#Custom Entity size
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summon sniffer ~ ~ ~ {NoAI: true, transformation:{scale: [2f,2f,2f]}}
i tried this
but no luck
you can only increase size of specific mobs
like display entities, slimes and phantoms
hmm
what are display entities?
and can they have a custom ai by a mob riding them?
(that sounded sus but ok)
there is a interaction entity that has a resizeable hitbox but it doesnt have health for example and cant be hit with arrows
you could technically resize a slime and use that hitbox
it is all a lot of trickery
and make the slime invisable?
yea
ok so how can i make a display entity?
also, it's hard to fake the looks of a mob since your display entity can't really be animated
it is possible but laggy and will never look like the real deal
you run into the same issues
hmm really?
it may be less laggy
im trying to make a boss fight
in sponge u can change datapacks at runtime I think
its using fabric i think
lemme check
yep fabric
hmm i might need to test the datapack
so how does display entites work?
you retexure an item and make an armorstand riding the mob wear it
ok
hmm
is there any way to achive this?
i don't think server side mods even work to do that
Without the use of a resource pack? No
damn
You would have to come up with a different design that is easier to achieve using no custom models
what mobs can be resized?
you can only increase size of specific mobs
like display entities, slimes and phantoms
no its texure only
Yesnt
bro hit me with Yesn't
It’s technically always possible to achieve a custom hit box
It’s just
A lot of slimes
Thrown together
damn
so the slimes would be the hitbox
and they would be chained health with a scoreboard?
or u step away from datapack and come towards plugin
hmm, can't i do like, 1 hit box, and we don't care about the head
its fabric sadly
does it have to be fabric?
then why not add on to the mod?
everyone will install it
and it wouldn't be a suprise
i think ill go for a resource pack ig
Resource packs are still a pain
I forgot to mention this but it requires an insane amount of work
u really think people will look through the mod?
You pretty much have to recreate the sniffers model
I think the goal
Is to have no downloads
At all
Since I am pretty sure their server only has server side mods
I could be wrong
But that’s the feeling I am getting
damn
they have to install
it
it would be sus
so u can make a packet checky thingy
yep server side mods only
cant i just copy paste it from the original model?
cuz i have no block bench installed lol
and if hitty hitty packet come then look for hitbox in db and update => basicly recode minecraft combat
That is
Such a monumental task
damn
but then u have lil lag
i don't think i can fit that in a week lol
Ok so here comes the issue just a teeny tiny one…. You pretty much have to make the sniffer from scratch, or atleast remake the animations in blockbench then export it with animated java, which is a plug-in for blockbench
maybe there are adpaters on the internet
hmm
geyser did something similar too
ok
so, i decided to ditch the idea of increasing the size
of the sniffer
i think normal size will do just fine
but
summon sniffer ~ ~ ~ {Silent:1b,CustomNameVisible:1b,Health:300f,Tags:["SnifferBoss"],Passengers:[{id:"minecraft:zombie",Silent:1b,ArmorItems:[{},{},{},{id:"minecraft:diamond_helmet",Count:1b,tag:{Unbreakable:1b}}],ArmorDropChances:[0.085F,0.085F,0.085F,0.000F],Attributes:[{Name:generic.max_health,Base:300},{Name:generic.follow_range,Base:1000}]}],CustomName:'{"text":"Sniff Sniff"}',Attributes:[{Name:generic.movement_speed,Base:0.3},{Name:generic.attack_damage,Base:300}]}
i do this for the spawning, but the health and the damage dont' really apply for some reason
any ideas @pulsar cipher
what generator are u using?
mcstacker
gamer geeks wants to make attak_damage float
hmm?
u cant
can't i just check the distence?
ussally u use a dog cuz he is small
but I don't think it matter as long as its small
that is if u wan't it to be invis
it should be invis lol
currently your zombie is visable right?
u are hitting the zombie right
what about this?:
hmm ok
does it work?
yes
but the sniffer is the rider 💀
oh damn
i switched it
wait
hmm can i make a sliver fish by the ridden
and invis lol
so does attack damage now work?
also if the sniffer dies em rider has to die or else you have an invis silverfish with 300 damage after u
yeah lollll
imma link em
ok so @pulsar cipher is there anyway to check the distence of a player from a mob?
yes
i forgot
💀
i think it was something like @a[disantance=1..]
hmm ok ill trry
u should get auto complete in vscode with dh+
execute at @e[type=minecraft:sniffer, tag=SnifferBoss] as @a[distance=..5] run tellraw @s {"text":"You are within 5 blocks of the boss!"}
i do lol
so this checks
ok its kinda funn lolll
now syncing the health 😭
do i do this with scoreboards @pulsar cipher?
can i do this
scoreboard objectives add SnifferBossDied minecraft.killed:minecraft.sniffer
just kill all silverfish with the snifferboss tag which aren't riding the sniffer
and check when its true or something and kill all silver fish with tag?
oh amazing
and make silverfish invincable
what server are u making this for?
ok so im thinking of stages, do i make it so i save the stages in a scoreboard depending on health or do i compare the health directly?
so u want the boss to be easy if ur low?
no, the boss gets harder aka gets new attacks
@pulsar cipher is it possible to make it so the boss doesn't get hit by arrows
you can make him wear projectile prop 99999 armor
hmmm
ok lemme make the boss stage checking
@pulsar cipher is this how you do the if?
execute as @e[tag=SnifferBoss, type=sniffer] if score @s BossHealth >= 200 run function bbsmp:snifferboss200
cuz i get an error
cuz it wants a entity after the >=
you can't enter a literal it has to be another scoreboard entry
hmm
so make a scoreboard with that stuff
scoreboard objectives add Stage1 dummy
scoreboard players set Stage1 Stage1 200
scoreboard objectives add Stage2 dummy
scoreboard players set Stage2 Stage2 100
scoreboard objectives add Stage3 dummy
scoreboard players set Stage3 Stage3 0
like this?
and i check it with execute as @e[tag=SnifferBoss, type=sniffer] if score @s BossHealth >= @s Stage1 run function bbsmp:damage
no
hmm
why
i changed it to this
scoreboard objectives add Stage1 dummy
scoreboard objectives add Stage2 dummy
scoreboard objectives add Stage3 dummy
execute as @e[tag=SnifferBoss, type=sniffer] run scoreboard players set @s Stage1 200
execute as @e[tag=SnifferBoss, type=sniffer] run scoreboard players set @s Stage2 100
execute as @e[tag=SnifferBoss, type=sniffer] run scoreboard players set @s Stage3 0
scoreboard objectives add Stages dummy
scoreboard players set Stages Stage1 200
# ...
... if score @s BossHealth >= Stage1 Stages ...
oh
hmm
it doesn't seem to wrok
execute as @e[tag=SnifferBoss, type=sniffer] if score @s BossHealth >= Stage1 Stages run function bbsmp:stage1
scoreboard objectives add Stages dummy
scoreboard players set Stages Stage1 200
scoreboard players set Stages Stage2 100
scoreboard players set Stages Stage3 0
oh wait
i had a call up lol
lemme try now
hm
now it doesn't even call
execute as @e[tag=SnifferBoss, type=sniffer] if score @s BossHealth >= Stage1 Stages run function bbsmp:damage
do u get error
where should they log?
so did ur datapack close?
wdym
like why didn't it call
@pulsar cipher
it does
run
like
tellraw @a {"text": "before"}
execute as @e[tag=SnifferBoss, type=sniffer] if score @s BossHealth >= Stage1 Stages run function bbsmp:damage
tellraw @a {"text": "after"}
it prints before
and after
btw why not just have a stage objective and store the stages per player
changed back to this
and used this execute as @e[tag=SnifferBoss, type=sniffer] if score @s BossHealth >= @s Stage1 run function bbsmp:damage
@pulsar cipher i was looking at falling sand, and i was thinking if there's a way to make the boss shoot a block at the player and it explodes on contact
i've generated a command
summon falling_block ~ ~ ~ {Time:1,Motion:[1d,1d,1d],BlockState:{Name:sniffer_egg}}
but i just need to calculate the direction
u can detect if a projetile hits the ground and you could make the falling version of the block ride the projectile
yes
basically if the snow ball dissapers it hit something and then you can make it go kaboom
something like this: {Rotation:[4f,4f],Motion:[4d,4d,4d]}
hmm i want to throw at nearest player
scoreboards 💀
but they wont have directions?
how?
/data
so i shoot it infront of the boss
Learn how to use a few commands in a data pack (Or command blocks) to launch entities with real motion data based on a rotation of your choosing. This has SO MANY applications, such as creating throwable tnt and fireballs, spells to repel mobs, deflecting arrows towards other entities, and more!
Check out my new website about data pack making!
...
but the boss will shoot not the player
its choppy
what do u mean its choppy?
can I have a look at ur code
ApplyMotion
execute store result score @s motion_x1 run data get entity @s Pos[0] 1000
execute store result score @s motion_y1 run data get entity @s Pos[1] 1000
execute store result score @s motion_z1 run data get entity @s Pos[2] 1000
tp @s ^ ^ ^0.1
execute store result score @s motion_x2 run data get entity @s Pos[0] 1000
execute store result score @s motion_y2 run data get entity @s Pos[1] 1000
execute store result score @s motion_z2 run data get entity @s Pos[2] 1000
execute store result entity @s Motion[0] double 0.01 run scoreboard players operation @s motion_x2 -= @s motion_x1
execute store result entity @s Motion[1] double 0.01 run scoreboard players operation @s motion_y2 -= @s motion_y1
execute store result entity @s Motion[2] double 0.01 run scoreboard players operation @s motion_z2 -= @s motion_z1
tag @s add Throwed
tick
execute as @e[tag=ThrowableEgg, tag=!Throwed] at @s rotated as @p run function bbsmp:applymotion
summon snowball ^ ^ ^0.8 {Tags:["ThrowableEgg"],Passengers:[{id:falling_block,Time:1,BlockState:{Name:sniffer_egg}}]}
hmm
wait i changed it to tnt
its smoother
problem is with the falling sand @pulsar cipher
hmm
maybe just throw the sand and then check for eggs
hmm?
like BlockState:{Name:sniffer_egg,Tags:["kaboom"]}
oh lol
ok so fallen sand with the egg as the state ok lemme try
summon falling_block ^ ^ ^0.8 {Tags:["ThrowableEgg"], BlockState:{Name:sniffer_egg}}
like this
?
yep
hmm same issue
ok falling blocks = laggy
what if armor stand?
hmm it shows it as an item on its head
its weird lol
mc is weird
hmm i think its okay
its cool
how do we check if it hit the ground
so we do the kabooms
i think there is a onground nbt thingy
small?
in the summon?
yes
hmm it explodes when it spawns
execute as @e[tag=ThrowableEgg, tag=Throwed, nbt={OnGround:true}] at @s run function bbsmp:explode
xd
its goofy
maybe you can do {OnGround:false} on summon
already did
lol
summon armor_stand ^ ^ ^0.8 {Invisible:1b,Tags:["ThrowableEgg"],ArmorItems:[{},{},{},{id:sniffer_egg,Count:1}],ArmorDropChances:[0f,0f,0f,0f], OnGround: false, Small: true}
then on ground sys is broken and we need difernt way of detecting
what if
after like 3 seconds
we go kaboom
@pulsar cipher can't really seem to get it to work any ideas
Fixed it
!
fixed what
when it spawns it automaticly has onground
so i made it check if it was on ground twice
the explode
mc is wierd
trueee
how should u encounter the boss
yep
you place a egg on the podium of the end portal after you defeat the dragon
and you want to prank ur freinds with it
ye
like u just place the egg and it suddenly appears
something like that yea
why not add lightning
oh good idea
and explosion
hey @pulsar cipher , when the boss shoots he shoots at him self
even tho i made him shoot where he looks at
its cuz this: rotated as @p
i made it @e[tag=SnifferBoss, type=husk] rotated
execute as @e[tag=ThrowableEgg, tag=!Throwed] at @e[tag=SnifferBoss, type=husk] rotated as @e[tag=ThrowableEgg, tag=!Throwed] run function bbsmp:applymotion
rotated as @s right?
wait im high
???
i meant i did something wrong :p
execute as @e[tag=ThrowableEgg, tag=!Throwed] at @s rotated as @s run function bbsmp:applymotion
i changed it to this
but it shoots backwards
wait should i change the 2nd @s to the @e[tag=SnifferBoss, type=husk]
@s -> @e[tag=SnifferBoss, type=husk]
hmm
execute as @e[tag=ThrowableEgg, tag=!Throwed] at @s rotated as @e[tag=SnifferBoss, type=husk] run function bbsmp:applymotion
like this?
yes
no @s -> @e[tag=SnifferBoss, type=husk]
it shoots to the right
hmm they are the same?
do i change the first one?
remove the at @s
so execute as @e[tag=ThrowableEgg, tag=!Throwed] at @e[tag=SnifferBoss, type=husk] rotated as @e[tag=SnifferBoss, type=husk] run function bbsmp:applymotion
or
execute as @e[tag=ThrowableEgg, tag=!Throwed] rotated as @e[tag=SnifferBoss, type=husk] run function bbsmp:applymotion
maybe try making the sniffers shot the egg not the egg shotting its self
hmm?
how
hmm
i think i got an idea to fix this stuff
can we just shoot in 4 directions
execute as @e[tag=SnifferBoss, type=husk] at @s run function bbsmp:summon_and_throw
oh?
then you can use ^ ^ ^ in summon
i do use them
but does the sniffer also run the summon function
execute at @s run summon armor_stand ^ ^10 ^3 {Invisible:1b,Tags:["ThrowableEgg"],ArmorItems:[{},{},{},{id:sniffer_egg,Count:1}],ArmorDropChances:[0f,0f,0f,0f], OnGround: false, Small: true}
yep
maybe move it out to a function and also throw it after summon
the summon is in a function alone
then why is there an execute at @s
idk
execute as @e[tag=SnifferBoss, type=sniffer] if score @s BossHealth >= @s Stage2 if score @s BossHealth < @s Stage1 if score @s AttackIntervalTimer >= @s AttackInterval as @s run function bbsmp:shootegg
this calls the shoot egg
add a at @s to that and remove it in the function
the summon function?
like this?
summon armor_stand ^ ^10 ^3 {Invisible:1b,Tags:["ThrowableEgg"],ArmorItems:[{},{},{},{id:sniffer_egg,Count:1}],ArmorDropChances:[0f,0f,0f,0f], OnGround: false, Small: true}
execute as @e[type=armor_stand,tag=ThrowableEgg] at @s rotated as @s run function bbsmp:applymotion
you probably want to execute aplly motion at the egg not the sniffer
isn't that what i do?
u say at @s when the sniffer is calling the function
i just changed teh rotated as @s to @e[bla bla] and its works
wow
mc is so weird
just noticed that what i did is for stage 3 not 2 😩
ill comment it for now
ill need to just add armor for arrows
@pulsar cipher you are poggers
?
you are amazing :p
thx
im almost done
i think i just need to add armor for the arrows
so the arrows reflect
so only melee works
what should he drop as reward
idk, but i think it would be like a op sword
or a staff that shoots eggs
btw how can i reflect arrows?
you can't
yes
mem to make unbreakable
how can i make the enhacemnets i have to enter manualy in gamergeeks
no u can use there item gen
is the max 255?
no
whats the max?
interger limit
but you don't need it that high
it doesn't hurt to :p
I just memed that won't work
maybe you can add a property
wdym
no u cant
btw i gave him the arrmor with the give, but he still took damage
cuz if you set proj prop inf u only get prop as if proj prop 5
hmm, what if we kill any arrow that gets near?
u can add kb res as an attr
good idea
ok lemme try it
.... at @s run kill @e[type=arrow, distance=..5]
i think this is good
yes
only control flow is execute 💀
u could make ur own lang and compile it into mcfunction
💀 , that would be a cool idea to do
imma add it to my to do list lol
ill like put it in github and stuff
i could help u
what languages do you use?
beef
beeflang
never heard of it
but I can also code in more popular langs
i think nodejs or python would be good
to slow
oh
or beef is like c# xd
oh ok
do u know c# well?
used it for like 5 years 💀
then u should be able to start without any tuts
this already exist: https://jmc.wingedseal.com/
rip