#Entity Flee Behaviour

1 messages · Page 1 of 1 (latest)

woven thicket
#

I’m trying to have it so that a skeleton will actively try to keep it’s distance from a player while it holds a bow but I cannot seem to find any behaviour that I can use to accomplish this. Does anyone know any workarounds?

sharp osprey
#

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

bleak trout
#

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

safe bluff