump
Was there any reliable way to reduce teleport interpolation on an entity without using a runtime identifier?
anyone know ??
U mighr have some luck with blockbench or smth
Im also not sure since i never messed around java
guys ive tried swapping textures but i still cant figure out how to make a mob variant
i have no clue atp so im here if anyone can help
this isnt java but Thank you anyway I fixed it by removing one of the render controllers
I wouldnt be asking for java assistance in a bedrock server
yayyyy u fixed itt
what component lets a ground ridable entity (like a horse) snap up blocks?
Should be max step auto variable or something along those lines.
Hello! I got a question, do you guys know why mobs walk/run in circles mostly in flat terrain?? I got this bug with most of my entities 😭
"minecraft:behavior.random_look_around": {
"priority": 6
},
"minecraft:behavior.random_stroll": {
"priority": 6,
"speed_multiplier": 1
},
u cud try these
guys why isnt my mob disappearing even after /kill command? it doesnt despawn
I have a dummy question, can I place a queue_command before the sequence?
"mw:close_range": {
"queue_command":{
"command": [
]},
"sequence": [
Can I set a max Y-height for an entity so it can’t fly above it? I would rather not use scripting, but if it cant be helped I will.
How can I make an entity not move by water at all?
minecraft:behavior.avoid_block and make it avoid water and flowing_water?
Did "minecraft:despawn" stop working?
I have an entity, that has a component group with "minecraft:despawn" {} in it.
I know for sure, that I add the component group with an event, but my entity does not despawn.
I also don't get any contentlog errors
what part of the minecraft:projectile component governs the speed at which the projectile moves?
I think it is inertia or power but I haven't been able to tell
Is there anyway to change which particles villagers use when linking to a work station?
https://github.com/Mojang/bedrock-samples/blob/main/resource_pack/particles/villager_happy.json I think this file controls it so just overwrite that particle
Not 100% sure if that is the file however
Is there a "set_variant" component for events?
No, what you'd need to do is set a property and query for that instead of variant, or add a component group with the minecraft:variant component
Is minecraft:despawn not working anymore? I got an entity, that get's this component with a component group, but does not despawn.
No, it doesn't moves so
I am not completely sure this is what you mean, but check this:
"base_value": 1.0,
"controlled_value": 1.0,
"jump_prevented_value": 2.0
}
How tf do i use animation controllers to do scriptEvents
{
"format_version": "1.10.0",
"animation_controllers": {
"controller.animation.player_cps": {
"states": {
"default": {
"transitions": [{ "attacking": "query.is_attacking" }]
},
"attacking": {
"on_entry": ["/scriptevent cps:click"],
"transitions": [{ "default": "!query.is_attacking" }]
}
}
}
}
}
heres what i have
i have 0-clue on resource pack stuff
You canr call commands from RP.
@kind charmhow would i check if a player is attacking in script-API then
WITHOUT using those events like enityHitEnity and entityHurt and stuff
Theres various events such as entity hit entity or player swing
Why cant you?
i need to detect when the player swings
not when they hit something
Then use playerSwing event.
Yes.
Since 2 months ago maybe?
dang
@kind charm
is there a way to check if the player is hitting because the player swing start event is just not accurate its not giving me good CPS its just giving me like how many swing animations play which isnt even close to the cps
bump
thats the only way
I don't even know where to put this, but has anyone been getting the constant warnings from the game about properties not existing on Entities for some reason? Keeps flagging any property change and even sending warnings from the RP side, even though everything works normally still.
Idk honestly where to post this, but im having a hard time with my direction hud addon, wondering if anyone can help me out.. the swing animation is broken if you have nothing in your hand, and the players skin is perma-steve.. idk.. can someone help me figure this out..?
anyone knows why my mob just do not move in a block of water but if its deeper it does swim?
I have a question how to make a mob emit particles, kinda like how blazes do, im making a Meteorite entity and i want it to leave a smoke trail while falling
anyone knows if minecraft:spawn_event of spawn_rules works properly? It seems like the event never triggers
Check hitboxes? Just an idea
is it possible to make a projectile stop on walls and ground but not stick to them and just fall like a normal entity?
particle_emitter in resource pack
Does the projectile have gravity?
Ofc it is... Why i thought i put it in the bp!?
Just putting it in the entity's resource json or it has to go on its own json file?
Entity.json
Similar to animations, scripts and particle_effects
Thanks
ye
what i want works when the snowball runtime identifier is removed but then the falling curve is very unrealistic
Is there any reason why the paper doll renderer in the pause screen doesn't respect variables/queries made in the player.json? It can either force all additional geometries/textures or show none at all.
is like behavior packs the way you can implement animations into a mob(VERY new to this)
No
Behaviour packs control behavioral aspects of addons
An animation is not behavioral
They are controlled by resource packs, which handle everything visual
Also, welcome to addon development
thank you so like is it controlled by rp animation controllers?
Yes, though the animation controller is not necessary, but highly recommended
alright thank you
No problem
is there a way to prevent the allay sound that is playing when you interact with an entity that has take_item: true in its minecraft:interact component?
hi there, on minecraft:ageable the duration to grow is tick/seconds based?
seconds
Anyone has an answer?
does anyone know how to play attack animation?
for custom entity
Any way to hide the heart particles an entity plays when tamed?
I have a mob that I want to spawn already tamed to the player and I make it so when it spawns it tames itself to the nearest player, but I don't like the heart particles.
t
Das ez. Wait
"minecraft:behavior.melee_attack": {
"priority": 2,
"cooldown_time": 0.4,
"on_attack": {
"event": "sword_skill_p1",
"target": "self"
},
"speed_multiplier": 1
}
},
Just change stuff
You see this works with minecraft.behavior.melee_attack but not with delayed_attack
Idk why
the only way to do it is by using BP anims and bp animation_controllers
someone has an entity that emits particles that can share that part of the code?
what part of the code do you wanna see?
the rp i think, i am making a meteorite mob and i want it to emit particles while falling
so i guess the component that make them emit particles
yes particles are fully RP
First you add a locator to your model and give it a name, set it to the position where you want your particles to emit from
(assuming you have already made your particle)
make a separate animation just for the particle and add a particle keyframe, give your "effect" a name (whatever you'd like), and set the locator to the one you just made, in my example: "sparkle" (that's what I named my locator)
when you export your animation file it should all look like this:
animation length doesn't really matter if you want the particle to always emit while the entity is alive
just set it to loop = true, or loop = "hold_on_last_frame"
the crucial part is your RP entity file
you state the animation you made for your particle, and then you add "particle_effects" and state your particle, give it a name and then after the colon you put your particle's identifier, (mine is "paf:clone_sparkle"
and then under scripts plug in your stated animation to always keep it active
Ingame your mob should play your particle.
I hope this helps 😅
thanks, im gonna try it right now, hope it helps
When is the best point to apply a loot table change?
Im trying to have multiple different fishing loot pools but idk if on spawn or death would be more optimal.
why does my entity only target mobs and not addon entities
Long time passed and I also have this issue now. Does anyone know what is causing that or how to fix it?
I'm using minecraft:behavior.follow_owner component. If entity has a target can jump up a block without any problems, but if it only should follow the owner player it jumps in place.
On Mob Debug, the follow_owner goal is just spamming active/inactive along with the jumping
I can't use can_teleport property for this entity
Use the auto_step behavior
I meantime I found solution with using minecraft:behavior.follow_mob and filtering owner, insead, but thanks I will try this next time
Ou, ok
How could I make this knockback_roar work? I added the tag detection for avoiding similar tag holders from getting damaged but it doesn't seem to work :(
"knockback_range": 4,
"knockback_filters": {
"none_of": [
{
"all_of": [
{
"test": "has_tag",
"subject": "damager",
"operator": "==",
"value": "friendly"
},
{
"test": "has_tag",
"subject": "other",
"operator": "==",
"value": "friendly"
}
]
},
{
"all_of": [
{
"test": "has_tag",
"subject": "damager",
"operator": "==",
"value": "unfriendly"
},
{
"test": "has_tag",
"subject": "other",
"operator": "==",
"value": "unfriendly"
}
]
}
]
},
"damage_filters": {
"none_of": [
{
"all_of": [
{
"test": "has_tag",
"subject": "damager",
"operator": "==",
"value": "friendly"
},
{
"test": "has_tag",
"subject": "other",
"operator": "==",
"value": "friendly"
}
]
},
{
"all_of": [
{
"test": "has_tag",
"subject": "damager",
"operator": "==",
"value": "unfriendly"
},
{
"test": "has_tag",
"subject": "other",
"operator": "==",
"value": "unfriendly"
}
]
}
]
},
"on_roar_end": {
"event": "mw:behavior_reset"
}
},
I've been trying so hard to fix this bug, my attack animation clips for a second after it attacks and I have tried so much to make it stop. could anyone help?
"initial_state": "holdflag",
"states": {
"holdflag": {
"animations": [
"holdflag"
],
"transitions": [
{
"aggressiveholdtransition": "q.is_sheared"
}
]
},
"aggressiveholdtransition": {
"animations": [
"aggressiveholdtransition"
],
"transitions": [
{
"aggressivehold": "q.all_animations_finished"
}
]
},
"aggressivehold": {
"animations": [
"aggressivehold"
],
"blend_transition": 0.2,
"transitions": [
{
"holdflag": "!q.is_sheared"
},
{
"meleeattack": "q.is_delayed_attacking"
}
]
},
"meleeattack": {
"animations": [
"meleeattack"
],
"on_exit": [
"query.is_delayed_attacking"
],
"transitions": [
{
"aggressivehold": "q.is_sheared && q.all_animations_finished"
}
]
}
}
}```
I have no clue what this could be
Why does this work perfectly fine in creative but in survival it just eats the item and doesn't run the event
at least it doesn't do what it is supposed to do in creative
Is there a "has_item" for damage sensors? Like filtering if they have an axe to disable a blocking event?
Or do I have to run a detector via events where:
Entity blocking hit with an axe.
Damage sensor fires event that has an execute:
if entity @e[has an axe in main hand somehow forgot the command] run event entity @e[blocker] end block
for shooter mobs is there a way to edit where the projectile comes out of??
how would I shrink a helmet on a mob?
I have a question for using animations,
Do ya'll use a custom armor stands to "store" animations you can use playanimation with, or is it directly on the entity via blockbench? Or is there a use for both methods?
is it possible to change my entity property using BP animation controllers without using commands? like a way to trigger an event inside the entity without /event entity @s some:thing
oh. just @s event:id
Is there a way to detect an entity's position in height relative to its own?
Like, my entity is beside a 3 block tall ledge and I am on top of the ledge, how can I make it detect that I am 3 blocks above it so it can run a leaping ability?
Its possible with scripts, and should be possible with functions, but it has been a bit since i have touched those
What do I need to do, so that my NPC stops walking when I open the npc menu?
you might be able to do an event on interact to either give it the slowness effect or remove its movement behavior components in a group, but I don't think you can detect when an interaction ends to remvoe the effect or add the components back
.
.
Is there any way to make a vanilla zombie horseman? I can't get the ride command to work and neither entity, zombie horse or zombie, has an event to spawn them as a pair
How to disable allay sound when using "minecraft:interact" component with "give_item" and "take_item"?
mob.allay.item_given in sound_definitions.json
Is it possible to configure where the bow will be held by the mob? To avoid this
I'd recommend using custom piglin for this since they naturally have an animation for this.
At the same time, you could just take the animations from the piglin and use those for your entity, take the animation and animation controller
Ah yes, it's because my mob is a variation of the zombie, and I updated the model to match the drop. Since it's half skeleton, it can use bows, and this problem ended up happening. Well, I'll take a look at the piglin files, thank you.
how can i detect if entity inventory is empty using entity bp? what filter should i use?
Move the rightItem and leftItembones at your geometry, if you don't have them make sure to add them.
Can anyone help me with my problem
But it's already been moved, it works as it should with simple items like swords, etc., the problem is with the bow.
hello guys
how to let animation stops at the last frame
i mean bones dosen t get reset to their original rotation etc...
Set the loop to hold_on_last_frame
which animation format version
I usually either just use 1.10.0 or close to latest
dosen t work unfor
Sounds to me like you don't have a keyframe setting it back to the initial state
What does the actual animation look like
I wonder how to create a vehicle or (some custom vehicles) that instead of driving it it chases you?
(Yes I just copy and pasted this)
Maybe I should make a forum?
You should be more specific
This is quite vague, and, as it stands, currently doesn't make much sense
Thanks for telling me
Like it’s still an entity
But it works as a zombie or a monster
Should we just private chat about this?
Here is fine
This place is made for this sort of thing after all
Ok
These two cars are from a specific game
I want to recreate them in Minecraft
Bedrock
1.26.2
Anyways I want a morph option or the one where you drive
Then the other is a mob that chases you
Hostile chasing or pet chasing?
Like does the mob want to attack you?
The mob is always hostile
So you want to make a car that chases you around and tries to attack you
Basically I want to recreate the addon where these specific cars chase you
Just like beware
What behavioural differences do you want the car to have from the average zombie
This is a preexisting addon?
No
It’s a seperate game you can get from indie db
Ah, ok then
It’s not pre existing addon
No one has decided to make updated versions of this different subject
I just like the intense music that plays when the car chases you
So I was wondering how to create this?
Should I just use wizard or
Because I don’t know any code
Or really anything about it
I think this would change the horror community
Bedrock I meant
Entity wizard is a good tool for starting out as a beginner, but doesn't help in the aspect of learning how to do certain things
I would strongly reccomend using it if this the link doesn't make sense, but would suggest reading the Bedrock Wiki pages on everything about entities
Start fron the top and try to make an understanding about entities as a whole
https://wiki.bedrock.dev/guide/custom-entity
https://wiki.bedrock.dev/entities/entity-intro-bp
https://wiki.bedrock.dev/entities/entity-intro-rp
When you finish the last 2 pages just move onto the rest of the Entities section
Then for when you make the entity, you're going to want to make something similar to a very fast zombie, with some tweaks depending on what you're going for
I managed to fix it.
Cute
is it even possible to get the newest player client entity that work? bec this one is filled with logs and all of the animations are bugged out
Question, if you are just wanting the birth to fire the entity_spawned event, do you need the breeds_with in the breedable component, since that is handeled in the new offspring component? I only ask because the vanilla files still include it, but it feels redundant "minecraft:breedable": { "require_tame": true, "require_full_health": true, "allow_sitting": true, "breeds_with": { "minecraft:cat": {} }, "breed_items": [ "fish", "salmon" ] },
This is the vanilla cat, but it also has the offspring pairs in it's offspring component
I guess they still didn't update it properly. You need to get the player client entity from the program files path
Make the last frame return to the original rotation by either using molang which is harder but more efficient, or just cooy the the amination in reverse, or make the last frame and reset it.
That bow looks massive
All items look large in baby mobs.
then make some baby items, small bow and arrows
Hi, does anyone know if a projectile needs a component so that it can rotate depending on the direction you're looking?
Try giving it a variation of the look_at_target animation
Are you referring to this?
"body": { "rotation": [ "query.target_x_rotation", "query.target_y_rotation", 0 ] }
Yes
I installed it but it doesn't work, it doesn't rotate
My model has a bone called "body" so I don't know why it's not working
The only difference I noticed was that when I fired looking down, the tip of my projectile pointed upwards, and when I fired upwards, the tip pointed downwards.
That means that the target_x_rotation is correctly working, but the y rotation is not functioning as it should
So what could it be?
I'm unsure, although this isn't the first case of this problem happening
We can either try to make the target_y_rotation work properly, or give you an alternative solution
I don't know, as long as it rotates, it's fine haha
If I add the component minecraft:behavior_look_at_target, do you think it will work?
Try it
Okay,
I don't know how to do this.
custom bow item?
and a simple custom arrow
Unnecessary, my addon isn't intended to add custom items, it focuses mainly on structures, so adding a bow just for that wouldn't work.
maybe scale down the held item?
do whatever u want ig, its ur addon not mine.
those are just random suggestions,
and where can i find that?
/can u just extract it for me ig? alongside the player animation controllers and render controller, basically the whole player related codes,
am i doing something wrong here? the mob isnt avoiding the player..
Figured this out, you do still need it so that the entity goes into love mode with whatever is listed.
how do i make a entity hold a item?
Would it be possible to remake the pentagon thief from bo1 five? more or less I want my entity to chase whichever player then if it reaches them takes there weapon then runs away from them "following a set path" then eventually if the players dont kill him he escapes (despawns)
Is it missing a head?
The head bone doesn't have too much to do with it
It's just the most common bone that this goes into
I'm trying to make an entity throw projectiles like this, but without stop moving, just like this mob in the video.
https://x.com/warfredone/status/2029972608301633939?s=20
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Anybody willing to look at this and help me to understand why the player is perma-steve, and a lot of the animations are throwing errors..? (mainly the spear ones..?) I tried to copy over all of the new player animations (in the entity file) with the addition of the spear, and its not working out for me..
editing player client json will disable persona skins and force steve
you need to use imported skin or marketplace skin
What kind of stuff is detectable / able to be put into variables inside of the player.entity resource pack files?
I swear someone found a way around that
ya
anything queried if i had to guess
Im just trying to find a way to set custom variables
equippedItemName was like 1 method but there has to be a better alternative
I was originally gonna try crouch + head rotation while holding a specific item / slot but no way to make a good state machine inside the player entity
And for the people that actually work in this stuff. They just gatekeep the methods because no-one else is allowed to have fun
Sorry
Its just frustrating and I'm not in the best of moods
Is it possible to use minecraft:behavior.transport_items so that mobs only pick up items and then do something else with them? For example, my custom mob could pick up food from a chest, but instead of looking for another chest to store the food, it could eat it?
I don’t understand why the empty hand ‘swing’ animation is broken though, and I get a bunch of errors.. did you check out the pack?
dats beecause the most recent vanilla packs are outdated for player rp iirc
You can add a min engine version to support custom skins.
?
hmmm
i wanna make entity rotates with animation and property
how can i properly interpolate it?
Your statement is unclear and to appropriately help you, you need to further clarify what you mean by this
can someone tell me how do i detect/with wich query i use to know when an entity is attacking with behavior.ranged_attack. how do i know when it is shooting a projectile?
is there any way to make the npc height here the same as regular players
i wanna control entity main bone rotation via loop animation with q.property, which the script will set every tick
how can i interpolate it?
maybe having more than one property? like one for the next frame and a second for the atual frame, then interpolate between them.
what may had cause this?
Hello is it possible to hide an entity to other player where an entity will be only visible to PLAYER A but player B will not able to see it? like a personal entity..
i think you can hide visual part of entity via using setPropertyOverriden from script api
but you can't made entity that will be solid only for one player or something like it
I think a offset field in the projectile entity does this but I’m not 100% sure
You can use scripting and playAnimation() on the entity, and use the players option to define certain players that can see the animation, and the animation can just set the entity's scale to 0
i tried it but the animation isnt working for some reason..
Is the animation the problem or is it the script?
anyone know why the npc height isnt being reduced i did these settings
im tryna make them same as normal players
I looked through Vindicator Json I wanted to know if it's possible to make an entity deactivate shields??
whys it so hard to change the height visuallyt
There might be a scale in the client entity.
i just want them to look the same size as players is it hard or easy job ive been at this for hours now
I just gave you a potential solution, have you looked at the client entity?
yeah it seems fine
It's working fine now i just forgot to remove entity remover lol since can't kill it using /kill THANK YOUUU!!
why is q.bone_orientation_trs().r.y have range only from -90 to 90?
so one number can mean two in-game spins at the same time
and how to distinguish them in this case?
allright i got it
so that's y rotation
so for it to be 360 degrees z axys degrees also changing
How can I make my entity only killable if the player is in creative mdoe?
That's a bit of a confusing case
Any other specific details
Like how many hits?
Ok, player.getGamemode() === "creative" should work for you
Then make the entity an invincible one by setting it's min health to be more than 0
And use this snippet of code in the entityHitEntity afterEvent to use the entity.remove() method on the hitEntity
for what do we have the damage_sensor then?
Is creative mode a filter in damage sensors?
If so, feel free to use it, but then why ask?
You already had an idea lol
thats what I'm asking
I don't believe that its possible
I thought you were saying it is
is it possible to set variables in my client entity json that a particle effect its using can read?
I'm just getting no variable found
does anyone know if its possible to scale this without the arm design getting removed im tryna make this shorter in height but when i do it removes part of the skin like the hands is there any fix for this
better use a looping animation
how do i do that
make an animation with one scale key , make the animation always play using the entity file
or just use per face textures
its for npcs
they dont walk
animation can be used for setup model not just movement stuff
forget that just use per face uv its easier
file > project > default uv mode
i think its already in uv mode
Components seen in pre release or snapshots are going to be accessible once tiny takeover drop release correct?
No. This is for 26.20 which is not the Tiney Takeover.
What do you mean?
I saw harri post this but I’m not sure where they got it from, I just want to know if these changes are accessible to bridge users yet, or would I have to wait for bridge to update as well
I dont use bridge so idk.
bridge hasn't gotten a update in a while
Sigh, I’m aware of that and it’s frustrating, are there any alternatives to bedrock addon coding you guys recommend???
Vscode.
Does anyone know how to make a projectile ignore certain entities?
I know there's a field for "ignored_entities" in the projectile component, but that doesn't seem to work :/
does anyone know if its possible to make it so the npc is always looking at the sky
with their head
and not following players around
baby zombie remodel is introducing new "baby" armor textures, do we know if we'll be able to equip our mobs with those textures?
this is gonna fuck everything isnt it
"teleport": {
"minecraft:timer": {
"looping": true,
"time": 50.0,
"time_down_event": {
"event": "scp106:tp"
}
}
},
is there anything wrong on this component group?
Not that it looks like to me
Is it possible to disable knockback from mobs hitting you?
is it possible to spawn mobs in custom biomes?
to clarify I mean custom mobs on custom blocks
x2 to that question, I'm out of ideas after trying everything to make it work
I pretty sure thats a bug, you need to wait until its fixed
Thank you two for the information
nor biome tags? block tags? block filters? nothing?
not even a jira bug ticket opened about this issue
how does the custom biome addons on the marketplace are doing it then, isn't an obvious problem there for Mojang to fix?
make it hold an axe
is there any possible way to make a projectile hold an item visually? think about it like shooting a block or something, i dont want to make a model and give it 8b textures for each and every block,
keep in mind, it has a runtime_id set to snowball so it act more like a projectile not a random entity with colision that prevents u from placing blocks
Setting the runtime identifier to a snowball doesn't let it hold an item for some reason, so what I did is made a separate entity that rides the projectile and holds the item. You may need to make the dummy entity ride outside of the projectile's hitbox, either above or below it, or else the projectile will think it has hit something. Then just shift the dummy entity's model up or down so it's lined up with the projectile. At least, that was my workaround.
Nice. Great minds think alike or something lol
well, is there any possible way to be able to place down blocks at the entity without using runtime_id?
since the projectile are kinda bugged, is there any workarounds or anything that i can use?
How come when I make a piglin 'transform' into a brute, the resulting entity does NOT have the brutes 'equipment'?
I also want the brute to be angry and thats not working either..
does the enum property type in entities have a limit?
like, how many strings can i add to the array
Only one way to find out
I believe transformation keeps the items in equipment from the previous mob
Ughhh. Dang.. so I’ll have to use scripting..?
Hello, I ask if I added a custom animation, should I also make a custom animation controller that links:
"animation_controllers": [
{
"look_at_target": "controller.animation.humanoid.look_at_target"
},
To the custom animation?
The animation in question, I would like it to still "look around", especially towards the target as it fires the laser
Would this still work even if I leave the "look_at_target" untouched??
Anyone know why query.is_name_any doesnt work?
"controller.animation.armor_stand.custom_skin": {
"initial_state": "default",
"states": {
"default": {
"animations": ["default_skin"],
"transitions": [
{
"custom_skin_classic": "query.is_name_any('Alex');"
}
]
},
"custom_skin_classic": {
"animations": ["custom_skin_classic"]
}
}
}
It doesnt play the animation when renamed to "Alex"
I know everything else is working, cause I switch to "q.is_on_fire", and it works
any good way for complex/multiple entity collision boxes that players can collide with?
What material allows for lower opacity?
Never mind, found entity_alphablend to work.
Could someone help? xd
Do I just copy paste:
query.target_x_rotation
query.target_y_rotation
And hope for the best???
Can someone help me with my large entity? It disappears when i move in the direction of its back and am facing away from it
That's normal
The entity hitbox when out of view un-renders the entity, despite the model being bigger than the entity hitbox
Also minecraft entities are affected by render distance, you can only mitigate this by using entity identifiers
oh ok, can i do anything about that
ik, it isnt out of render distance
Bigger hitbox maybe at the cost of performance
Also it depends on what entity we're talking about here
a big submarine
I misread it as you going back,
It's the same issue of you moving in front of the back of the model, but the entity's hitbox itself is behind you, thus not rendering the entity
hmm
ik that someone else managed to do it with an entit that is 1,5x times the size of mine (not quite double)
idk how tho
I couldn't find anything of note when looking at their entity
It could be the hitbox :l
as far as I know its 6 in width and height, mine is 8.1 and 10
Could you record it?
ye one sec
also this is about where it happens (the scale might be off)
the red part is the hitbox
Yeah
You gonna need a bigger hitbox 😭
Damn that's cool.
That aside, it's definitely hitbox related
Or not
I could be in too deep in saying that it's the hitbox when it's not
I never tried making the hitbox bigger, Its best giving it a shot
also it uses about 10 entities for the collision
It'll be a pain to texture this thing xD
All the luck to ya man, that's a very cool addon idea
got the idea from doctor4t's airship and the person that ported that to bedrock
unfortunatly it didnt help
DOCTOR4T MENTIONEDD
Is there away to make an entity not killable? like if I do /kill @e the entity doesnt die
idk about cmds but you can make it immune to all damage by mobs players and blocks
I know that, but I want it to be commands as well.
the last one should work how you want it to
you have to use the ender dragon for entities this large. Its the only mob that renders from further away
how to make an entity teleport close to the player?
"scripts": {"should_update_bones_and_effects_offscreen": true}
Is that a real thing? If so, neat.
yeah, you'll still be bound by the 64m rendering distance but it'll make it so that you don't need the hitbox on your screen to render the model
you can offset the entity with an animation if you need to see it past the 64m range
Yeah, that's cool.
@dawn tusk try this out
So I have come to realize attachments scale with the entity if you change the entities scale via its bh file
But is there a way to prevent that from happening
Like have it be that no matter what the scale of the entity is the attachment doesn't change with it
is it true that part visibility only changes if the geo is shown with a texture?
it seems like that even when disabling a bone with part visiblity, it still gets a draw call
which is quite annoying
this sounds like a dumb bug/issue
bones with their part visibility indicating that they shouldn't be shown still get a draw call submitted and pass through the vertex shader, yet only rasterizer stops it from being shown
sounds quite weird and very inefficient tbh
Can someone help me with seats on an entity. Whenever I sit in mine it puts me at the bottom of the entity, no matter where the seat or the entitys origin is
Did you assign the seat coordinates right in the behavior file for the entity
Use blockbench to figure out the best placement as it has a visualizer for that
its assigned to 0,0,0 and those coordinates are correct. I checked it
If you have it at 0,0,0 then it will always be at the bottom of the entity
You need to actually put the values to where you want the riders butt to be located
i lowered the model so the origin is at the seats position
but it still puts me about 10 blocks lower
Then you have something wrong in the files itself make a proper post and wait for someone to reply
ill do that later ig
Hi, how can I prevent an arrow from getting stuck when it hits a custom block?
It keeps moving and makes a really bad sound.
how can we make custom mobs use the small humanoid armors introduced in the Tiny Takeover drop?
Hey! how can I set the zoom level of an exploration map from a trading table?
zoom seems not working: ```json
{
"format_version": "1.26.0",
"tiers": [
{
"groups": [
{
"num_to_select": 1,
"trades": [
{
"gives": [
{
"functions": [
{
"decoration": "mansion",
"destination": "test:test",
"function": "exploration_map",
"search_radius": 500,
"skip_existing_chunk": true,
"zoom": 4
},
{
"function": "set_name",
"name": "Test Map"
}
],
"item": "minecraft:filled_map"
}
],
"wants": [
{
"item": "minecraft:emerald"
}
]
}
]
}
],
"total_exp_required": 0
}
]
}
I think that is the java function
"type": "item",
"name": "minecraft:map",
"weight": 5,
"functions": [
{
"function": "exploration_map",
"destination": "locdev:skybound_citadel"
},
{
"function": "set_name",
"name": "§rSkybound Citadel Map"
}
]
}, ```
that is the bedrock function
A
thats all we can do? if I want to get a level 4 map I cant do anything about it?
Not that ik of
okay thanks for your answer
Hello, someone knows why i got client_entity child 'animation controllers' not valid there. I just change path to the span_egg in a creeper.entity.json file, no other edits in the addon
Format version.
i used the original creeper.entity.json from latest samples, format version is 1.10.0, tried to change to 1.26.0, also addon min engine version changed to 1.26.0 and 1.20.80, same error
Does anyone know how I can make it so that only players with certain properties or tags can see the entities?
Because I want to create a Vision Haki that adds an aura to entities, the problem is that everyone would see the aura whether they have Haki or not, and that's why I want to know how to make certain players see An entity
use 1.10.0 and add your animation controllers ids inside of animations child. animation_controllers child is not used anymore, only in 1.8.0 format version
any reason my gate entity would flicker to the closed state (for about 1-2 frames) when transitioning from the "opening" state to the "open"
no gaps in the animations/controller states
it also doesn't happen every time
Guys, my entity sign is like 7 blocks wide and 5 blocks high. How do I make a hitbox to this? Here's what I did:
From what ive been told there is a maximum size to hit boxes and for something of that scale you basically need to link multiple blocks together.
Hummmmmm = .=
Got it
I wanna ask how yall set a name for entity
I guess it was on texts/ but I don't know how
Nvm fixed
Is there a way to make entity render from higher distance of the player? Some entities stop rendering when I am not that far away from them, and I wonder if there is a way ti fix this, especially when my custom entity... is huge.
when borrowing entity files from the default packs for modification, should i use the 'v1.0' files or the others..?
Is there prop to disable the entity from dropping items on death
My entity has minecraft:inventory and I don't want to drop its inventory, but still viewable by players
“private”: true
Nah
That makes it unviewable
But thanks for the help
Yeh I've tried but still can't
Because it's a entity die beforeEvent and we can't use a container class on early execution
does changing the spawn_category of an entity from monster to creature make golems not target the entity, and/or make it peaceful?
no
but the iron golem json file has the monster family under nearest_attackable_target behavior, so changing an entity from monster to creature should make the golem not attack it, right? unless im misinterpretating nearest_attackable_target
It is the family type component nto the spawn category.
spawn_category is not family.
is it the one under components?
yes.
what is a spawn category?
okayye
Spawn Category is unused.
ohkai thanks
It is speculated to be part of the mob spawning experiment that was announced years ago.
oh that sounds interesting what was it about/is there any article about it? i couldnt find anything on the wiki
thanks
Didn’t spawn_category exist long before that q&a
You're thinking in spawn rules.
uhhh hey guys.. are entity materials bugged rn? I have been trying for two days to fix my custom spider model and NOTHING I do is making them not have either a white, or black overlay. I think its something to do with the 'materials' because when I hit them they flash red and show their skin correctly (just with the red damage overlay) and if i throw a potion of invisibility at it, it then switches to using the 'spider_invisible' material and works just fine.
im not even using custom materials, its the VANILLA materials. but when i remove my addon, the spiders render just fine. so it has to be a me problem right..?
Hey everyone, how can I fix this? ;C
im having the same issue, its something relating to the player client entity file I believe. But from what i have been told, the bedrock-sample packs dont have up to date code to fix the problem. idk, sorry, I have been annoyed by this for weeks now, its even more annoying if you have content log readout enabled..
how do I make an entity not take damage? I'm using damage_senor
How can I make multi-lined names in anvils? I've seen it done before but I have no idea how to code it
Hi I'm new here
I tried making an entity that can be tamed, bred, and tempted but when I hold the required items, it doesn't work. I think I added all the necessary events and component groups
Never mind
Fixed it
Although, it doesn't jump up blocks when I'm riding it
Also, It normally moves by jumping but when I ride it it stops jumping
Is there a way to make it move by jumping while riding it
It also doesn't get tempted even though I added tempt to the components and all the component groups.
Excuse the lack of knowledge in advance. I have a complete model with animations. I am struggling to configure the entity, linking movement to the walking animation and such. Any help would be appreciated.
anyone know if its possible to change the default skins with my own texture pack
what are you talking about?
i want to change the default skins how they look like steve,alex and the other 7 default skins with my own texture and im wondering if its possible with a texture pack
Ah, I wouldn't know if it was possible or not.
I don't know if he knows, you can ask him. @eternal bramble
>
yo
Is it possible to make entities be disapkyed.from anlonger distance then usual?
Does anybody know why my custom entities always want to attack any entity that gets within it's hitbox?
If I make it ride a horse, it wants to attack it, also if I put it in a hole and make any other mob go in there, it starts attacking it too
It does not have minecraft:behavior.target_when_pushed
Nvm, turns out it was because I set the nearest_attackable_target with no entity_types
how can i make that my custom entity doesn't start to fly when it get punched?
😭
my bending machine start to fly with no reason
nvm, i put on that entity the runtime of an NPC
not punchable, no hitbox and not a target to enemies
anyone know how i can change the textures of the default skins without them all appearing as steve
Does anyone know if it's possible to create an animation so that the parrot is seen in first person?
how many years should i wait until mojang decide to add a component that controls if the entity should block placing down blocks wherever the entity collision box is,
it already exists in projectile entities, when i use runtime_id and set it to a projectile like snowball, the entity will no longer block the blocks placement, but that also make the whole entity unable to use other components like the inventory component,
and it does exist in the vanilla item entity, so i believe they can easily add it as a new component to the entity.json, but the question is: when?
unless it already exist and i have 0 clue it exist,
Some kind of component that does this would be cool. Could call it "minecraft:intangible"
add damage_sensor to stop the entity taking dmg, physics to make it fall, and knockback_resistance to stop it from being moved
how to change leash origin in entities ?
I have an entity that looks at target and player, it has both behaviors. Every time it looks at another entity or a player it looks for a second, then looks down, then back again. Almost like it's constantly reselecting it. Anyone know why this would happen?
From my understanding it should keep looking at the player/entity and not deselect.
I have a problem with my creature, because its animation works perfectly on Blockbench, but in-game, it doesn't perform the animation (and also hides its fins in some unknown location).
I managed to get the copper golem to grab the item and not return it to the other chest.
In my experience the twitching head means it is finding a pathfinding target but not able to pathfind to it. Are you holding it in place with a teleport command?
No
how can use the new baby humanoid armor in the tiny takeover drop
or is it not possible
I checked the entity file inside the mob file in the resource; there you can enable the use of the new model.
Not teleporting with a command. These are all the active components I think:
"minecraft:movement": {"value": 0},
"minecraft:behavior.look_at_player": {"priority": 6,"target_distance": 1.0,"probability": 0.05},
"minecraft:behavior.look_at_target": {"priority": 6,"target_distance": 1.0,"probability": 0.05},
"minecraft:pushable": {"is_pushable": true,"is_pushable_by_piston": true}
"minecraft:can_fly": {},
"minecraft:movement.fly": {},
"minecraft:navigation.fly": {"can_path_over_water": true,"can_path_from_air": true,"can_walk": true,"avoid_damage_blocks": true},
"minecraft:jump.static": {},
"minecraft:can_climb": {},
"minecraft:on_target_acquired": {"event": "cnb_crp:hostile","target": "self" },
"minecraft:behavior.nearest_attackable_target": {"priority": 2,"reselect_targets": true,"must_see": true}
^^
I don’t think any of those would cause the issue, assuming the mob isn’t restrained. Did you give it a follow_range?
I see a pre_animation and a variable but plugging those into my RP entity doesn't do anything
Yes, I simplified the components so they're easier to see. My issue isn't with the follow, just the way it keeps looking away, very strange.
If it is targeting something outside of its follow_range, that could cause the twitching.
Actually... I forgot this happens when I've restricted the movement to 0. Here's the real components. I changed them above.
Sorry, it's a really complicated entity. It's like 1000 compressed lines like above.
Is it possible to do some kind of precise interaction with entities?
So, how the ender dragon is doing that thing ? 🥀
how do i make entities render further
anyone know how to fix the default skins appearing as steve when im trying to use a custom resource pack to change them with my own png
Hardcoded afaik.
Hi, I’m building a custom Bedrock entity ("brineflash:player") using Script API 2.6.0 beta on MCPE 1.26.
My "minecraft:equippable" component is defined with 6 slots, but "getComponent("minecraft:equippable")" still returns undefined in script.
Is there any known limitation for custom entities using equippable in beta API / mobile?
Is it possible to check the curing process of zombie villager
hi guys, I made my own entity and i animated only one action when player interacts with the entity, but i don't know how i import the animation.json to the addon
You copy the files.
Unless what you’re asking is actually how to use blockbench or something like that.
is there a way to stop entities from riding other entities? more specifically boats, I'm trying to make an entity that cant be moved but people move it using that basically
Anyone know what why "minecraft:experience_reward" has a "version" property and what it indicates? I can't find any verifiable information as to it's purpose and it seems arbitrary
i scaled the model up to 1.1 and how can i move the name tag a little higher?
when i'm importing the animations, it doesn't remove the yellow underlines
how do i prevent the dragon from destroying custom blocks that spawn in the end
Why the name tag not following the animation entity ?
Is there away to make an entity nameTag only showing up for certain people?
No
how can I make an entity ride the player?
you have to give the entity the "parrot_tame" family, or directly edit the rideable component family types in the player.json.
to force the entity to ride the player, you can use the ride command or create a script.
hello is 70 blocks away from the entity was the maximum for the entity to render (be visible) to players? or is it based on the device?
It is a consistent value of 70
is there any possible way to disable knockback than set knockback resistance in entity bp?
Thankss!
component groups?
Sry. Context is I want some entities attack to not inflict knockback.
not possible i believe, ull have to use applyDamage somehow
We need mojang to just add 1 component

Or add edit to the behavior components
For knockback
OR, detect whenever ur entity takes damage to clear it's velocity, scripts stuff
that means if the damaged entity was running, it will stop running instantly after taking that damage.
That's work, but that's like Subscribe to world event i guess
just keep in mind, the action will happen exactly after 1 tick, so it wont be 100% smooth, but good enough
u could use the new entityHurt beforeEvent, which u can cancel the damage and then u can apply it using the script without the knockback
thats my workaround, u can check out the docs and see if theres a component that modified the knockback stuff,
Oh, I forget that one.
I can't find any component has knockback field too.
The entityHurt beforeEvent is kinda okay. It's best way to work around right now.
Something like
If !damageSource.Entity?.getproperty("isCurrentAttackKnockback") {
Do cancel attack, apply damage,
}
no properties needed, just get ur attacker (like if ur entity should attach without dealing knockback) so u can detect when it hits someone and cancel the damage,
Sure. But if my boss entity got many skill its need properties to indicate when some attack/skill should do knockback. So, just using property in this case.
How can I make a custom entity look at the player without any delays? I believe it should not rely on scripting or the server side. I already tried using the look_at_entity behavior.
"loop" : true,
"bones" : {
"head" : {
"relative_to" : {
"rotation" : "entity"
},
"rotation" : [ 0.0, "query.rotation_to_camera(1) - this", 0.0 ]
}
}
}```
Is it possible to create fishing in lava?
The weird thing about that add-on is that the fishing rod doesn't stick like it does in water xd
How can I make my entity not push other entities?
Pushable component. Look at vanilla armor stand.
they want their entity to not be able to push other entities, not other entities to not be able to push it.
Ha ha, ghosts don’t exist.
Maybe as a workaround you could add and remove component groups with pushable components based on whether the entity is moving.
is it possible to make the projectile pierce through 3 or 4 entities before stopping?
like each time it pierce an entity it will be weaker,
ig ill use scripts for that part,
How can I make an entity only visible to certain players? 👀
scripts
theres an property override method
Documentation for @minecraft/server
just query the property in part_visibility.
how would i make my vehicle be able walk up blocks?
nvm, fixed it with
"minecraft:variable_max_auto_step": {
"base_value": 1.2,
"controlled_value": 1.2
}
yea. I think scriptevent work best there.
How are entity spawn events scheduled? Im curious if it's possible to make an entity spawn in a group and 1 of them gets picked to receive a special tag
can you specify spawn in group? I think flow is.
First, you only set spawn rule for pack leader only. so the pack members never naturally spawn -> when pack leader spawn trigger event to spawn members and set properties of leader to pack leader entity id. I guess
How did you know it was a pack?
idk you said in group