I would like to summon some normally neutral mobs and make them hostile to players - specifically polar bears, wolves, snow golems, and possibly sheep.
I know polar bears and wolves normally start neutral but can be made hostile by the player attacking them or a cub - is there a way to specify data in the summon command so that they will instead start as hostile to any players nearby?
In a similar question, I would like to summon snow golems that are by default hostile to players, and possibly increase their snowball damage. Again this sounds like attributes/nbt that could be specified in a summon command, but I don't know what flags/syntax to use.
The answer to the above two will probably also include how to make a sheep hostile, but in case it doesnt I'm interested in that one too
For further reference, I am looking to use this as a multiplayer map, and some of the players WILL be on teams. Maybe that will be relevant.
Thank you in advance for anyone who knows how to do this!
Interesting way of accomplishing this! So the actual damage would be done by the silverfish passenger touching them, or would players take damage when the ridden animal touches them? And how would that work with polar bears and wolves, that otherwise have their own AI when injured; would it override the passenger?.
Given that I'm intending this for a multiplayer map, I'm wondering how bad the impact of that repeating chain would be - especially if there are non-passenger sheep that naturally spawn.
I'll give it a test, but I could have sworn there used to be some flag you could set to make mobs that *can* be aggressive like wolves or pigmen start that way.
Thank you for answering certainly, and if there are any other ideas please dont hesitate to throw them here too!
But for some easier methods for specific mobs, wolves can be summoned hostile with Angry:1, zombie pigmen with Anger:30000(should be enough).
Ah, this is what I was hoping to find - can I get an example of a summon command specifying that Angry flag please? And is there an equivalent for polar bears?
Ah, this is what I was hoping to find - can I get an example of a summon command specifying that Angry flag please? And is there an equivalent for polar bears?
Thanks!
/summon wolf ~ ~ ~ {Angry:1}
Sorry, the Angry tag only works for wolves only, and there's no tag for the polar bear to be hostile.
One followup question: I'm trying to get your line above to work, and the wolf it summons does not appear to be Angry.
I've tried with a larger number than 1, with no difference. Does it not just choose the nearest player target naturally, or is there a way to set that?
For example if I were to summon an angry wolf at each player's location, could I have the wolf summoned be angry at *that* player?
Or is it related to the minecraft version in question - when did this tag get added?
One followup question: I'm trying to get your line above to work, and the wolf it summons does not appear to be Angry.
I've tried with a larger number than 1, with no difference. Does it not just choose the nearest player target naturally, or is there a way to set that?
For example if I were to summon an angry wolf at each player's location, could I have the wolf summoned be angry at *that* player?
Or is it related to the minecraft version in question - when did this tag get added?
When summoning a wolf, I have to make "Wolf" uppercase or it won't work. It summons a wolf, but it just sits there passively. If I hit it then the wolf turns angry until I go into creative mode, but it doesn't start that way. Not sure what I'm missing.
Exact command ran:
/summon Wolf ~ ~ ~ {Angry:1}
I see the angry tag in that page you linked and agree it SHOULD work, but there seems to be something missing so that it /stays/ that way.
EDIT: I damaged a wolf, saved the map, and looked with MCEdit. I see the Angry flag, but otherwise the only field that looks meaningfully different from a 'normal' wolf is HurtByTimestamp - but setting that value in the summon command doesn't seem to do anything.
When summoning a wolf, I have to make "Wolf" uppercase or it won't work. It summons a wolf, but it just sits there passively. If I hit it then the wolf turns angry until I go into creative mode, but it doesn't start that way. Not sure what I'm missing.
Exact command ran:
/summon Wolf ~ ~ ~ {Angry:1}
I see the angry tag in that page you linked and agree it SHOULD work, but there seems to be something missing so that it /stays/ that way.
EDIT: I damaged a wolf, saved the map, and looked with MCEdit. I see the Angry flag, but otherwise the only field that looks meaningfully different from a 'normal' wolf is HurtByTimestamp - but setting that value in the summon command doesn't seem to do anything.
HurtByTimestamp means how many ticks he exists b4 he got hit.
Like if HurtByTimestamp is 1000, he hasn't been hit for 1000 ticks.
Not useful for yours, but it's somehow useful in other ways.
A bit late to the party but I was working on something similar with polar bears. You could make an invisible baby polar bear ride the bear to make it hostile.
I would like to summon some normally neutral mobs and make them hostile to players - specifically polar bears, wolves, snow golems, and possibly sheep.
I know polar bears and wolves normally start neutral but can be made hostile by the player attacking them or a cub - is there a way to specify data in the summon command so that they will instead start as hostile to any players nearby?
In a similar question, I would like to summon snow golems that are by default hostile to players, and possibly increase their snowball damage. Again this sounds like attributes/nbt that could be specified in a summon command, but I don't know what flags/syntax to use.
The answer to the above two will probably also include how to make a sheep hostile, but in case it doesnt I'm interested in that one too
For further reference, I am looking to use this as a multiplayer map, and some of the players WILL be on teams. Maybe that will be relevant.
Thank you in advance for anyone who knows how to do this!
Interesting way of accomplishing this! So the actual damage would be done by the silverfish passenger touching them, or would players take damage when the ridden animal touches them? And how would that work with polar bears and wolves, that otherwise have their own AI when injured; would it override the passenger?.
Given that I'm intending this for a multiplayer map, I'm wondering how bad the impact of that repeating chain would be - especially if there are non-passenger sheep that naturally spawn.
I'll give it a test, but I could have sworn there used to be some flag you could set to make mobs that *can* be aggressive like wolves or pigmen start that way.
Thank you for answering certainly, and if there are any other ideas please dont hesitate to throw them here too!
Actually, kieken2's suggested method works for all neutral and passive mobs, as soon as they walk on foot and it attacks with melee.
But for some easier methods for specific mobs, wolves can be summoned hostile with Angry:1, zombie pigmen with Anger:30000(should be enough).
But, his command also needs a slight improvement,
/kill @e[type=silverfish,score_sheep=1,c=1]
I would rather omit c=1, cuz it'll just slows down the killing process if lots of the sheeps die, and causing sth like ghost attacking player.
Ah, this is what I was hoping to find - can I get an example of a summon command specifying that Angry flag please? And is there an equivalent for polar bears?
Thanks!
/summon wolf ~ ~ ~ {Angry:1}
Sorry, the Angry tag only works for wolves only, and there's no tag for the polar bear to be hostile.
One followup question: I'm trying to get your line above to work, and the wolf it summons does not appear to be Angry.
I've tried with a larger number than 1, with no difference. Does it not just choose the nearest player target naturally, or is there a way to set that?
For example if I were to summon an angry wolf at each player's location, could I have the wolf summoned be angry at *that* player?
Or is it related to the minecraft version in question - when did this tag get added?
They can't target specific players, sorry.
Also, Angry:1 should work, did you make a typo or sth?
Cuz I'm sure it'll work:
http://minecraft.gamepedia.com/Chunk_format#Mobs
When summoning a wolf, I have to make "Wolf" uppercase or it won't work. It summons a wolf, but it just sits there passively. If I hit it then the wolf turns angry until I go into creative mode, but it doesn't start that way. Not sure what I'm missing.
Exact command ran:
/summon Wolf ~ ~ ~ {Angry:1}
I see the angry tag in that page you linked and agree it SHOULD work, but there seems to be something missing so that it /stays/ that way.
EDIT: I damaged a wolf, saved the map, and looked with MCEdit. I see the Angry flag, but otherwise the only field that looks meaningfully different from a 'normal' wolf is HurtByTimestamp - but setting that value in the summon command doesn't seem to do anything.
HurtByTimestamp means how many ticks he exists b4 he got hit.
Like if HurtByTimestamp is 1000, he hasn't been hit for 1000 ticks.
Not useful for yours, but it's somehow useful in other ways.
Also, wait it sits?
It doesnt actually sit no - I should be clear about that. It stands still like a wolf normally does, then wanders off after a bit.
Heh, that's strange.
Anyways, if this way doesn't work, do the old way, let a silverfish ride it.
A bit late to the party but I was working on something similar with polar bears. You could make an invisible baby polar bear ride the bear to make it hostile.
was slain by a pig