I'm currently working on a texture pack that adds decorations using armor stands. I want the player to be able to interact with the decorations using items.
For example, you give it an item and it changes its model ..
The problem is that I can't find a way to hide the items ..
I discovered that I could move the 'rightitem' category in the model, which is where the item is placed, and thus hide it, but when I restart the world it stops working.
Any solutions?
#How to hide items in Armor Stands
1 messages · Page 1 of 1 (latest)
I can think of 2 solutions:
- In the entity file set
"enable_attachables": false - Scale
"rightitem"in a new armor stand animation to 0 conditionally
Although I'm honestly not sure if the second option works 🤔
By the way, the model looks very cool!
I already tried both ways, yes they work, but when you exit and re-enter the world the item appears again ..
Hmm... That's weird, did you set the animation to play in scripts (on the entity client) with a molang query when he has an item in his hand? If so, sometimes I was getting the resource pack inside the world files and I was editing a version that doesn't run. If it's neither of those, I don't know what else it could be 
I don't know if this will help you but I made a mob that will hold bow or sword depending on the variant.But the attachable file of vanilla bow is 2 pixels off towards center.So I made an animation that will move the rightitem bone 2 pixels out from center.Since I toggled overriding false and looping true also played it always in the entity file with a molang condition it stays as it should be even re-entering the world.If you think this will help I can send the part of the code.
I already found a way to solve this problem. If I add an animation to the armor stand to hide the item, it seems to only affect the default model of the armor stand and not the variants.
Although I used a query, it worked, but not when restarting the world.
So I made it so that giving the armor stand a name and an item made the default armor stand appear but invisible.. then I used another render controller that would place the table model overlayed.