#Help on entity making
1 messages · Page 1 of 1 (latest)
Im getting these errors in the content log, no other error is shown:
[Molang][error]-kai:ghost | MolangScriptArg::get<>() called on incompatible type
[Rendering][error]-kai:ghost | Render Controller: controller.render.ghost is missing its default texture
This is my render controller:
{
"format_version": "1.8.0",
"render_controllers": {
"controller.render.ghost": {
"arrays": {
"textures": {
"Array.textures": [ "Texture.default" ]
}
},
"geometry": "Geometry.default",
"materials": [ { "*": "Material.default" } ],
"textures": [ "Array.textures" ]
}
}
}
"format_version": "1.8.0",
"render_controllers": {
"controller.render.ghost": {
"textures": [ "texture.default" ],
"geometry": "Geometry.default",
"materials": [ { "*": "Material.default" } ]
}
}
}```try replace it with this
That worked, thank you!
I'll keep this post open because im sure i'll have more questions related to this same entity
How to trigger an attack animation when my mob attacks?
My animation controller:
{
"format_version" : "1.10.0",
"animation_controllers" : {
"controller.animation.ghost.move" : {
"initial_state" : "default",
"states" : {
"default" : {
"animations" : [ "move" ]
}
}
},
"controller.animation.ghost.attack" : {
"initial_state" : "default",
"states" : {
"default" : {
"animations" : [ "attack" ]
}
}
}
}
}
what's your attack type melee or delay?
then use v.attack_time > 0
Where?
"initial_state": "default",
"states": {
"default": {
"variables": {
"move_speed": {
"input": "query.modified_move_speed",
"remap_curve": {
"0.0": 0,
"0.1": 1
}
},
"is_idling": {
"input": "query.modified_move_speed",
"remap_curve": {
"0.0": 1,
"0.1": 0
}
}
},
"animations": [
{"entity_move_anim": "variable.move_speed"},
{"entity_idle_anim": "variable.is_idling"}
],
"transitions": [
{"attack_anim": "v.attack_time > 0"}
],
"blend_transition": 0.2
},
"attack_anim": {
"animations": ["attack_anim"],
"transitions": [
{"default": "q.all_animations_finished"}
],
"blend_transition": 0.2
}
}
},```
Can you please explain me this?
which one?
All this
well, I don't really know how the remap curve work so you can read this it's all just trial and error on my part so you can read this https://bedrock.dev/docs/stable/Animations#Transforms
for the way how the animation work here well the transition is for switching to another animation using molang, the blend_transitions is to smooth out the way the animation goes from one to another "animations" is the name of the animation you want
Okay, thank you
This seems to be the only issue im experiencing
I really doubt the issue is the animation, because it does not has this issue in bb
what keyframe did you use for the idle?
Where can I see that? The keyframe page is empty
If you mean the animation length, it is 4.125
There is no way I can get that to be shown 😅
Not sure if this is it:
Im selecting the body bone by the way, which includes all the bones
Yeah that should be it
can I see the whole timeline of the keyframe?
make sure all the last keyframe is at the end of the loop
How exactly I can make sure of that? Sorry, animation is not much of my topic
like this
So this should be good?
Unrelated issue. When I attack my entity it starts flying like a balloon, plus sometimes it randomly falls?
Im using the vanilla behavior file of the vex.
Hey! @upper tartan Thank you very much, the keyframes were the issue. 🙂
I was wondering, do you know how I could make my entity attack animation be played a bit earlier than the attack itself?
well that would be delayed attack
Oh I see, how does that work?
In a related question... I want my ghost to have these animations:
idle(when idling)float(when moving)
How can I define the difference?
just use the animation control I gave you above
I did, though, animation is not playing, just idle
"animations": [
{"float": "variable.move_speed"},
{"idle": "variable.is_idling"}
]
Oh, my mistake. Had something spell wrong on the entity file. That part works perfectly
Bump on this. Im still in the need to know how to make delayed attacks
have you tried using minecraft:behavior.delayed_attack?
I haven't! That sounds like exactly what I need, thank you! Will try and update the post