#Entity Flee Behaviour
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Maybe an animation controller that checks if the player is holding a bow, if yes then add a tag or family to the player, then make the skeleton avoid everything with that tag/family
Just an idea, idk if it works or if its the best way to do it
You can also try adding this to the skeleton's ranged_attack component group if you mean when the skeleton is holding a bow:json "minecraft:behavior.avoid_mob_type":{ "priority": 0, "entity_types":[ { "filters": { "test":"is_family", "subject": "other", "value":"player" }, "max_dist": 10 } ], "remove_target": false }
You would also need to make the priority for minecraft:behavior.ranged_attack 1. Priority lets the mob know what to do first, where it will do things with a lower priority before things with a higher priority
Minecraft:Behavior.ranged_attack
>attack_radius_min