Spamming skeletons with NoAI:false will prevent them from shooting
How to reproduce:
1. spawn some bow-wielding skeletons with skeleton spawn egg
2. Connect this command to a constantly-running redstone clock:
/entitydata @e[type=Skeleton] {NoAI:false}
3. You'll see that skeletons close in to you as if they wanted to hit you with a sword (but they don't harm you in any way), instead of keeping distance and shooting you with a bow. The same thing applies for wither skeletons.
Created Issue:
Spamming skeletons with NoAI:0 will prevent them from shooting
How to reproduce:
1. spawn some bow-wielding skeletons with skeleton spawn egg
2. Connect this command to a constantly-running redstone clock:/entitydata @e[type=Skeleton]
{NoAI:0b}3. You'll see that skeletons close in to you as if they wanted to hit you with a sword (but they don't harm you in any way), instead of keeping distance and shooting you with a bow.
How to reproduce:
1. spawn some bow-wielding skeletons with skeleton spawn egg
2. Connect this command to a constantly-running redstone clock:/entitydata @e[type=Skeleton]
{NoAI:0b}
3. You'll see that skeletons close in to you as if they wanted to hit you with a sword (but they don't harm you in any way), instead of keeping distance and shooting you with a bow.How to reproduce:
1. spawn some bow-wielding skeletons with skeleton spawn egg
2. Connect this command to a constantly-running redstone clock:/entitydata @e[type=Skeleton]
{NoAI:0b}(I don't know why part of the command puts itself in a new line, I typed it normally after space)
3. You'll see that skeletons close in to you as if they wanted to hit you with a sword (but they don't harm you in any way), instead of keeping distance and shooting you with a bow.
How to reproduce:
1. spawn some bow-wielding skeletons with skeleton spawn egg
2. Connect this command to a constantly-running redstone clock:/entitydata @e[type=Skeleton]
{NoAI:0b}(I don't know why part of the command puts itself in a new line, I typed it normally after space)
3. You'll see that skeletons close in to you as if they wanted to hit you with a sword (but they don't harm you in any way), instead of keeping distance and shooting you with a bow.
How to reproduce:
1. spawn some bow-wielding skeletons with skeleton spawn egg
2. Connect this command to a constantly-running redstone clock:/entitydata @e[type=Skeleton] {NoAI:0b}(I don't know why part of the command puts itself in a new line, I typed it normally after space)
3. You'll see that skeletons close in to you as if they wanted to hit you with a sword (but they don't harm you in any way), instead of keeping distance and shooting you with a bow.
How to reproduce:
1. spawn some bow-wielding skeletons with skeleton spawn egg
2. Connect this command to a constantly-running redstone clock:/entitydata @e[type=Skeleton] {NoAI:0b}
(I don't know why part of the command puts itself in a new line, I typed it normally after space)3. You'll see that skeletons close in to you as if they wanted to hit you with a sword (but they don't harm you in any way), instead of keeping distance and shooting you with a bow.
How to reproduce:
1. spawn some bow-wielding skeletons with skeleton spawn egg
2. Connect this command to a constantly-running redstone clock:/entitydata @e[type=Skeleton] {NoAI:0b}3. You'll see that skeletons close in to you as if they wanted to hit you with a sword (but they don't harm you in any way), instead of keeping distance and shooting you with a bow.
How to reproduce:
1. spawn some bow-wielding skeletons with skeleton spawn egg
2. Connect this command to a constantly-running redstone clock:/entitydata @e[type=Skeleton] {NoAI:0b}3. You'll see that skeletons close in to you as if they wanted to hit you with a sword (but they don't harm you in any way), instead of keeping distance and shooting you with a bow.
How to reproduce:
1. spawn some bow-wielding skeletons with skeleton spawn egg
2. Connect this command to a constantly-running redstone clock:/entitydata @e[type=Skeleton] {NoAI:false}3. You'll see that skeletons close in to you as if they wanted to hit you with a sword (but they don't harm you in any way), instead of keeping distance and shooting you with a bow.
How to reproduce:
1. spawn some bow-wielding skeletons with skeleton spawn egg
2. Connect this command to a constantly-running redstone clock:/entitydata @e[type=Skeleton] {NoAI:false}3. You'll see that skeletons close in to you as if they wanted to hit you with a sword (but they don't harm you in any way), instead of keeping distance and shooting you with a bow. The same thing applies for wither skeletons.
Spamming skeletons with NoAI:0will prevent them from shootingSpamming skeletons with NoAI:false will prevent them from shooting
You should type the EXACT code you used. How are we supposed to help you if you tell us something different than what you did?
The NoAI tag only takes the values 1 and 0, not true and false.Aside from that, Problems caused by changing internal NBT tags during the lifetime of an entity are not considered bugs.@Torabi, Just to make a quick correction: "true" and "false" equates to a Byte value of 1 and 0, which is exactly what the NoAI tag needs.
@John Dame, I'm not sure what you're asking (I'm not the OP by the way). "false" is literally read as "0b". There's no difference internally; I was simply correcting a mistake from a comment that stated "false" cannot be used when it can be.
Sorry I am dumb and was not aware, you could use true/false I thought it was only 1/0.
[Mod] Skylinerw is indeed correct. I'm not sure if I was mistaken, or if that's something that's changed, but I just tested it, and Minecraft does accept true and false for binary values in commands. I don't use typically use commands while playing – basically, I only use them when testing bugs – so I'm not intricately familiar with the format, and often have to look things up.
Regardless, this issue is still invalid, because setting the NoAI tag at any time other than entity creation can have unpredictable results – it's not intended to have any particular effect. The tag does one very specific thing, and affects each entity differently.