#Entities General
1 messages · Page 20 of 1
Fair
slight problem tho
I only have the OLD wolf spawn rules. Weren't they changed when varients got added?
I think I need all detail of your problem. I'm guessing does members naturally spawn? does leader naturally spawn? does .... etc. etc.
so. I might never answer your problem at all lol. sry
It's my first time doing entities properly and I'm starting a passion project
me too
here is my first, currently add on
Cats!
A lots of functional cats with independent traits, behavior and personality coming soon!!
special thanks asset from CanineGray for CC by 4.0 assets!
https://modrinth.com/resourcepack/better-cats!
This Add-on would never see the light with just Behavior Pack without CanineGray assets.
I'm so gratefu.
I bet I can guess what it does
still in dev
I made each type of real world cats in each entities with custom personality, traits and behaviors.
also cross breed possible
I'm look like idoit obsessed with cats
Im just still tryna figure out how to add a condition to a spawn event
oo
okok go dm. I could help. the Add-on doc is kinda hard to read.
so, I dont want to flood general
like I need to have a "is_pack_leader" component or something so that the other members of the pack are spawned properly
This is how I disable mob spawning right?
is there a way to fix this? this is an entity model btw
entity projection, you place entities above players heads that are only visible to them via property overrides and then you offset their position visually
How do I make an entity align with a block (0.50,0.50 coords) and rotate to a certain rotation forever after it's spawned?
Use rotation_axis_aligned
Ty!
[Geometry][error]-wypnt bab:deer I wypnt bab:deer | Locator: Error: model already has a locator armor_offset.default_neck that doesn't exactly match
the one wanting to be added - skipping new definition in baby(geometry.wypnt_bab.deer.baby)
Does anyone know why I'm receiving this?
I don't have any locator on my mob, especially one called "armor_offset.default_neck".
oof, do u have any guide for that by chance?
i do not. its quite simple though, if you can use rhe tnt runtime to remove movement interpolation from the renderer then spawn one for every player and keep it teleported above their heads. Then in the client-side you can set their position to -q.position(0)*16+(x*16).... but note that the z coord for model and entity space is reversed
I simply renamed your bone head to any other name.
tried adding custom animations to my custom entity with blockbench's entity wizard as base. The method i used is from this vid: https://youtu.be/5wq_mw5AzIM?si=zdFowEmxvIXqbag-
Tho it just comes out as no texture. The mob doesn't have shadow either. Idk what's going on :(( when i installed the blockbench version without changing the code, it worked perfectly fine
In this tutorial i will show you how to create and add animations to your minecraft bedrock / PE entities usning two different aplications blockbench and brisge v2
Twitter: https://twitter.com/B0NY434445
Xbox Gamertag: B0NY434445
MCPEDL: https://mcpedl.com/user/b0ny434445/
================...
lemme send code
This is close. I think you must enclose the list of animations you'd like to play with an array:
"states": {
"default": {
"animations": [
// Comma-separated list of animations to play while in this state
"idle"
]
}
}
Similarly within the "scripts" section of your client entity definition
And if I am not mistaken, animations cannot contain colons. Try renaming your animation to animation.artsy.moth.idle
See if those improve your results @bleak fossil
how do you put idle sounds on entities? like when you're near on it
I don't think this thing is fixable. You see, entities are not blocks, and they stop rendering when you are not close to them, even if you haave large render distance.
Or you can use ender dragon entity as the base, as it has some hardcoded stuff that allows you to see it from a huge distance. A lot of servers at this point makes the title using blocks, not entities.
thank you! i'll do just that. I'll update for when something happens
i changed the animation and scripts list into an array and also changed the colon into a period but the mob is still invisible unfortunatelyy
can you see the texture of the spawn egg?
nopee
But can you see the shadow of your entity, right? Can you show the behavior of your entity? Also, in which directory have you put your entity client?
anyone know why this animation isn't playing? /playanimation @e[type=minecraft:axolotl] animation.axolotl.play_dead
actually i dont eitherr :'@>
can i send the thing instead?
So you can't see your entity in the chat when you type /summon?
oh wait lemme try that, i see its spawn egg tho it doesnt have a texture. i try to spawn it, no model or shadow
no texture like its clear and not magenta
Then it's probably not detecting your entity client; there are no errors in the code, so the identifier probably doesn't match, or you haven't put the entity client in the correct folder.
i can see it on the mob list when i do summon and it says object successfully summoned tho its still invisible w no shadow
i see, thats so weird cuz i based the code on blockbench entity wizard and added animations and controllers
Can you show if the identifiers match and if the entity client is in the correct folder?
im sorry but idk what u mean about entity client, do u mean the entity file itself?
lemme see the identifiers holdon
entity client is in "rp/entity/your_entity.json"
res and beh both have the same identifier
and the directory is exactly that
Are you sure? Did you check that it's not "Entity" with a capital letter or "entity " with a space?
ohh lemme see
so that's not the problem your error log is reporting?
its "entity" with no space
lemme provide a bit of context, i used blockbench entity wizard to generate a file (this worked fine on its own)
and then i added animation and controllers in which the mob's texture/model vanished
i think it had something to do with the animations and animation controllers that i added
Can you send the current entity client?
An animation error does not make the model invisible. it will only be invisible if the entity client has a syntax error.
i get confused about values and arrays so maybe that's it? my device prevents me from editing like this
so i see it more of a list than code
i see
There's a syntax error, let me fix it
{
"format_version": "1.10.0",
"minecraft:client_entity": {
"description": {
"identifier": "artsy:moth",
"materials": {
"default": "entity_alphatest"
},
"textures": {
"default": "textures/entity/moth"
},
"geometry": {
"default": "geometry.moth"
},
"render_controllers": [
"controller.render.default"
],
"spawn_egg": {
"texture": "moth_spawn_egg"
},
"animations": {
"idle": "animation.moth.idle",
"controller": "controller.animation.moth"
},
"scripts": {
"animate": [
"controller"
]
}
}
}
}
may i ask what part u fixed? so that i would spot it when i do other mobss
okioki imma try this
It should not be in [] in animations
i see, so its not an array?
nop
it works now!!! thank you so much
i wouldnt have seen that error
all the "invisible" moths that i spawned were right there all along lol
lol
how to add a locator above player's head?
basically i want to put a locator so that the particle follows the player when emitted
Do entities mantain component groups behaviours even if the component group is not longer registered?
I don't think so
it's override same components if entity already had one
Yes, in some cases they retain certain characteristics. you must generate a new one.
For example, if you have a speed component in "component" and you change the speed in a "component group" and then modify the code by deleting that group, the entity could retain the modified speed.
Does anyone know if you can make it so that you can make a custom mount that can attack while being ridden. As in the mob does a melee attack on command when you ride it?
Omg im sorry to be back so soon but i've been having trouble with the interaction component with my moth mob again, I have this code that's suppoused to work like when a sheep gets sheered but the button is not showing up and idk why. I pasted the same minecraft:interact code to another modded mob with variants and the "shear" button showed up. I even put the same code to the moth mob before i added variants and it worked. Idk why it doesn't specifically work on the mob that im working on right now :/ (also im sorry for asking so much help aaa). for additional context, i put the interact component inside a variant component group. I didn't have trouble with this before
Here's the code:
oh wait its too long hold on
"minecraft:interact": {
"interactions": [
{
"use_item": false,
"swing": true,
"hurt_item": 1,
"spawn_items": {
"table": "loot_tables/entities/moth_pinkyellow_shear.json"
},
"play_sounds": "shear",
"interact_text": "action.interact.shear",
"on_interact": {
"filters": {
"all_of": [
{
"test": "has_equipment",
"subject": "other",
"domain": "hand",
"value": "minecraft:shears"
},
{
"test": "is_family",
"subject": "other",
"value": "player"
}
]
},
"event": "artsy:pinkyellow_sheared",
"target": "self"
}
}
]
}
i deleted some things so if there's missing brackets, it's probably on me. I use an app that shows the code as lists (json genie if yall know it)
Do you know how I can make projectiles with scalable damage without using scripts?
Do You know a quick fix for the player entity? Killing it does not remove the retained data
For now i fixed it creating a new world
just add a new component group to get it back to normal, and then delete the group
Finally figured this out, having a "0.05" probability was somehow affecting the amount of time it looked at the player within the "look_at_player" component. Just upped it to 0.5 and that fixed it.
Maybe the probability is evaluated on every tick? 🤷♂️
Art's Moth Update Blong #3
I'm gonna make this like a blog cuz it's what makes me sane ❤️
Remember this? i did some dilly dallying the code actually WORKS. the problem is that something inside the variations code aren't accurate to how they're rendered for some reason?? I would have a moth that's all white but it'll show up as a brown moth but i wouldnt know because I don't see the values in game. I noticed this when the "shear" button is popping up when i interact with one of the variants even though it wasn't the variant that i implemented the interaction on.
Now I'm trying to figure out why the variants are all jumbled up. it's so weird because I did this before with other mobs successfully but now it's all over the place D:
UPDATE I FIXED IT it turns out i need the variants to be in order in render controllers OOOOPS
That's cute and some nice concept also
thank u :DD
Art's Moth Update Blong #4
HELLO ADDON MAKERS MORE ON MY MOTH ❤️
I added silkworms!!! Tho they have this weird animation jitter after they "walk". i tried blend transitions but that somehow makes it worse now im trying to figure out how to fix that.
Anyways, WORMS
should i make a channel or something bahashdskul
it literally went to the fridge after a spawned it 💔 #BigFatBUH
Describe the missing content: The reference documentation for the nested table minecraft:weight is missing the rarity field. The current page only documents default, but rarity is also used in vani...
trying to integrate my separate silkworm and moth entities into one mob but different states and it's killing me 😔 it shows up invisible again FAAAAAAAAAH
is there a way to transform a mob into another mob but it has a specific variant? i tried adding components like with what the bedrock dev said about minecraft:transformation but it doesnt work :/
You need to transform it by adding the event to the component
i think my problem is more on render controllers or animation controllers i think
tho rn i just converted back to my separate silkworm/moth route although thats making me have problems too because the minecraft:transformation component isnt adding component groups to the transformed moth even tho minecraft dev explicitly said that its possible
cuz im tryna mimic this system
and here's what im tryna learn:
https://learn.microsoft.com/en-us/minecraft/creator/reference/content/entityreference/examples/entitycomponents/minecraftcomponent_transformation?view=minecraft-bedrock-stable
Show your rendering control and entity client
lemme just boot up my stuff
the one with the integrated silkworm and moth mob or the one w the separate mob lol
Entity CLient
"format_version": "1.10.0",
"minecraft:client_entity": {
"description": {
"identifier": "artsy:moth",
"materials": {
"default": "entity_alphatest"
},
"geometry": {
"default": "geometry.moth",
"baby": "geometry.silkworm"
},
"render_controllers": [
"controller.render.moth"
],
"spawn_egg": {
"texture": "moth_spawn_egg"
},
"textures": {
"moth_offwhite": "textures/entity/moth/moth_offwhite",
"moth_gray": "textures/entity/moth/moth_gray",
"moth_brown": "textures/entity/moth/moth_brown",
"moth_pinkyellow": "textures/entity/moth/moth_pinkyellow",
"moth_purpleorange": "textures/entity/moth/moth_purpleorange",
"moth_greenblue": "textures/entity/moth/moth_greenblue",
"sheared_offwhite": "textures/entity/moth/sheared_offwhite",
"sheared_gray": "textures/entity/moth/sheared_gray",
"sheared_brown": "textures/entity/moth/sheared_brown",
"sheared_pinkyellow": "textures/entity/moth/sheared_pinkyellow",
"sheared_purpleorange": "textures/entity/moth/sheared_purpleorange",
"sheared_greenblue": "textures/entity/moth/sheared_greenblue",
"silkworm": "textures/entity/silkworm/silkworm",
"silkworm_mutated": "textures/entity/silkworm/silkworm_mutated"
},
"scripts": {
"animate": [
"controller"
]
},
"animations": {
"fly": "animation.moth.fly",
"wiggle": "animation.silkworm.wiggle",
"move": "animation.silkworm.move",
"look_at_target": "animation.moth.look_at_target",
"controller": "controller.animation.moth"
}
}
}
}```
render controls
"format_version": "1.8.0",
"render_controllers": {
"controller.render.moth": {
"arrays": {
"textures": {
"Array.baby": [
"Texture.silkworm",
"Texture.silkworm_mutated"
],
"Array.shade": [
"Texture.moth_offwhite",
"Texture.moth_gray",
"Texture.moth_brown",
"Texture.moth_pinkyellow",
"Texture.moth_purpleorange",
"Texture.moth_greenblue",
"Texture.sheared_offwhite",
"Texture.sheared_gray",
"Texture.sheared_brown",
"Texture.sheared_pinkyellow",
"Texture.sheared_purpleorange",
"Texture.sheared_greenblue"
]
}
},
"geometry": "query.is_baby ? Geometry.baby : Geometry.default",
"textures": "query.is_baby ? Array.baby[query.variant] : Array.shade[query.variant]",
"materials": [
{
"*": "Material.default"
}
]
}
}
} ```
in this instace, there's a shadow but no geometry
And behavior?
it has behavior, i can even interact with it with shears
Yes, we need to make sure you're applying the variables correctly.
The only main problem here is in render controllers. You didn't add the array both sides in the "textures": part in there
Which is the reason why your entity looks invisible but has collision box in it
ohh? so i need it to be an array is wht ur saying?
It should be like this js "textures": [ "query.is_baby ? Array.baby[query.variant] : Array.shade[query.variant]" ] not this js "textures": "query.is_baby ? Array.baby[query.variant] : Array.shade[query.variant]"
im tryna shrink the behavior file im just taking some default bee stuff lol
okii ill try that
Yes, I hadn't noticed.
is the same applied to geometry or nahh
It does not need array
okii
oki update: the moths show up!! but im not seeing any silkworms yet so im adjusting spawn chance for now
Great, just tell me if there's something off about your entity
THANK YALL IT SHOWS UP NOW @obsidian pier @rain egret
THhere's a problem with the baby animation but ill think about that tomorrow
thysmmm
Your welcome
Art's Moth Update Blong #5
we are one step closer to finishing my moth mob then i can move onto butterflies for my lepidoptera addon I'M SO HAPPY THANK YALL FOR UR HELP ❤️
For some reason, my entity won't display that it is holding bows, crossbows, spears, shields, basically anything that has some special holding animation. Swords, sticks, blocks, etc. all render fine. My entity has both the rightItem and leftItem bones in its geometry. Anyone know what's up?
Hi, is there a way to combine molang and filter in entity.json
Like this?
{
"filters": {
"all_of": [
{
"test": "is_family",
"subject": "other",
"value": "undead && q.is_on_fire"
}
]
},
"max_dist": 16
}
Wait I see this
You can’t use molang but you can use the on_fire test yeah
Did you add "enable_attachables": true on your RP entity json?
how can i make a projectile do override damage? (the one that bypasses resistance)
how do yall make entity sounds?
using sounds.json on a resource pack
Thats not how you make sounds lol
You just have to create
Is it possible to make an entity find whatever block it is currently on and morph its texture into that?
it was probably interpreted as defining sound
idk, maybe use a mic on the real deal and convert the recording to the respective sound file?
oh i was sleepy and didnt read correctly lmao
anyone know how to make "Minecraft:dash_action" work when in the air (its the camel dash)
makes it more rare ig
how do i make it so an entity that is behind me does NOT derender? its a large entity so i should be seeing it even if im not facing its center
Is there documentation or a tutorial on what is possible with the player.json?
For a Bedrock entity, the thing to adjust is the geometry visibility bounding box: visible_bounds_width, visible_bounds_height, and visible_bounds_offset. So, for a huge entity, I think making those bounds larger than the actual model, and center the offset over the model instead.
Thank you! Is this measured in blocks, pixels, etc.? Like if I do a width of 100 and height of 100 is that 100 blocks?
and when you say center the offset, I would do [ 0, 0, 0 ] ?
I ported my add-on from preview over to stable and started getting errors like this related to "q.item_slot_to_bone_name"
not too sure what caused it, add-on works perfectly fine on preview and I don't see any changes to the files from preview to stable in recent updates
All items that don't have 3D models are invisible
What's the error? Is it just silence one but it doesn't work?
Not necessarily you need to center at the root origin you can just adjust the y axis if you want but keep it center aligned
writing the bone name 'rightItem' directly kinda works
Yes, they can be measured in blocks but not in pixels it’s more like a radius/extent used for culling
idek where the error is located though, it doesn't happen on preview and I looked at my github to see what changes I made since it was working on stable last week, but I made no changes to the player afaik.
player model still has the bone name as "rightItem"
Quick question, if lets say I've made a health component, inside the components, it became a default right?
So if i were to change it using component groups, when that got removed using events or something, it'll automatically goes back to the default
Am i right?
Fair enough
So this error has nothing to do my add-on. The game itself-or I should say skin I'm using is completely broken. Switching to a different skin makes items reappear.
is it possible to give a custom mob the regeneration effect given by a beacon?
yes but it'll take a few workarounds to achieve
Hello, i'm looking for a way to code an entity that attacks like this way but i cannot find anything. i mean. something that allows the ranged mobs move while shooting instead of stay static in one place like the skeletons.
Did they change something about jump.static? I was updating an entity in my pack that uses it and now it's not working (just the behavior of going up blocks), I didn't even touch the component
Nevermind, somebody helped me out. If anybody has the same issue, apparently you need to use "minecraft:variable_max_auto_step": {} instead
Do entities holding a projectile weapon with the power enchantment not deal more damage? I swear they did
It doesn't seem like power multiplier does anything either
This is probably a simple dumb question so I don't wanna give it its own thing. I was trying to use the dev tool but it keeps breaking lol.
Essentially I have a mob I made in the blockbench entity wizard who's behavior is based on a parrot. If I want to keep everything about it, except allow it to attack those who attack it , how would I add it to the json file?
how can i make a loot table drop a item guaranteed?
u just give it it's own pool where it is the only entry
Is it possible to create an entity that only moves on top of a specific block? I want it to ignore the other blocks.
I don't think there are any components for it, but you can use a component group to control movement and use a runInterval in scripts to detect the block directly beneath the entity
there's the preferred path component
Oops, I took a look but when I translated it, it got confusing. How exactly do the "default_block_cost" and "jump_cost" fields work?
cost in both fields is a number where the higher it is the less likely the block will be picked for the path. 1 is more likely to be pathed on then 100 is to my understanding of it.
I want the entity to always move within a block, would that be 1?
I think so yeah
Damn, news to me
just a quick question, what is the entity equivalent of "getBlock()"
dimension.getEntities()
ah its a dimension method thats why i didnt find it
was lookin in the wrongg place
idk why i expected it to be different, cuz thats where getblock is too
🤷♂️
there's also this method
https://stirante.com/script/server/2.6.0/classes/Dimension.html#getentitiesatblocklocation
oooh thats probably what i want
yeah, thought so
btw there's a channel specifically for scripting
#1067535382285135923
ok so this actually just gets all of the entities in the dimension?
yes
ah yea that probably would have been a better place to ask :P
o well
I mean it has to do with entities lol
how does this one work tho
it requires you to provide the unique id for the entity you are searching for
and what does it return
just one of them? or
yeah, it's Entity, not Entities
or by unique id do you mean like each entity in the world has its own id? even if its the same type?
also even if it did, entities cant have the same unique id, that's what makes it unique
doeasnt matter the type, its just a unique number given to the entity when it initializes
yeah i figured that if it is unique to each entity its probably unrelated to the type
you can get an entity's unique id by doing entity.id
a question
If you noticed, in first-person cubecraft only what the player sees is rendered and when they turn they just load those entities, how would you achieve that?
can I completely disable interpolation on an entity?
does anyone have this error with your entities?
When your entity kills another entity BUT the victim transforms into another entity on death (like a corpse) your entity simply freezes
like this (im using SCPDT 1.9.0 for the guards)
How can I make it so my entity targets a player if they are in a 3 blocks distance and not sneaking? I tried like this but it keeps forgetting the player if they get outside the 3 blocks range
"minecraft:follow_range": {
"value": 32,
"max": 32
},
"minecraft:behavior.nearest_attackable_target": {
"priority": 2,
"persist_time": 20,
"set_persistent": true,
"entity_types": [
{
"filters": {
"all_of": [
{ "test": "is_family", "subject": "other", "value": "player" },
{ "test": "is_sneaking", "subject": "other", "operator": "!=" }
]
},
"max_dist": 3
}
]
}
no but i think the problem is within the entity itself
probably, but it only happens when my entity kills a entity thst transforms on death
and i never found the reason why this happens
mind if you send the json here? I'd like to take a look
sure
alr
i think now i know why.
delayed attack and melee attack shouldn't be used in the same time by the mob
so try making your mob only use one of the components, depends on which type suits it the most.
sure
update me if it works lol
imma test it rn
it worked 🥹 tysm
np
Smth related yes but not exact issue
My entity jus stops attackint entirely
Its a boss mob and i always put boss mobs against a warden to check
And make my friends fight it to check its AI
But my mob jus stops attacking and doesnt move either
Jus stays
i see
hi
is it possible to make snowball runtime entities not despawn when an explosion occours next to them?
Do you need to use snowball runtime?
if i dont use it the physics dont seem to be the same
when thrown it flies then drops abruptly
Can you wait for the Custom Projectile experiment?
Yes
worth waiting then
Y'all, im gonna ask for help again for numerous time if anybody will be willing to help me for my problems about this animations and animation controller since I've been stuck for 3 weeks already here so here's my screenshots of my bridge codes
I'll be thankful for any kind souls out here to help me for my problems 🤞
Can we make an entity that doesn't block light with vibrant visuals enabled?
what are the problems?
oh
Its always this red movie clipper thingy when i creating a file in bridge
I just realized it last night
i think you gotta type the right directory manually
RP/animation_controllers
when you open the file
and save it in your project
that red icon stands for the animation controllers for behavior packs
lol
the one from the resource pack should be blue
Is this the one that i should put it the RP?, im minda confused since its my first time making my own addon
nope
just open the file you already made
and import it with a new name
then change the directory manually
-# it sucks i cant show how its done since bridge is kinda slow in my device for no obvious reasons
Do i have to change the bame with a animation controller?, since its already in my animation controller folder
wdym
Im kinda confused on what to rename it
I have my animation controller in the RP/animation_controllers folder but still have that red movie clipper thing when i opened the file
The movie clipper thingy or icon still red even when i put into the resources/animation_controller, i don't know if i did it correctly
Does anyone have a player client that doesn't have errors?
does anyone know how to make a grabbing mechanic ? i was assuming it'd be done using forced riding but i couldnt get it working that way
anyone know if its possible to detect if a mob or player is in seat 1 or seat 2 when riding an entity with multiple seats?
in scripts, you can get the rideable component and use the getRiders method, which should return an array of riders in order of the seats
Why can't I open my mob's inventory?
Does someone know why my entity stops holding here crossbow back when i add "minecraft:drink_potion" behaviour, is there any fix using js and events , or something i did wrong in the behaviour file ?
because witches don't have weapons
so you'll have to find a way to make your mob hold a crossbow again after she drinks potions.
hùù ok
thx
I'm guessing xp_orb giving players xp is hardcoded?
https://wiki.bedrock.dev/entities/runtime-identifier#minecraft-xp-orb Drats. No way to configure.
So for some reason when I try to get my animation to work in game it doesn't show up
Here's the code
{
"format_version": "1.8.0",
"animations": {
"animation.stand-punch": {
"animation_length": 0.4167,
"bones": {
"stand": {
"rotation": {
"0.1667": [0, 35, 0],
"0.2917": [27.8112, 18.4617, 2.8597]
},
"position": {
"0.0": [0, 0, 7],
"0.1667": [15, 0, -23]
}
},
"Head2": {
"rotation": {
"0.1667": [0, -22.5, 0],
"0.2917": [12.5, -45, 0]
}
},
"Body2": {
"rotation": {
"0.1667": [0, 10, 0],
"0.2917": [10, -35, 0]
}
},
"Right_Arm2": {
"rotation": {
"0.1667": [-85, 45, 0],
"0.2917": [-149.778, -3.0908, 68.9768]
},
"position": {
"0.1667": [-1, 2, 2],
"0.2917": [12, 6, -9]
}
},
"Left_Arm2": {
"rotation": {
"0.1667": [-52.5, 0, 0],
"0.2917": [34.306, -45.8964, -36.2876]
},
"position": {
"0.1667": [0, 0, 0],
"0.2917": [0, 0, 5]
}
}
}
}
}
}
And I've also sent the gif of what it's supposed to look like
"components": {
"minecraft:inventory": {
"container_type": "container",
"inventory_size": 45
},
is the entity container limited to 27? i kept trying with 36/45/54 but still shows 27 slots
Probaly yea
also
Unless u use the large chest ui via modification
what causes this to happen
Im guesing no hardcoded hud for it
it sinks the npc when water hits
Its only 27 and 27x2( large chests )
Otherwise u can try to use a chest hud editor
icic
ight thanks
heres the component for this one
{
"format_version": "1.16.100",
"minecraft:entity": {
"description": {
"identifier": "gv.npc:pvp",
"is_spawnable": false,
"is_summonable": true,
"is_experimental": false
},
"components": {
"minecraft:nameable": {
"allow_name_tag_renaming": false,
"always_show": true
},
"minecraft:damage_sensor": {
"triggers": {
"cause": "all",
"deals_damage": false
}
},
"minecraft:knockback_resistance": {
"value": 1
},
"minecraft:custom_hit_test": {
"hitboxes": [
{
"width": 2.1,
"height": 3,
"pivot": [0, 1.5, 0]
}
]
}
}
}
}
Ill try to check after i go home
Currently at schl-
thanks
guys where can i find the correct potions AUX_VAls
Does anyone actually know what "version" in "minecraft:experience_reward" is for?
how can i make my entity ignore falls?
new component projetil has bug using component "minecraft:spawn_entity"?
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
wdym by that
like if my entity is pathfinding, they will avoid holes
no idea
but isn't that supposed to be natural
How do we dye entity like sheep, cats or wolfs collar??
Okay I found the way
Just make sure your render controller using enyity_alpha_color_change material
For the part that you want to make it dyeable
yeah but for some reason my entities dont avoid holes
well that's pretty strange
Do you guys know if there's a particular reason of why an entity stops making an attack when the rideable and player navigation components get added (but not when riding)
I'm coding a drake and at the moment i equip it my saddle, it stops attacking, keeps following the targets but never attacks, then if i remove the saddle, it works again :/
Is there a way to leave after images of an entity guys? Like a non opaque shadow or smth like tht
Or give the boss mob an aura ( like how wither at hp < 50% has the blue shield thingy )
Anyone know how to get behavior.move_to_block to actually get the entity to move to the block? The only success I've had is making the entity collision box smaller than the goal radius
I'm never has problem before. except if goal radius is too small. entity will spinning around block. What I do is on goal reach I'm remove the move to block components
Spawn the after-image before the movement
Whaaa
So i hav to make another mob righr?
Either make new translucent, no ai mob orrr do particle magic.
Before your actual tp command/spreadplayets command, do the summon/particle and then run your movement
Might be better ways yo do this but this is how I do it
For the future, make sure your entity has the physics component
How can I make an entity change of color like tint?
there's a color field in render controllers
i think you need a material that supports it though
Yeah it's weird it stops just before it then does nothing
Fixed it, it does involve the collision box preventing the entity from reaching it's goal.
I got it around this by removing the collision box and using "minecraft:custom_hit_test"
So I'm new to render controllers and I'm trying to use a scoreboard to make my model appear but I know that can only be used in behavior so I put the scoreboard as the value for the property and now minecraft is saying it has no actor can I get some help please
you gotta put "client_sync": true so the RP can read it.
{
"type": "float",
"client_sync": true,
"default": 0.0
}
that newish feature of entities going translucent/transparent as the player camera gets close to the screen, can it be disabled for custom entities? so they can get really close to it and read something on it without it fading away
Should it be a float or should it be an interger?
that's a copy from my property, change it as you fit
Nope, there is a toggle in settings that turns it off, but that's about it
Now it's saying that my "query.has_property" has no actor
is it a player? Maybe you have paperdoll on, it often throw that error, if so... just filter it with !query.is_in_ui
there's also v.is_paperdoll
Then what's the query for? Other entities?
Is there a way to make riding position follow a locator or bone in animation?
I am trying to make riding feel more natural for my entity
So I'm guessing I just put that in the RP version of the player where the render controller is
what do people use to determine when an attack animation fires on a mob? I thought it was query.attack_time >= 0 but that only makes it fire once then never again
v.attack_time.
if you want it to detect when it stops attacking use !v.attack_time
that's how i use it ever since anyway
oops, I meant v.attack_time not query. json "attack": "variable.attack_time > 0.0" I figured this would work but it seems to just fire once and then it gets stuck in the final state. I wouldn't think it would need the !v.attack_time to reset the animation
yea i thought about the same thing back then but i figured that setting it to 0.0 doesn't do it.
so i tried using !v.attack_time and it works well
oh I understand how it works, I'm just saying it doesn't make sense that you need to transition it back when it's only animated when v.attack_time > 0.0
When they stop attacking, attack time should go back to 0 by itself
hmmmmm yea
although i still suspect that it can also use the same logic that molang queries use
Is it possible to configure a helmet on a mob without adding the head field to the geometry? For example, using animation?
iirc, the helmet attachable would mostly default to the root bone.
If you do this... well, you gotta animate the root, and try to counter-animate against the root's animation on other bones if your entity want to stay normal
use minecraft:behavior.mount_pathing. It make mounted mob keep move around and do its own behavior while mounting. you you need to proper set priority
Idk does he still need it lol
I tried, but it didn't work, so I opted to disable helmet use.
I know this is a very broad question so sorry, but what would be the best way to do the path finding for a long range missile style entity, and what would it look like, I've been stuck on trying to get a good way to do this for a good while TwT
i added the component but didn't work :((
even if the priority is 1
I think it's ony work if it's not in control. so might have to remove the mount contol components
Im suggest that you make a switching mode for it
then i gotta make an animation controller to make it switch between modes right??
or environment sensors might work?
It's tricky
more lke button for switching mode
because you can detect when play press key and mount -> add moutn control componet
not pressing anything made mount go into pathing mode
but it's awkward
Does anybody know why my entity with minecraft:avoid_mob_type only tries to get away from the player for about 3 seconds and then stops?
how much is the max_dist?
if its very high the mob only flees once and there's like a cooldown
It was 10, but that's not it
If I ran behind the entity and never getting out of range, it eventually would stop running
try 6
I'm making a projectile that I want to freeze in midair after a certain amount if time
I was thinking I would add the projectile component through a component group and then I would use a timer to remove the component and give the entity no gravity to keep it stuck in that position. I don't see anything wrong with this, but I'm open to suggestions
Does anyone have alternative suggestions for anything that could work better?
I don't think adding/removing component group is enough to stop it
But have you tried it
Haven't, but if it doesn't then there's always an event that runs a scriptevent to clearVelocity
"offset" in "minecraft:projectile" For some reason, it's not working with the update.
"minecraft:projectile": {
"on_hit": {
"impact_damage": {
"damage": 150,
"knockback": true,
"semi_random_diff_damage": false,
"destroy_on_hit": false
},
"stick_in_ground": {
"shake_time": 0.35
},
"arrow_effect": {}
},
"power": 1.6,
"gravity": 0.00,
"uncertainty_base": 0,
"uncertainty_multiplier": 0,
"should_bounce": false,
"inertia": 1,
"liquid_inertia": 1,
"anchor": 0,
"offset": [
0,
1.5,
0
]
}
why is god apple the only item using Camel Case , while all the other items use snake case
WeDoNtKnOw
Does anyone know how to get the move_to_block behavior to reliably actaully move the entity to a block?
I put my mob 3 blocks away from the target and it proceeded to run in the opposite direction and still won't find it
Is it a custom block?
Yes
If I have it in an isolated area it will path to it properly
But inside of an actual cave the behavior just becomes a mess
Ah, nvm then. I havent issues with it unless the block had a block item.
guys i have a problem when i set the equipment for player it only render the spear or any item that have attachble but the normal item is not
here is the model file that i used
is there any way to make a mob unable to pathfind over a specific block?
I think I've figured it out. the "target_blocks" field of the behavior is terribly inefficient. The more blocks near the entity, and the larger the target list is, the longer it will take. So it's technically still triggering, it's just taking forever to search for the block. Not really sure if there's a solution for this which kind of sucks. Destroys the entire concept for the mob.
Does rearranging it in order of priority suffice?
I had it as the only behavior for one of my tests
It's actually crazy how slow it is
First one is with the list unchanged, I'm not recording the whole thing but it will take over 30 seconds and up to a minute before it finds a block
I think I can actually fix this by using a timer to check the entities dimension and height, then giving it different component groups with different move_to_block behaviors based on that. That's pretty much the only thing I can think of
would be nice if this behaviour just accepted a "tag"
Does it not?
looking at it right now, would it actually still go in the "target_blocks" field?
Would it not just be
target_blocks:[
{
"tag":"q.blah"
}]
are you sure that's actually valid for behaviors?
"minecraft:behavior.move_to_block": {
"search_range": 24,
"search_height": 5,
"goal_radius": 1,
"tick_interval": 1,
"target_selection_method": "nearest",
"on_reach": {
"event": "mimic_block",
"target": "self"
},
"target_blocks": [
{
"tags": "q.any_tag('ore')"
}
],
"priority": 2
},``` my blocks all have "tag:ore": {},
Maybe not then? I know one of the recent behaviours got support for using tags but it used a different syntax.
blockception seems to think it's valid but undocumented
"minecraft:behavior.tempt": {
"priority": 2,
"items": [
{ "tags": "q.all_tags('minecraft:sulfur_cube_archetype_bouncy')" },
{ "tags": "q.all_tags('minecraft:sulfur_cube_archetype_regular')" },
{ "tags": "q.all_tags('minecraft:sulfur_cube_archetype_slow_bouncy')" },
{ "tags": "q.all_tags('minecraft:sulfur_cube_archetype_slow_flat')" },
{ "tags": "q.all_tags('minecraft:sulfur_cube_archetype_fast_flat')" },
{ "tags": "q.all_tags('minecraft:sulfur_cube_archetype_light')" },
{ "tags": "q.all_tags('minecraft:sulfur_cube_archetype_fast_sliding')" },
{ "tags": "q.all_tags('minecraft:sulfur_cube_archetype_slow_sliding')" },
{ "tags": "q.all_tags('minecraft:sulfur_cube_archetype_sticky')" },
{ "tags": "q.all_tags('minecraft:sulfur_cube_archetype_high_resistance')" },
{ "tags": "q.all_tags('minecraft:sulfur_cube_archetype_explosive')" },
{ "tags": "q.all_tags('minecraft:sulfur_cube_archetype_hot')" }
],
"within_radius": 16,
"on_tempt_start": { "event": "minecraft:on_gain_target" },
"on_tempt_end": { "event": "minecraft:on_lose_target" }
},
``` For sulfur cubes yeah.
Blockception might not be updated?
Tried in 26.30, same thing, I guess this change was only made to the tempt behavior
Not sure if this is the right place but has anyone else had the issue with blockbench entity wizard causing horses, donkeys and mules to use their old spawn egg and baby models? For some reason any pack I make has this issue
Is it not possible to put loot tables on baby animals at all
Its possible. Just make sure the loot table is in the base components or your specific baby component group.
Screenshots are hard to read, and photos even more so. This is especially true if you are using bridge or another tree editor, as this format obscures the JSON format.
We can help you best if you copy and paste your code here, or send it directly as a file.
the adult works fine the other two dont just for loot tables everything else works
And you're adding the baby component group via events yes? Are you accidentally adding the adult one at the same time too?
"events": {
"eat": {
"sequence": [
{
"queue_command": {
"command": "scoreboard players add @s Hunger 50"
}
}
]
},
"minecraft:entity_spawned": {
"randomize": [
{
"weight": 1,
"trigger": "minecraft:spawn_adult"
},
{
"weight": 1,
"remove": {
"component_groups": ["baby"]
},
"add": {
"component_groups": ["teen"]
}
},
{
"weight": 1,
"remove": {},
"add": {
"component_groups": ["baby"]
}
}
]
},
"minecraft:entity_born": {
"remove": {},
"add": {
"component_groups": ["baby"]
}
},
"minecraft:ageable_grow_up_teen": {
"remove": {
"component_groups": ["baby"]
},
"add": {
"component_groups": ["teen"]
}
},
"minecraft:ageable_grow_up_adult": {
"remove": {
"component_groups": ["teen"]
},
"add": {
"component_groups": ["adult"]
}
},
"minecraft:spawn_adult": {
"add": {
"component_groups": ["adult"]
}
}
}
}
}
so apparently if it has minecraft:ageable it does not work unless someone can figure out how to get loot tables to work with it
what should i use to make the entity immune to /kill?
health -> min:1 instantly kills the entity, cant even spawn it
Yo! Is there a vscode extension that have auto completions for any json files like items, blocks, ect.
Like bridge
But I don’t want to use that
the "cooldown_time" field in the behavior.send_event component seems to be bugged
anyone else noticed that?
no
What does that do?
At this point you can check the wiki 😅
Autocompletion like bridge in vscode would be the best for me but unfortunately, there’s none
yea sadly theres no plugin to add it
Is there docs to make animations for walk, idle, jump, attack and head rotating to where it is looking instead of whole body
Did mojang (mammerla?) fogot to change this value? This makes the game can't read any changes I make
ye
Entities have min version too??
Right
what the F
Lmao
Any ways to make an entity drop all its gear ? and should be able to be triggered using an event
Is it possible to have spawn rules obey a world property as 1 of its spawn conditions?
Eg. Only spawn this enemy if world.property(level) > 1
The instant despawn method just seems like it would waste a bunch of spawn attempts and result in less overall mobs
wow so smooth
Dosen’t work
"minecraft:spell_effects": {
"add_effects": [
{
"visible": false,
"effect": "invisibility",
"duration": "1"
}
]
},
Duration is a number not a string
I don’t think you can nor is this the channel to ask that
yeah i was kinda tripping when i wrote that