Archer entity cannot shot when updated
Entities with a bow (skeleton, booged, stray) cannot shoot if they are updated with a command each before they finish charging their shot.
Reproduce:
- Put a repeating command_block with the command:
data modify entity @n[type=skeleton] CustomNameVisible set value 1
- Summon a skeleton
- See that he doesn't charge the bow
Tested:
- The entities equipped with crossbow are not affected
- If you use an impulse command block with a redstone loop you can see that the skeleton starts charging and gets interrupted
- The data modified can be anything even not existing data (like `foo`)
- The behavior is the same if we uses execute store instead of data modify: (with some:storage = {value:1b})
execute as @e[type=skeleton] store result entity @s foo int 1 run data get storage some:storage value
Created Issue:
Archer entity cannot shot when updated
Changed Description:
Entities with a bow (skeleton, booged, stray) cannot shoot if they are updated with a command each before they finish charging their shot.
Reproduce:
- Put a repeating command_block with the command:
data modify entity @n[type=skeleton] CustomNameVisible set value 1
- Summon a skeleton
- See that he doesn't charge the bow
Tested:
- The entities equipped with crossbow are not affected
- If you use an impulse command block with a redstone loop you can see that the skeleton starts charging and gets interrupted
- The data modified can be anything even not existing data (like `foo`)
Changed Description:
Entities with a bow (skeleton, booged, stray) cannot shoot if they are updated with a command each before they finish charging their shot.
Reproduce:
- Put a repeating command_block with the command:
data modify entity @n[type=skeleton] CustomNameVisible set value 1
- Summon a skeleton
- See that he doesn't charge the bow
Tested:
- The entities equipped with crossbow are not affected
- If you use an impulse command block with a redstone loop you can see that the skeleton starts charging and gets interrupted
- The data modified can be anything even not existing data (like `foo`)
Entities with a bow (skeleton, booged, stray) cannot shoot if they are updated with a command each before they finish charging their shot.
Reproduce:
- Put a repeating command_block with the command:
data modify entity @n[type=skeleton] CustomNameVisible set value 1
- Summon a skeleton
- See that he doesn't charge the bow
Tested:
- The entities equipped with crossbow are not affected
- If you use an impulse command block with a redstone loop you can see that the skeleton starts charging and gets interrupted
- The data modified can be anything even not existing data (like `foo`)
- The behavior is the same if we uses execute store instead of data modify: (with some:storage = {value:1b})
execute as @e[type=skeleton] store result entity @s foo int 1 run data get storage some:storage value
Added Attachments:
Removed Attachments:
Relates to
MC-223179Thank you for your report!
However, this issue is Invalid.
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I understand but this was a decision taken in 2014, maybe with the new feature that you're adding for map makers this could change.
Here there is a different behavior between two ranged entities (skeleton and pillager) which to me could be considered a bug.
If you still don't want to treat this it's ok I've found another (less elegant) way to achieve what I was trying to achieve. But it's still sad considering all effort you're putting to be map maker-friendly to not treat a bug that was already present in 2014