#Entities General

1 messages · Page 19 of 1

safe drum
#

@proven sluice

drowsy swift
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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,

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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

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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

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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.

thick vessel
#

How do i fix this?

proven sluice
proven sluice
rigid kiln
#

i want to make that an entity with a delayed_attack component that makes more hits than one (video of example)

dawn coyote
#

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?

vale mantle
#

Or use events and component groups that deal damage + custom animation that doesn't need the usual slap attack

scenic sandal
radiant lichen
#

Someone know how to make a custom entity with horse armor system and armor rendering?

#

im having some problems with my unicorn

#

#1458910283631427666 TT

crystal oyster
#

Does the has_equipment filter work with offhand?

fierce patrol
#

What move component on the dolphin allows it to move like this?

proven sluice
#

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...

fierce patrol
#

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.

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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"

}

]

}

}

}

}

}

bleak moat
#

what is entity file?

#

i got dinner rn but i can help in like 20-40 mins

bleak moat
strange sentinel
#

Just wanna ask if there's a docs to create a mob that has many skins, then edit the selected skin via index

formal veldt
strange sentinel
#

Thanks a lot

formal veldt
# strange sentinel 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')]" ]
    }
  }
}
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the property's value will be the index of the skins array

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so make it an int property

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and make sure client_sync is true

strange sentinel
#

Is it possible to set the display name for the entity

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I can't find the component id for it

formal veldt
#

because its not a component to make it do that

formal veldt
#

because you can detect when the entity spawns in script and change the nametag

strange sentinel
#

That's like manual editing

#

not like default "minecraft:display_name" in items

formal veldt
#

there's no component to give the entity a default nametag

strange sentinel
#

Understandable, thanks again

sleek kettle
#

Is anyone else having issues with entity_sensor? None of mine seem to be working right now

orchid walrus
#

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...

fierce patrol
bleak moat
#

the rp entity file

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resource side

fierce patrol
#

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": {}

}

}

}

}

}

bleak moat
# fierce patrol { "format_version": "1.21.130", "minecraft:client_entity": { "description": {...

{
"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"
]
}
}
}
}

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the scripts animate part was messed up

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i think

fierce patrol
#

preciate it

vale mantle
#

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"
                    }
                    ],
bleak moat
static locust
#

Who a entity that like a player...

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Just a code I just need it hehe

strange sentinel
#

Why does minecarft:scale doesn't change the entity size at all

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Am I doing it wrong

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"minecraft:scale": 0.5,

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Oh dam is it object

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like { value: 0.5 }

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Oh yh it worked

lone jungle
#

How do you detect when there's no player nearby to this entity using entity_sensor?

dense meteor
#

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)

bleak moat
#

Since they go into a ball when a player sprints nearby

lone jungle
# bleak moat 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.

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Although, right now i found a way using distance_to_player filter

bleak moat
crimson cipher
#

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

wanton venture
#

I would tell you to control it's movement with scripting purely to have more control over it

crimson cipher
crimson cipher
#

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

fierce patrol
#

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?

formal veldt
fierce patrol
charred cargo
#

You can find the behaviour and resource armor stand .json files in the bedrock samples packs

trim craterBOT
dense meteor
fierce patrol
#

Wait nvm

fierce patrol
#

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"

}

]

}

}

}

}

}

languid cedar
#

Hello, how to make an entity attack specific mobs

formal veldt
languid cedar
#

If you could tell directly the component or docs atleast

formal veldt
#

you'll see entities use the "minecraft:behavior.nearest_attackable_target" component

formal veldt
languid cedar
#

sweet, thankyou

radiant lichen
#

i love special horses and unicorns they are so funny xD

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kinger reference xD

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the running animation is also funny and this is a reference from a game called adventure quest 3d what do you think? xD

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peter the horse is here xD....

silk beacon
radiant lichen
#

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

strange sentinel
#

Hmm

radiant lichen
strange sentinel
#

Oh I already changed profile

jovial beacon
#

Does anyone know what I need to add and how to make zombies attack peaceful mobs like cows, pigs, etc.

jovial beacon
main basin
crimson cipher
#

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"

fierce patrol
#

How do I correctly add variants

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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

lone jungle
#

Is there an entity filter that check if this entity is in loaded chunks or not?

languid cedar
#

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

languid cedar
#

Oh

fierce patrol
#

How do I make it to where when a mob is fed one item it spits out another

bleak moat
#

I have some mobs that kinda do this

radiant lichen
subtle glade
#

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 ]
                }
            }
        }
    }
}
unreal galleon
#

Just set the entity’s rotation to be same as player rotation in behavior pack

toxic nebula
#

#1462802229533605930

limber totem
vernal vault
#

how do I fix tamed mobs being "Unknown"

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

wanton venture
#

@vernal vault 👆

golden sand
#

is there any way that i can make another hitbox that when its hit, it triggers a event?

#

(entity event)

vernal vault
golden sand
#

yea

wraith isle
#

Cant custom hit test give entites multiple hitboxes?

golden sand
wraith isle
#

using the ^ function thing

golden sand
#

im trying to use it but its genuinely nonsense

#

if i ride smth does it affect on the tp?

wraith isle
golden sand
#

its because im making a rideable colossal titan, and the hitbox always spawns at his feet

vast bluff
#

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
vast bluff
#

Also, in hurt by target, does alert same type alert only the same mobs, or a mob family?

tough plinth
#

Hey guys so Im trying to add custom sounds but they don’t play in game

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And i followed everything correctly

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Oh wait i think its just a typo on my part lemme try

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They still dont play and yes i restarted my client

karmic plover
#

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

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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.

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Is it possible to do this? Either in scripts or JSON?

vast bluff
#

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.```
vast bluff
mint gyro
#

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

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Please tag me if anyone has a solution

mint gyro
#

Yhh?

charred cargo
#

You use math.random_integer and query if it's equal to a number

charred cargo
mint gyro
charred cargo
# mint gyro Ohhh

Example:
Let's say you have 5 animations
This is how you would do it
math.random_integer(1, 5) == 1 && ...

mint gyro
#

Ohhhh

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So we add that as a condition in animation controller?

charred cargo
mint gyro
#

may i see a full example of how it would look like?

charred cargo
mint gyro
charred cargo
mint gyro
mint gyro
#

smth like this?

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( replaceing the query with what u said )

charred cargo
#

Yes

mint gyro
#

whoaaaaaaaa

#

for this

#

math.random_integer(1, 5) == 1 && query.is_delayed_attacking

charred cargo
#

And for a second animation you'd use math.random_integer(1, 5) == 2 && query.is_delayed_attacking

mint gyro
#

i seeeeeeeeee

#

thanks a lott brotherrr

#

it helps a HELLA lot

charred cargo
#

No problem

vernal vault
#

Is there any way to make a custom mob in a mob spawner block only spawn at night like hostile mobs?

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or "specific" light level

vast bluff
#

Don't mob spawner use the spawn rules of the mob that is in the spawner?

balmy plume
balmy plume
wraith isle
iron swift
#

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')]"]
        }
    }
}
magic crystal
#

How would I go about running an animation on some entity for a specific player?

charred cargo
mint gyro
strange sentinel
#

Do we can make custom dyed leather armor on loot tables

sterile turtle
#

How do i make an entity not get moved by flowing water?

midnight egret
#

how do you stop and entity from rotating?

smoky jay
#

is it possible to add poses to armor stand? if yes then how?

charred cargo
wanton venture
#

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

spare peak
#

how do I make it so when the entity is in attack mode they don't put up their arms like a zombie

narrow briar
#

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 🤔

cyan rune
#

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?

jovial shuttle
cyan rune
jovial shuttle
#

if it works in priview of bridge or on block bench im not sure

smoky jay
#

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

kind charm
#

Modulo like that doesn't owrk.

smoky jay
kind charm
#

math.mod(value, denominator)

smoky jay
#
"events": {
  "cycle_custom_pose": {
    "set_property": {
      "minecraft:pose_index": "math.mod(query.property('minecraft:pose_index') + 1, 14)"
    }
  }
}
#

like this

#

?

kind charm
#

Yes.

cyan rune
smoky jay
#
      "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

kind charm
#

Entity hasnt rendered in yet?

smoky jay
# kind charm 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?

earnest flare
#

One message removed from a suspended account.

#

One message removed from a suspended account.

dawn coyote
#

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?

subtle glade
#

Isn't that all that's needed for an entity to attack whoever its owner attacks?

{
  "minecraft:behavior.owner_hurt_target": {
    "priority": 0
}
somber breach
#

Is it possible to make my projectile look at the direction I'm shooting without adding a runtime identifier?

rich elk
#

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

dim nova
#

Anyone know if it's possible to make an entity move out of line of sight?

dim nova
somber breach
nova sail
#

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..

vast bluff
#

Anyone know what bone or locator the mooshroom uses to determine mushroom placement?

vast bluff
#

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.

nova sail
#

does modifying vanilla spawn rules actually work? does it override them?

nova sail
# kind charm 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..

quiet ore
nova sail
#

(also to be clear, there is no longer a custom block layer generating near the nether roof, its just air all the way up)

nova sail
nova sail
#

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..

kind charm
nova sail
#

Nope.

nova sail
kind charm
nova sail
nova sail
# kind charm Must be the light level requirements then.

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..

subtle glade
#

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

vast bluff
#

Needs minecraft:attack

nova sail
#

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..

bleak moat
quiet ore
#

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

crimson cipher
#

i made a skybox to be a part of player model
is there a way to make it looks normal from first person?

limber totem
#

How do I make a homing projectile?
I added "homing: true" to minecraft:projectile
But its not working

vernal vault
#

A lot of things are lowkey misleading component-wise

nova sail
#

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.

dusky kraken
#

how dod I make an entity now moveable by tnt explosion?

#

is there a component for that?

wanton venture
proud current
#

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.

nova sail
wanton venture
nova sail
wanton venture
#

What do you mean?

radiant lichen
#

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?

mint gyro
#

anyone know how to give 2 attack animations to the same mob?

cyan rune
#

Hello, I am taming an entity, and when it dies, it says “unknown” instead of its name. Do you know how to fix this?

dusky kraken
#

How do I make entity render very far?

radiant lichen
crimson pumice
#

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?

crimson pumice
# crimson cipher i made a skybox to be a part of player model is there a way to make it looks nor...

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()

mint gyro
#

i tried in my file but it keeps glitching to use 2 animations at the same time

subtle glade
#

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"
                                }
                            ]
                        }
                    }
                ]
            }
crimson cipher
nova sail
# wanton venture What do you mean?

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..

wanton venture
nova sail
nova sail
fading elm
#

who is @main dawn

trail zealot
#

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

outer wraith
#

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?

magic crystal
#

is q.property not allowed in server animation controllers? im having issues with a afk detector im making and Im getting this error

magic crystal
#

I moved them out of the variables and they work now idk why tho

limber totem
#

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

vernal vault
proper wharf
#

Guys what can i do if my entity is transparent i tried mostly everything ( i need help pls

limber totem
mint gyro
#

U can explain a bit so tht people here can help implement it

#

Like as in switching fighting styles etc

mint gyro
#

guys is there a way to assign different textures to different variants of the same mob?

tardy stratus
#

q.has_any_family doesn't work in rp?

nova sail
mint gyro
#

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

nova sail
mint gyro
#

I thought the shield thingy was smth else-

#

Lemme check it up yh

nova sail
mint gyro
mint gyro
#

i have no idea how it works thb

tardy stratus
#

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

mint gyro
#

ohhh

nova sail
#

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.

nova sail
smoky lion
#

so your addon doesnt have a nether roof?

#

did u tried using the height filter?

#

u also have this

nova sail
# smoky lion ?

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?

smoky lion
#

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

smoky lion
nova sail
#

Yeah, huge platform, nothing spawns unless i put another one above it..

smoky lion
nova sail
crimson pumice
cunning sparrow
#

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)?

limber totem
mint gyro
#
minecraft:behavior.nearest_attackable_target

pretty sure this one has to have a high range

mint gyro
dusky kraken
#

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": {}
},
ebon needle
#

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

vale mantle
#

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:

  1. detect (within 51 distance) with target nearby sensor
  2. activate based on whether entity detected is within 0-4, 4-10 and 10-25, 25-35, 35-50
  3. 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)
  4. ???
  5. Profit
next garnet
#

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
            }
        }
    }
}
toxic nebula
#

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

novel gazelle
#

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

cursive geyser
#

its there but has no sounds etc

next garnet
#

can I use a java model for bedrock

#

with textures and everything

wraith isle
next garnet
#

do you know how to do that

nimble bramble
#

Was there any reliable way to reduce teleport interpolation on an entity without using a runtime identifier?

cursive geyser
mint gyro
#

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

cursive geyser
#

I wouldnt be asking for java assistance in a bedrock server

mint gyro
#

yayyyy u fixed itt

drifting kite
#

what component lets a ground ridable entity (like a horse) snap up blocks?

kind charm
proven sluice
#

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 😭

mint gyro
#

u cud try these

#

guys why isnt my mob disappearing even after /kill command? it doesnt despawn

vale mantle
#

I have a dummy question, can I place a queue_command before the sequence?

        "mw:close_range":  {
        "queue_command":{
         "command": [
          ]},
            "sequence":  [
cunning sparrow
#

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.

wanton venture
#

How can I make an entity not move by water at all?

formal veldt
scarlet hornet
#

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

wraith isle
#

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

proud viper
#

Is there anyway to change which particles villagers use when linking to a work station?

wraith isle
#

Not 100% sure if that is the file however

vale mantle
#

Is there a "set_variant" component for events?

warm tendon
#

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

scarlet hornet
#

Is minecraft:despawn not working anymore? I got an entity, that get's this component with a component group, but does not despawn.

wanton venture
cunning sparrow
royal portal
#

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

kind charm
#

You canr call commands from RP.

royal portal
#

@kind charmhow would i check if a player is attacking in script-API then

#

WITHOUT using those events like enityHitEnity and entityHurt and stuff

kind charm
#

Theres various events such as entity hit entity or player swing

royal portal
#

not when they hit something

kind charm
#

Then use playerSwing event.

royal portal
#

since when

kind charm
#

Yes.
Since 2 months ago maybe?

royal portal
#

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

oblique lichen
#

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.

nova sail
#

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..?

wanton oar
#

anyone knows why my mob just do not move in a block of water but if its deeper it does swim?

stone rampart
#

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

storm forum
#

anyone knows if minecraft:spawn_event of spawn_rules works properly? It seems like the event never triggers

indigo ether
#

is it possible to make a projectile stop on walls and ground but not stick to them and just fall like a normal entity?

charred cargo
charred cargo
stone rampart
#

Just putting it in the entity's resource json or it has to go on its own json file?

charred cargo
stone rampart
#

Thanks

indigo ether
#

what i want works when the snowball runtime identifier is removed but then the falling curve is very unrealistic

valid hamlet
#

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.

woeful ingot
#

is like behavior packs the way you can implement animations into a mob(VERY new to this)

charred cargo
#

Also, welcome to addon development

woeful ingot
charred cargo
#

Yes, though the animation controller is not necessary, but highly recommended

woeful ingot
#

alright thank you

charred cargo
#

No problem

pliant oak
#

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?

dawn coyote
#

hi there, on minecraft:ageable the duration to grow is tick/seconds based?

robust minnow
#

does anyone know how to play attack animation?
for custom entity

vernal vault
#

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.

vernal vault
#

I can't seem to get this to work either

vernal vault
#

t

vale mantle
vale mantle
# vernal vault

"minecraft:behavior.melee_attack": {
"priority": 2,
"cooldown_time": 0.4,
"on_attack": {
"event": "sword_skill_p1",
"target": "self"
},
"speed_multiplier": 1
}
},

#

Just change stuff

vernal vault
#

Idk why

covert sphinx
stone rampart
#

someone has an entity that emits particles that can share that part of the code?

vernal vault
stone rampart
#

so i guess the component that make them emit particles

vernal vault
#

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 😅

stone rampart
#

thanks, im gonna try it right now, hope it helps

undone axle
#

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.

woeful ingot
#

why does my entity only target mobs and not addon entities

solar flax
#

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

frail fractal
solar flax
toxic nebula
#

why doesnt tp facing work with my entity?

#

it works but on loop doesnt

vale mantle
#

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"
                    }
                },
vernal vault
#

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

wraith isle
#

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

vale mantle
#

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
proper ravine
#

Can we put mer to players?

#

mer textures

vernal vault
#

for shooter mobs is there a way to edit where the projectile comes out of??

vernal vault
#

how would I shrink a helmet on a mob?

vale mantle
#

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?

drowsy swift
#

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

slim musk
#

It won't let me hold it

vale mantle
#

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?

crystal oyster
barren plover
#

What do I need to do, so that my NPC stops walking when I open the npc menu?

night tiger
#

.
.
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

bright dew
#

How to disable allay sound when using "minecraft:interact" component with "give_item" and "take_item"?

kind charm
strong tide
#

Is it possible to configure where the bow will be held by the mob? To avoid this

vale mantle
strong tide
merry sapphire
#

how can i detect if entity inventory is empty using entity bp? what filter should i use?

wanton venture
slim musk
#

Can anyone help me with my problem

strong tide
regal swallow
#

hello guys

#

how to let animation stops at the last frame

#

i mean bones dosen t get reset to their original rotation etc...

ripe nebula
regal swallow
ripe nebula
regal swallow
#

dosen t work unfor

charred cargo
#

What does the actual animation look like

thorny iron
#

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?

charred cargo
thorny iron
#

Like it’s still an entity

#

But it works as a zombie or a monster

#

Should we just private chat about this?

charred cargo
#

Here is fine
This place is made for this sort of thing after all

thorny iron
#

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

charred cargo
thorny iron
charred cargo
#

So you want to make a car that chases you around and tries to attack you

thorny iron
#

Yes

#

And (you) have a car modeled after this

#

The skoda

thorny iron
#

Just like beware

charred cargo
#

What behavioural differences do you want the car to have from the average zombie

charred cargo
thorny iron
#

It’s a seperate game you can get from indie db

charred cargo
#

Ah, ok then

thorny iron
#

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

thorny iron
charred cargo
# thorny iron Should I just use wizard or

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

wanton venture
drowsy swift
#

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

vast bluff
#

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

glacial summit
rocky shadow
rocky shadow
strong tide
drowsy swift
karmic plover
#

Hi, does anyone know if a projectile needs a component so that it can rotate depending on the direction you're looking?

charred cargo
karmic plover
karmic plover
#

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.

charred cargo
#

That means that the target_x_rotation is correctly working, but the y rotation is not functioning as it should

charred cargo
#

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

karmic plover
#

If I add the component minecraft:behavior_look_at_target, do you think it will work?

charred cargo
#

Try it

karmic plover
#

Okay,

strong tide
drowsy swift
strong tide
drowsy swift
#

maybe scale down the held item?

#

do whatever u want ig, its ur addon not mine.

#

those are just random suggestions,

drowsy swift
#

/can u just extract it for me ig? alongside the player animation controllers and render controller, basically the whole player related codes,

exotic bane
#

am i doing something wrong here? the mob isnt avoiding the player..

vast bluff
outer wraith
#

how do i make a entity hold a item?

wooden radish
#

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)

charred cargo
tranquil schooner
#

I'm trying to make an entity throw projectiles like this, but without stop moving, just like this mob in the video.

steel creek
#

https://x.com/warfredone/status/2029972608301633939?s=20

para los que estan buscando trabajo, para hacer mods para la marketplace

Eres programador de Addons en Minecraft Bedrock? Quieres probar cosas nuevas y trabajar desde casa?

Pegame un toque al MD con tu portfolio!

@ChillCraftTeam busca nuevos programadores con ganas y estamos ampliando plantilla!

#Minecraft #Addons #MinecraftBedrock

nova sail
#

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..

spring orbit
#

you need to use imported skin or marketplace skin

undone axle
#

What kind of stuff is detectable / able to be put into variables inside of the player.entity resource pack files?

undone axle
spring orbit
#

ya

spring orbit
undone axle
#

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

strong tide
#

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?

nova sail
spring orbit
#

dats beecause the most recent vanilla packs are outdated for player rp iirc

kind charm
spring orbit
#

yaa ik

#

i just forgot what exactly it was

crimson cipher
#

hmmm
i wanna make entity rotates with animation and property
how can i properly interpolate it?

charred cargo
smoky lion
#

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?

cedar sage
#

is there any way to make the npc height here the same as regular players

crimson cipher
smoky lion
smoky jay
#

what may had cause this?

exotic bane
#

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..

crimson cipher
#

but you can't made entity that will be solid only for one player or something like it

vernal vault
#

can I edit where my mob shoots from??

#

is this done with locators or?..

wraith isle
charred cargo
exotic bane
charred cargo
cedar sage
#

anyone know why the npc height isnt being reduced i did these settings

#

im tryna make them same as normal players

vernal vault
#

I looked through Vindicator Json I wanted to know if it's possible to make an entity deactivate shields??

cedar sage
#

whys it so hard to change the height visuallyt

kind charm
cedar sage
kind charm
exotic bane
crimson cipher
#

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

crimson cipher
#

so that's y rotation
so for it to be 360 degrees z axys degrees also changing

barren plover
#

How can I make my entity only killable if the player is in creative mdoe?

charred cargo
barren plover
#

one hit

#

any other source should not work to kill it

#

like a npc

charred cargo
#

Then make the entity an invincible one by setting it's min health to be more than 0

charred cargo
barren plover
#

for what do we have the damage_sensor then?

charred cargo
#

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

barren plover
charred cargo
#

I don't believe that its possible
I thought you were saying it is

jovial coral
#

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

cedar sage
#

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

scarlet current
cedar sage
scarlet current
#

or just use per face textures

scarlet current
#

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

cedar sage
vernal vault
#

Components seen in pre release or snapshots are going to be accessible once tiny takeover drop release correct?

kind charm
vernal vault
#

Oh so bedrock updated?

#

Or am I trippin 😭

kind charm
vernal vault
#

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

kind charm
#

I dont use bridge so idk.

wraith isle
vernal vault
#

Sigh, I’m aware of that and it’s frustrating, are there any alternatives to bedrock addon coding you guys recommend???

dim nova
#

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 :/

cedar sage
#

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

vernal vault
#

baby zombie remodel is introducing new "baby" armor textures, do we know if we'll be able to equip our mobs with those textures?

cedar sage
golden sand
#

"teleport": {
"minecraft:timer": {
"looping": true,
"time": 50.0,
"time_down_event": {
"event": "scp106:tp"
}
}
},

is there anything wrong on this component group?

tribal glen
#

Not that it looks like to me

crimson prawn
#

Is it possible to disable knockback from mobs hitting you?

novel apex
#

is it possible to spawn mobs in custom biomes?

novel apex
#

to clarify I mean custom mobs on custom blocks

jovial moss
formal veldt
novel apex
#

Thank you two for the information

jovial moss
#

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?

drowsy swift
#

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

dim nova
# drowsy swift is there any possible way to make a projectile hold an item visually? think abou...

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.

dim nova
drowsy swift
#

since the projectile are kinda bugged, is there any workarounds or anything that i can use?

nova sail
#

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..

stiff plaza
#

does the enum property type in entities have a limit?

#

like, how many strings can i add to the array

tribal glen
wanton venture
nova sail
vale mantle
#

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??

iron swift
#

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

latent talon
#

any good way for complex/multiple entity collision boxes that players can collide with?

valid hamlet
#

What material allows for lower opacity?

#

Never mind, found entity_alphablend to work.

vale mantle
#

Do I just copy paste:
query.target_x_rotation
query.target_y_rotation
And hope for the best???

dawn tusk
#

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

vale mantle
#

Also minecraft entities are affected by render distance, you can only mitigate this by using entity identifiers

dawn tusk
dawn tusk
vale mantle
#

Also it depends on what entity we're talking about here

dawn tusk
#

a big submarine

vale mantle
dawn tusk
#

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

vale mantle
dawn tusk
vale mantle
#

Could you record it?

dawn tusk
#

ye one sec

#

also this is about where it happens (the scale might be off)

#

the red part is the hitbox

vale mantle
#

Yeah

vale mantle
dawn tusk
#

there

vale mantle
#

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

vale mantle
dawn tusk
#

also it uses about 10 entities for the collision

dawn tusk
vale mantle
dawn tusk
#

got the idea from doctor4t's airship and the person that ported that to bedrock

dawn tusk
dawn tusk
#

YES

#

:D

dusky kraken
#

Is there away to make an entity not killable? like if I do /kill @e the entity doesnt die

dawn tusk
#

idk about cmds but you can make it immune to all damage by mobs players and blocks

dusky kraken
#

I know that, but I want it to be commands as well.

dawn tusk
dawn tusk
dawn tusk
pale marsh
#

how to make an entity teleport close to the player?

little cloud
# vale mantle

"scripts": {"should_update_bones_and_effects_offscreen": true}

vale mantle
little cloud
#

you can offset the entity with an animation if you need to see it past the 64m range

vale mantle
slender dirge
#

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

latent talon
#

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

dawn tusk
#

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

slender dirge
#

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

dawn tusk
slender dirge
#

You need to actually put the values to where you want the riders butt to be located

dawn tusk
#

i lowered the model so the origin is at the seats position

#

but it still puts me about 10 blocks lower

slender dirge
#

Then you have something wrong in the files itself make a proper post and wait for someone to reply

dawn tusk
#

ill do that later ig

pseudo river
#

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.

vernal vault
#

how can we make custom mobs use the small humanoid armors introduced in the Tiny Takeover drop?

misty marten
#

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
}
]
}

wraith isle
#
                    "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

misty marten
wraith isle
#

Not that ik of

misty marten
#

okay thanks for your answer

atomic cargo
#

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

atomic cargo
# kind charm 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

void scarab
#

Does anyone know how I can make it so that only players with certain properties or tags can see the entities?

void scarab
#

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

misty marten
fleet sigil
#

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

thorn crypt
#

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:

slender dirge
strange sentinel
#

I wanna ask how yall set a name for entity

#

I guess it was on texts/ but I don't know how

#

Nvm fixed

hard orbit
#

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.

nova sail
#

when borrowing entity files from the default packs for modification, should i use the 'v1.0' files or the others..?

strange sentinel
#

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

strange sentinel
#

That makes it unviewable

#

But thanks for the help

wraith isle
#

Then I don’t think it’s possible

#

Maybe scripts though

strange sentinel
#

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

storm dew
#

does changing the spawn_category of an entity from monster to creature make golems not target the entity, and/or make it peaceful?

storm dew
# formal veldt 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

kind charm
formal veldt
storm dew
#

is it the one under components?

formal veldt
storm dew
#

what is a spawn category?

storm dew
kind charm
#

Spawn Category is unused.

storm dew
kind charm
#

It is speculated to be part of the mob spawning experiment that was announced years ago.

storm dew
wraith isle
kind charm
#

You're thinking in spawn rules.

nova sail
#

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..?

quiet river
nova sail
# quiet river 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..

rare lance
#

how do I make an entity not take damage? I'm using damage_senor

rare lance
#

How can I make multi-lined names in anvils? I've seen it done before but I have no idea how to code it

silver trellis
#

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

silver trellis
#

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.

stray osprey
#

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.

cedar sage
#

anyone know if its possible to change the default skins with my own texture pack

quiet river
cedar sage
# quiet river 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

quiet river
#

Ah, I wouldn't know if it was possible or not.

#

I don't know if he knows, you can ask him. @eternal bramble

eternal bramble
#

bao_ext_toldyouso >

hard orbit
#

Is it possible to make entities be disapkyed.from anlonger distance then usual?

fast kraken
#

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

fast kraken
#

Nvm, turns out it was because I set the nearest_attackable_target with no entity_types

drifting isle
#

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

cedar sage
#

anyone know how i can change the textures of the default skins without them all appearing as steve

stone roost
#

Does anyone know if it's possible to create an animation so that the parrot is seen in first person?

drowsy swift
#

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,

frank carbon
#

Some kind of component that does this would be cool. Could call it "minecraft:intangible"

little cloud
restive jasper
#

how to change leash origin in entities ?

frank cipher
#

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.

timber glacier
#

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).

strong tide
glossy yew
vernal vault
#

how can use the new baby humanoid armor in the tiny takeover drop

#

or is it not possible

strong tide
frank cipher
#

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}
glossy yew
# frank cipher ^^

I don’t think any of those would cause the issue, assuming the mob isn’t restrained. Did you give it a follow_range?

vernal vault
frank cipher
glossy yew
frank cipher
#

Actually... I forgot this happens when I've restricted the movement to 0. Here's the real components. I changed them above.

frank cipher
wanton oar
#

Is it possible to do some kind of precise interaction with entities?

hard orbit
woeful ingot
#

how do i make entities render further

cedar sage
#

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

glossy yew
frosty patrol
#

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?

restive jasper
#

Is it possible to check the curing process of zombie villager

drifting isle
#

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

glossy yew
#

You copy the files.

#

Unless what you’re asking is actually how to use blockbench or something like that.

next garnet
#

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

glacial summit
#

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

haughty tusk
#

i scaled the model up to 1.1 and how can i move the name tag a little higher?

drifting isle
#

when i'm importing the animations, it doesn't remove the yellow underlines

crimson pumice
#

how do i prevent the dragon from destroying custom blocks that spawn in the end

royal olive
#

Why the name tag not following the animation entity ?

dusky kraken
#

Is there away to make an entity nameTag only showing up for certain people?

wanton oar
#

how can I make an entity ride the player?

formal veldt
#

to force the entity to ride the player, you can use the ride command or create a script.

exotic bane
#

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?

charred cargo
sonic bolt
#

is there any possible way to disable knockback than set knockback resistance in entity bp?

exotic bane
sonic bolt
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Sry. Context is I want some entities attack to not inflict knockback.

drowsy swift
sonic bolt
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We need mojang to just add 1 component

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Or add edit to the behavior components

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For knockback

drowsy swift
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that means if the damaged entity was running, it will stop running instantly after taking that damage.

sonic bolt
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That's work, but that's like Subscribe to world event i guess

drowsy swift
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just keep in mind, the action will happen exactly after 1 tick, so it wont be 100% smooth, but good enough

drowsy swift
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thats my workaround, u can check out the docs and see if theres a component that modified the knockback stuff,

sonic bolt
drowsy swift
sonic bolt
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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.

cunning sparrow
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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.

cunning sparrow
sick echo
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Is it possible to create fishing in lava?

quiet river
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The weird thing about that add-on is that the fishing rod doesn't stick like it does in water xd

wanton oar
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How can I make my entity not push other entities?

glossy yew
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Pushable component. Look at vanilla armor stand.

formal veldt
glossy yew
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Ha ha, ghosts don’t exist.

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Maybe as a workaround you could add and remove component groups with pushable components based on whether the entity is moving.

drowsy swift
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is it possible to make the projectile pierce through 3 or 4 entities before stopping?

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like each time it pierce an entity it will be weaker,

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ig ill use scripts for that part,

wanton venture
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How can I make an entity only visible to certain players? 👀

formal veldt
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theres an property override method

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just query the property in part_visibility.

fading shadow
fading shadow
sonic bolt
undone axle
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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

sonic bolt
undone axle
sonic bolt
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idk you said in group