Currently, there is a significant limitation in the entity component system regarding combat animations and hitbox interactions.
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The Issue with
delayed_attack is:When usingminecraft:delayed_attack, if the target's hitbox is larger than the attacker's, it often triggers pathfinding interference or collision blocks. This prevents the entity from successfully executing its attack, rendering the combat AI unresponsive against larger mobs. - While we can switch to
minecraft:behavior.melee_box_attackto avoid these hitbox issues, this component lacks thehit_delay_pctparameter. Without this feature, developers cannot control the exact timing of damage during an animation, which is essential for high-quality, synchronized attack visuals. (Reference: [Microsoft Learn - delayed_attack documentation])
To empower Add-on creators and ensure more robust entity behaviors, I suggest one of the following:
Option A: Optimize the collision/pathfinding logic for minecraft:delayed_attack so that larger target hitboxes do not interrupt the attack sequence.
Option B: Port the hit_delay_pct functionality (or an equivalent timing system) to minecraft:behavior.melee_box_attack.
- I have detailed the issue and provided a reproduction method in the link below to help facilitate a better solution/improvement:
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