#Entity
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Behavior.look_at_target That's the problem, give it a priority of 8
Why
Do I even have that there ? ๐
You have given that component a priority of 0, That means that it will be the component with the highest priority, if that component is activated the components greater than 1 are deactivated, it is used so that the entity sees the player, and you have set it to activate with a probability of 0.02, So it does not interfere with the attack components until that probability is met
Not all components interfere with each other, some components can work without affecting the rest, in other cases they cause bugs or contradictions in behavior and in other cases it is superimposed on the other components
Do how much should I set the probability to ?
You should think about what you want, although look_at_target is usually placed at the end of the row, with minimum priority, probably an 8 or 9
I don't really know what it does
The random movement component is usually in medium priority
I just copied the husk
I don't make the rules, it's probably hardcoded.
I'm just telling you how priorities work, try to change that.
Have you put his name in the language files?
In resources pack
Other than the identifier, No
Yes
You can see it in the game docs at rp/text/en_US.lang
Depending on the language you want to translate
It should look something like this
Entity.sevont:ghost.name=Ghost
I need more help
How can I run this event on the looked_at
This one doesn't work because I'm using @s (probably)
You don't need self targets and you don't need to use execute either, commands should not have a slash /