/playanimation @e animation.fox.sleep 1
When I used that command in a repeating command block, any evoker would react with this position (attached picture). It's a strange bug to find, and it doesn't effect the game very much at all, but it still should not act this way. Thanks for your timeΒ π.
Attachments
Comments 6
I understand that the animation was created for foxes, and I was not trying to get the evoker to sleep, however, with all of the other playanimation commands that I have used, mobs that should not do anything simply don't respond. For example, a skeleton did not respond to /playanimation @e casting spell 1. I'm just saying that if you use an animation on an entity that should not be able to play this animation, it should not respond at all, and in this instance, the evoker responded in a very strange and unnatural way.Β
Hmm strange. When I run that animation on an evoker, it does in fact lie on it's side like a fox does (while floating mid-air).
The animation in the picture looks more like the animation.bat.flying
Either way, do not be surprised that the evoker is in a weird position, that is normal. Using animations with /playanimation looks weird, especially if the animation is meant for a different mob.
Is this still an issue in the latest version (1.17.11)? If so, can you please add it to the affected versions (or mention it if you are not the reporter).
This ticket will automatically reopen when you reply.
Cleaning up old tickets: This ticket had been set to 'Awaiting Response', but has not received a response from the reporter (~3 months+) so is being closed as Incomplete. If you feel this is still a valid issue then please comment, or create a new ticket following the Issue Guidelines which includes steps to reproduce the problem.
For any account or purchasing related issues, please contact Minecraft Customer Support directly, as we cannot assist with those here at the bug tracker.
Quick Links:
π Issue Guidelines β π¬ Mojang Support β π§ Suggestions β π Minecraft Wiki
It would appear that that command uses incorrect syntax:
"Syntax error, unexpected 1 at..."
However I can see that the command does effect entity animations and causes them to flicker.
Two things to note though:
The animation command only makes sense in this instance to be run a single time, not using a repeating command block.
This animation was designed for foxes, so the correct syntax could be:
/playanimation @e[type=fox] animation.fox.sleep sleep 1
But this command is not used to actually make entities actually sleep...