mojira.dev

Mithey

Assigned

No issues.

Reported

MC-111430 Firework damage ignores friendly fire Awaiting Response MC-108704 Negative amplifier potion effects no longer working Works As Intended MC-101671 Endermen attack players on the same scoreboard team when the players look at the enderman Duplicate MC-98738 Teleport command deletes mobs on lower render distances Awaiting Response MC-98628 Volume sliders don't work if /playsound volume is set too high Duplicate MC-98210 Knockback invulnerability - take no knockback until you die or reload the world Duplicate MC-98202 Shield always active and permanently blocking Duplicate MC-97513 Player-controlled entity fails to teleport more than 10 blocks away Confirmed MC-97197 Mob Health Is Now Capped At 1024 Works As Intended

Comments

This bug still exists in the Minecraft 1.11 release

This bug report can be closed as it relates to MC-92916

This is no longer a bug, or seems to be working as of 1.9.2. (at least the skeleton part) Some of the related issues also now seem to work - iron golems don't attack you. The only monster on the same team that still attacks you from what I can tell are endermen. Please update this issue to enderman and have 1.9.2 as the affected version, or re-open MC-101671.

Use one of the solutions I suggested for having an entity float - give it levitation with a -1 amplifier for example: /entitydata @e[type=Enderman] {ActiveEffects:[{Id:25,Duration:999999999,Amplifier:-1}]}

In general you should be able to find an appropriate solution with a combination of these:
*Give an entity levitation with a -1 amplifier
*Run a clock tping them to the spot where they should be at
*Run a clock setting their motion to Motion:[0d,0d,0d]
*Have them ride an entity that isn't effected by gravity/knockback - ie: NoGravity armor stand or an area effect cloud
*Have them join a scoreboard team which has the collisionRule set to never

There is a bug very similar to this one that exists which makes your character block permanently until you die or reload the world. Even getting rid of the shield completely doesn't stop your character from blocking everything and basically being immortal. I don't know how to recreate that bug though, all I know is it's happened to me every single time in the final areas of my map.

I really hope they fix this bug soon as it's rather quite game breaking combat wise and the bugs have been there for ages and still exists in 1.9 itself.

This bug still exists in 1.9 pre-release 1

I'd definitely agree that we very much need a NoGravity or a NoPush tag now or something for all entities, as this breaks a good number of maps out there and makes doing things like entity animations a lot harder as we can't guarantee where an entity will be now if the player can push them around. However that being said there is still one rather messy and potentially laggy work around for this:

Give your previous NoAI mobs levitation with an amplifier of -1 to make them float, ie: /entitydata @e[type=Enderman] {ActiveEffects:[{Id:25,Duration:999999999,Amplifier:-1}]}

However a player can still push it around so you will also have to give your entity a unique tag and then set up a repeat command block constantly teleporting the mob to the spot they should be in.

For entity animations you will probably want to hook up an invisible armor stand with each entity as armor stands don't get pushed around. So you'd actually be moving the armor stand as needed with commands and then at the end of the command block chain have the entity be teleported to the armor stand.

Again that is a really messy sub-par solution, especially when before we only needed to type in NoAI:1 and be happy. This really stinks for someone like me who literally has over 100 NoAI entities in my main map that I've been working on for a year now.

The bug is still in 16w05b.