When I /tp a mob to another entity, its body rotates correctly, but its head does not. According to MC-97963, the solution is to set NoAI = 1. But even with NoAI set, the head still does not rotate. In fact, this issue occurs even with Giants, who have no AI, and even Giants with NoAI = 1 have the problem. There seems to be no way at all to rotate a mob's head. Which means that if you're teleporting them along waypoints, they look very odd facing a completely different direction than their body.
To reproduce:
In a repeating command block chain, put this:
/tp @e[type=ArmorStand,c=1] ~ ~ ~ ~1 ~
/execute @p ~ ~ ~ /teleport @e[type=ArmorStand,c=1] ~ ~ ~10
/tp @e[type=Giant] @e[type=ArmorStand,c=1]
The /teleport is just because the mob won't rotate at all if the /tp would keep it in the same (x,y,z) coordinates; this way, you can walk around to keep the armor stand moving and the body rotation active. Then summon a NoAI giant and place an armor stand down.
/summon Giant ~ ~ ~ {NoAI:1b}
You'll see despite having no AI whatsoever, the head won't rotate properly with the body; this is true of all mobs, but since the giant has no AI to begin with, it highlights the problem best.
Linked issues
Comments 5
No...that other issue was solved by setting NoAI to true. As I mentioned, that no longer works; even with NoAI set to true, the head doesn't rotate properly. And it only happens when teleporting one mob to another entity; when setting the rotation directly, it works fine. So this isn't a duplicate of that at all...
I thought it was a different bug because that ticket is about a problem with directly changing the rotation via the pitch and yaw parameters of /tp, whereas mine only occurs when /tp'ing one entity to another. But if it's the same, then I've commented over there about it.
So you just decide to create a duplicate on purpose? Shame on you.