it appears to be related. I just tested and the swimming
pose doesn’t do the tilting outside of water. Also it appears the fall_flying
pose does just use the swimming
pose like that issue says.
ah, true
I found a workaround where I store like, {key: “$(key)”} so it puts that into the dialog command where I need it, but that’s a hacky solution, and I’d prefer a proper way to use macros with dialogs
Seems like it doesn’t recognize the command, since it works if you do execute run say hi
, but not if you directly put in say hi
.
I removed it since you asked, but this problem isn't just about that zombie leader bonus, all that thing does is make them spawn with more max health, and when a mob spawns with more max health than default they will only have their default health, the two things aren't mutually exclusive. any mob spawned, in any way they can spawn with more max health than their default, will only have their default health.
I'm assuming how much health they spawn with is hard coded, and therefore when they have a modifier they don't spawn with their actual max health.
@4ebugger, their base max health attribute will always be 20, modifiers don't change the base, they add on top of that, you can see their current max health by typing
/attribute @e[type=zombie,sort=nearest,limit=1] generic.max_health get
and see their current max health including what the modifiers added.
Mobs just spawn with their default current hp, even if their max health is higher than their default, in the latest snapshot it was fixed for players, but the problem still exists for mobs. I'm assuming how mobs spawn and how players respawn is handled differently, so fixing one wouldn't fix the other.
Also because it is using the
swimming
pose, using thefall_flying
pose doesn’t make the mannequin tilt around in the air like you do when flying, and it looks really unnatural.