Entity Commands
EVENT RESPONSE
A much easier method of running entity commands is through the queue_command
entity event response.
Animation Controllers
To trigger slash commands, we are going to use Behavior Pack animation controllers. Animation controllers should be placed like: animation_controllers/some_controller.json
. You can learn more about animation controllers on the entity events section of bedrock.dev.
In short, animation controllers allow us to trigger events from behavior packs.
- Slash commands (like
/say
) - Molang (
v.foo += 1;
) - Entity Events (such as
@s wiki:my_event
)
Here is an example animation controller:
{
"format_version": "1.10.0",
"animation_controllers": {
"controller.animation.sirlich_entity_commands": {
"states": {
"default": {
"transitions": [
{
"on_summon": "1" //1 evaluates as true
}
]
},
"on_summon": {
"on_entry": ["/say I have been summoned"]
}
}
}
}
}
This animation controller will run the command /say I have been summoned
as soon as the entity is summoned into the world. If you are confused about how this works, please review Molang, Animations, and Entity Events.
In short, there are states
, which can trigger events in their on_entry
clause. We use queries to move between different states. By default, entities will be inside of the default
state, unless an initial_state
value has been defined.
WARNING
Queries are re-run when the world/chunk reloads. This means the line "/say I have been summoned"
will actually run each time the entity "loads" - not only when it is summoned.
If you need to stop this from happening, you need to add additional queries, such as a skin_id
query. The first time the entity spawns, check for skin_id = 0
, and then also add some higher skin_id
, such as skin_id = 1
. Then, when the entity reloads, it won't be able to run those commands. This is shown further down in the document.
Using Animation Controllers
To add this animation controller to our entity, we can use the following code in the entity definition description:
"description": {
"identifier": "wiki:entity_commands",
"scripts": {
"animate": [
"wiki:entity_commands"
]
},
"animations": {
"wiki:entity_commands": "controller.animation.wiki_entity_commands"
}
}
Once again, if you are confused about any of this step, please review the Entity Events documentation.
Triggering Commands using Events:
Animation transitions are created using queries. You can read about queries here. In our first example, our query was simply true
, which means the commands run automatically. We can use more complicated queries to create more interesting effect. A really convenient method is using components as Molang filters to trigger the commands.
I personally like using skin_id.
We can update our animation controller to trigger based on skin_id
:
{
"format_version": "1.10.0",
"animation_controllers": {
"controller.animation.sirlich_entity_commands": {
"states": {
"default": {
"transitions": [
{
"command_example": "q.skin_id == 1"
},
{
"zombies": "q.skin_id == 2"
}
]
},
"command_example": {
"transitions": [
{
"default": "q.skin_id != 1"
}
],
"on_entry": ["/say Command One!", "@s execute_no_commands"]
},
"zombies": {
"transitions": [
{
"default": "q.skin_id != 2"
}
],
"on_entry": [
"/say AHH! Zombies everywhere!",
"/summon minecraft:zombie",
"/summon minecraft:zombie",
"/summon minecraft:zombie",
"/summon minecraft:zombie",
"@s execute_no_commands"
]
}
}
}
}
}
This animation controller has two command states now: The first is triggered by skin_id = 1
, and the second by skin_id = 2
. Notice that ==
and !=
was used. ==
tests for equality, do NOT use a single =
. !
means NOT, so !=
tests to make sure it is NOT equal to a specific value. Additionally, note how I've added the @s execute_no_commands
syntax at the end of each command list. We will create execute_no_commands
later. It will allow us to set the skin_id back to 0, and re-use our commands.
The syntax is @s
followed by the name of an entity event. This allows us to add/remove components from within the animation controller.
Setting Component Groups
Back in our entity file, we can set the skin_id
using the skin_id
component.
The skin_id
component looks like this:
"minecraft:skin_id": {
"value": 1
}
We can add component groups that contains skin_ids:
"component_groups": {
"execute_no_commands": {
"minecraft:skin_id": {
"value": 0
}
},
"command_example": {
"minecraft:skin_id": {
"value": 1
}
},
"command_zombies": {
"minecraft:skin_id": {
"value": 2
}
}
}
Adding Events
Now let's create events so we can easily add these groups:
"events": {
"minecraft:entity_spawned": {
"add": {
"component_groups": [
"execute_no_commands"
]
}
},
"execute_no_commands": {
"add": {
"component_groups": [
"execute_no_commands"
]
}
},
"command_example": {
"add": {
"component_groups": [
"command_example"
]
}
},
"command_zombies": {
"add": {
"component_groups": [
"command_zombies"
]
}
}
}
Triggering Events
There are loads of ways to trigger events in Minecraft. As stated earlier, you can use animation controllers to trigger events. Additionally, let's look at two specific examples:
Interact Component:
This component will spawn zombies whenever you click on him.
"minecraft:interact": {
"interactions": [{
"on_interact": {
"filters": {
"all_of": [{
"test": "is_family",
"subject": "other",
"value": "player"
}
]
},
"event": "command_zombies"
}
}]
}
Timer
This component will trigger the example command every 10 seconds:
"minecraft:timer": {
"looping": true,
"time": 10,
"time_down_event": {
"event": "example_command"
}
}
By adding these (and similar!) components to our entity, we can control when the skin_id
changes, and therefor which events run.
Review:
Here is how it all works:
- Run
example_command
using a component like interact or timer. - This adds the
example_command
component group - This adds the
skin_id
component - This sets the entities
skin_id
, which can be queried in the animation controller - The animation controller notices this
skin_id
, and moves to theexample_command
state - The animation controller runs the
/say
command - The animation controller runs the entity event
@s execute_no_command
execute_no_command
event sets theskin_id
to 0- The animation controllers sees this, and transitions to the default state
- Now the animation controller waits for a new
skin_id