The animation of charging a crossbow does not work without a time identifier on other entities.
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Comments 2
To reproduce this error, you need an entity that will use a crossbow as a ranged weapon. Here is the whole essence: resources:
{
"format_version": "1.8.0",
"minecraft:client_entity": {
"description": {
"identifier": "mcpe:defender",
"materials": { "default": "villager" },
"textures": {
"default": "textures/entity/b/fake_a",
"desert": "textures/entity/b/desert_a",
"snow": "textures/entity/b/snow_a",
"taiga": "textures/entity/b/taiga_a",
"savanna": "textures/entity/b/savanna_a"
},
"geometry": {
"default": "geometry.humans"
},
"spawn_egg": {
"texture": "spawn_egg",
"texture_index": 14
},
"scripts": {
"pre_animation": [
"variable.tcos0 = (Math.cos(query.modified_distance_moved * 38.17) * query.modified_move_speed / variable.gliding_speed_value) * 50.3;",
"variable.attack = Math.sin((1.0 - (1.0 - variable.attack_time) * (1.0 - variable.attack_time)) * 180.0) * 50.3;",
"variable.attack2 = Math.sin(variable.attack_time * 180.0) * 50.3;",
"variable.z_bob = Math.cos(query.life_time * 103.13244) * 2.865 + 2.865;",
"variable.x_bob = Math.sin(query.life_time * 76.776372) * 2.865;"
]
},
"animations": {
"look_at_target_default": "animation.humanoid.look_at_target.default",
"look_at_target_gliding": "animation.humanoid.look_at_target.gliding",
"look_at_target_swimming": "animation.humanoid.look_at_target.swimming",
"move": "animation.humanoid.move",
"riding.arms": "animation.humanoid.riding.arms",
"riding.legs": "animation.humanoid.riding.legs",
"holding": "animation.humanoid.holding",
"bob": "animation.humanoid.bob",
"damage_nearby_mobs": "animation.humanoid.damage_nearby_mobs",
"use_item_progress": "animation.humanoid.use_item_progress",
"crossbow_hold": "animation.pillager.crossbow.hold",
"crossbow_charge": "animation.pillager.crossbow.charge",
"melee_attack": "animation.piglin.sword.attack",
"hand_attack": "animation.piglin.hand.attack"
},
"animation_controllers": [
{ "look_at_target": "controller.animation.humanoid.look_at_target" },
{ "move": "controller.animation.humanoid.move" },
{ "riding": "controller.animation.humanoid.riding" },
{ "holding": "controller.animation.humanoid.holding" },
{ "controller_piglin_attack": "controller.animation.guard.attack" },
{ "damage_nearby_mobs": "controller.animation.humanoid.damage_nearby_mobs" }
],
"render_controllers": [ "controller.render.humanbiom" ],
"enable_attachables": true
}
}
}
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