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Update bedrock.dev links
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destruc7i0n committed Oct 2, 2020
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2 changes: 1 addition & 1 deletion concepts/components-events-groups.md
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Expand Up @@ -19,7 +19,7 @@ There are three main structures that make up the base of a behavior-pack entity

# Components

Components should be thought of as the logical building-blocks that make up minecraft-entities. All components are written by microsoft, and provided to us for use. Components can do all sorts of things, like set the size of an entity, or give it the ability to swim. The [full list of components can be found here](https://bedrock.dev/docs/1.16.0.0/1.16.0.66/Entities#minecraft:color2).
Components should be thought of as the logical building-blocks that make up minecraft-entities. All components are written by microsoft, and provided to us for use. Components can do all sorts of things, like set the size of an entity, or give it the ability to swim. The [full list of components can be found here](https://bedrock.dev/docs/stable/Entities).

It is impossible to create your own components. The entire list of components is hard-coded, and provided by Microsoft. The `only` thing that should go intside the `components` object is components.

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4 changes: 2 additions & 2 deletions knowledge/bedrock-modeling.md
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Expand Up @@ -97,5 +97,5 @@ NOTE: you can have an animation in loop clicking on the following setting
[Setting Image](https://cdn.discordapp.com/attachments/306562251987615744/740315853219692624/unknown.png "https://cdn.discordapp.com/attachments/306562251987615744/740315853219692624/unknown.png")

Is with this function & creativity that animals & dinosaurs are animated into walking, running & attacking.
You can learn more about querys & functions on the following link
https://bedrock.dev/docs/1.14.0.0/1.14.30.2/MoLang
You can learn more about queries & functions at the following link:
[https://bedrock.dev/docs/stable/MoLang](https://bedrock.dev/docs/stable/MoLang)
2 changes: 1 addition & 1 deletion knowledge/faq.md
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Expand Up @@ -114,7 +114,7 @@ Set up a damage_sensor and set deals_damage to false when they're not holding th

---
### Where do I find the molang variable list?
The [molang variable list can be found here](https://bedrock.dev/1.14.0.0/1.14.30.51/MoLang).
The [molang variable list can be found here](https://bedrock.dev/docs/stable/MoLang).

---
### Can I use /give to get shulker box with items?
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2 changes: 1 addition & 1 deletion ru/knowledge/faq.md
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Expand Up @@ -97,7 +97,7 @@ nav_exclude: true

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### Где можно найти список переменных в molang?
[Список переменных в molang](https://bedrock.dev/1.14.0.0/1.14.30.51/MoLang).
[Список переменных в molang](https://bedrock.dev/docs/stable/MoLang).

---
### Можно ли использовать /give чтобы получить шалкер-ящик с вещами?
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4 changes: 2 additions & 2 deletions tutorials/death-effects.md
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Expand Up @@ -140,5 +140,5 @@ For this to work please put the animation controller in BP not RP

## Related links
For further information on these topics got to the following bedrock.dev pages:
- [Animations](https://bedrock.dev/docs/1.14.0.0/1.14.30.2/Animations)
- [Entity Events](https://bedrock.dev/docs/1.14.0.0/1.14.30.2/Entity%20Events)
- [Animations](https://bedrock.dev/docs/stable/Animations)
- [Entity Events](https://bedrock.dev/docs/stable/Entity%20Events)
4 changes: 2 additions & 2 deletions tutorials/entity-commands.md
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Expand Up @@ -21,7 +21,7 @@ Intermediate
A very common task is triggering slash commands (such as `/playsound`, or `/summon`) from inside Behavior Pack entities. This is a somewhat complicated topic, but once you get a handle on it, it isn't that bad!

# Animation Controllers
To trigger slash commands, we are going to use Behavior Pack animation controllers. Animation controllers should be placed like: `animation_controllers/some_controller.json`. You can [learn more about animation controllers on the entity events section of bedrock.dev](https://bedrock.dev/1.14.0.0/1.14.0.6/Entity%20Events).
To trigger slash commands, we are going to use Behavior Pack animation controllers. Animation controllers should be placed like: `animation_controllers/some_controller.json`. You can [learn more about animation controllers on the entity events section of bedrock.dev](https://bedrock.dev/docs/stable/Entity%20Events).

In short, animation controllers allow us to trigger events from behavior packs.
- Slash commands (like `/say`)
Expand Down Expand Up @@ -81,7 +81,7 @@ To add this animation controller to our entity, we can use the following code in
Once again, if you are confused about any of this step, please review the Entity Events documentation.

# Triggering Commands using Events:
Animation transitions are created using queries. You can [read about queries here](https://bedrock.dev/1.14.0.0/1.14.0.6/MoLang#List%20of%20Entity%20Queries). In our first example, our query was simply `true`, which means the commands run automatically. We can use more complicate queries to create more interesting effect. A really convenient method is using components as Molang filters to trigger the commands.
Animation transitions are created using queries. You can [read about queries here](https://bedrock.dev/docs/stable/MoLang#List%20of%20Entity%20Queries). In our first example, our query was simply `true`, which means the commands run automatically. We can use more complicate queries to create more interesting effect. A really convenient method is using components as Molang filters to trigger the commands.

I personally like using [skin_id](/vanilla-usage/components-1.13.html#minecraftskin_id).

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4 changes: 2 additions & 2 deletions tutorials/timers.md
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Expand Up @@ -102,7 +102,7 @@ A particularly useful way to handle time events is using a single, looping `mine
}
```

### [minecraft:environment_sensor](https://bedrock.dev/docs/1.14.0.0/1.14.30.2/Entities#minecraft:environment_sensor)
### [minecraft:environment_sensor](https://bedrock.dev/docs/stable/Entities#minecraft:environment_sensor)

Another component which can be very useful for time-based events is `minecraft:environment_sensor`. Pairing this sensor with the `hourly_clock_time` or `clock_time` filters can be used to trigger events based off in-game time.

Expand All @@ -122,7 +122,7 @@ Here is an example which is used to fire an event 800 ticks after the start of t
}
```

### [minecraft:ageable](https://bedrock.dev/docs/1.14.0.0/1.14.30.2/Entities#minecraft:ageable)
### [minecraft:ageable](https://bedrock.dev/docs/stable/Entities#minecraft:ageable)

If this component is not being used in the entity's behavior for a different purpose, it can be useful as an additional timer. It's important to note that it requires the `minecraft:is_baby` component to be defined in order to function.

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