how to make a mob "burrow" away if not hit within a certain time span

Started by pickleperrt on

Topic category: Help with MCreator software

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how to make a mob "burrow" away if not hit within a certain time span

hello, i know this is a very specific request, but ive been making a mod with a mob that will : start digging into the floor after a certain amount of time, if its hit within that time the mob stops digging and starts trying to kill you again, if its successful it re-emerges somewhere else, ive tried some things but it wouldnt function. Are you guys able to help me? :(

heres an image of my "on tick update" procedure for this mob
https://www.image2url.com/r2/default/images/1779974447228-96631023-b51b-40c5-8eb4-13e26f0128f5.png
i tried using synced data and stuff but it didnt work
heres a image of my "on entity hurt" procedure
https://www.image2url.com/r2/default/images/1779974551494-311e7cc2-0499-4b07-832f-d4e93a141d8e.png
again, i tried the synced data but it isnt functioning or its broken, i cant tell T-T
 

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alright, theyve started…
Sat, 05/30/2026 - 10:06

alright, theyve started doing the teleporting for the digging but now they dont do the animation and when hit they just stop digging entirely, these are the procedures for the movement condition, the on tick procedure, and the on hurt procedure
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oh my god WHY are they cut…
Sat, 05/30/2026 - 10:16

oh my god WHY are they cut off like that

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Do you have a condition on…
Sat, 05/30/2026 - 10:43

Do you have a condition on the digging animation which is just the opposite to the first condition above^

Also you need a way to set digging to false, maybe timer=1 and add 1 tick to your other values.

Did you combine your digging animations into one animation in blockbench? If not use the timer value to return your animations rather than just digging=true, this method is probably better for you anayway

First dig: get timer<75 and >55

Second dig: get timer <55 and >1

Depends on how long the animations are

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yeah i had a opposite…
Sat, 05/30/2026 - 11:54

yeah i had a opposite version of the first one, it just didint work

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theres 2 "digging"…
Sat, 05/30/2026 - 12:45

theres 2 "digging" animations, one for digging into the soil and one being for emerging out of it

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alright, i tried but now…
Sat, 05/30/2026 - 13:40

alright, i tried but now they just dont wander around or look around, i didnt even change the wander or look around condition
the ONLY one i altered was the on tick procedure, i have no clue what ive done wrongPxzzx956 o

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Then try adding a new or add…
Sat, 05/30/2026 - 13:46

Then try adding a new or add to the existing conditions of all other animations of: return logic NOT digging

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I would say remove the walk…
Sat, 05/30/2026 - 13:47

I would say remove the walk and wander condition, override motion vector to 0 for the timer when it’s supposed to be digging

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alright, i removed the walk…
Sat, 05/30/2026 - 16:13

alright, i removed the walk and wander conditionsNcahnkrw othe current on tick procedureOqisuqzv o
this is the trigger ive added for the digging animation, however it doesnt seem to work

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it works but has the…
Sat, 05/30/2026 - 16:14

it works but has the previous issue of just teleporting instead of playing the animation and only digging once

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Does it have other…
Sat, 05/30/2026 - 19:58

Does it have other animations that are playing instead?

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yes, a idle and walking…
Sun, 05/31/2026 - 03:54

yes, a idle and walking animation

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Did you add conditions to…
Sun, 05/31/2026 - 18:34

Did you add conditions to these, that they can only play when digging is false