#Any way to identify that the Warden is sniffing, roaring or using Sonic boom?
1 messages · Page 1 of 1 (latest)
You can check if components exist on a loop but that’s only going to help for cases where it’s a component group being added and removed. For those three specific needs you would have to alter the behaviour of the vanilla warden. Could add a custom event to call a script event, but probably easier to just add a behaviour pack animation controller and copy the rules from the vanilla RP one, triggering your script event from the AC when those animations play
Only script can be used and nothing from vanilla could be modified...
For marketplace?
Yes
If it’s an Addon for marketplace you’re outta luck sadly, at least as far as I’m aware. If it’s a map pack then a behaviour pack AC is the way to go
But I'm finding it impossible to do this for the Warden
Yeah sadly from script the best we can do is check if a component exists. And those three always exist on vanilla. Only thing you can do is look through the component groups from vanilla. There is an angry component group if I recall correctly and that will allow you to see when they have a target at least
Doesn't work, for some reason it never returns true when the component is called
Hmm 🤔 yeah that’s tough then, I can’t think of any other ways without touching the vanilla files
Do you know anything about playAnimation? Could I make the animation be called only once, even if in a runInterval the playAnimation is being called non-stop?
If there is a way to do something like this, the problem would be solved
You’d definitely be able to trigger the animations that way but in terms of controlling it to only actually go through with the animations when the warden is actually attacking or sniffing or roaring I don’t believe would be possible
I just want the animation to happen just once
What’s the overall goal in detecting those animations?
system.runInterval(() => {
entity.playAnimation("animation.warden.test", { stopExpression: "!query.is_roaring"});
}, 1)
But the animation is called non-stop, making it always return to 0 and that's why it doesn't work... Is there a way to get around it and make it happen only once until the animation ends?