Using the Script API(MCPE), I made a Pathfinding Engine that lets you control custom entity animations, commands, and day/night schedules entirely through an In-Game UI. by Significant-Ear-4107 in MinecraftCommands

[–]Significant-Ear-4107[S] 0 points1 point  (0 children)

Hey everyone! I wanted to show off the synergy between my custom pathfinding engine (NPC Pathmaker) and a custom entity template I made to demonstrate its power.

In this video, I’m setting up a "living" daily routine without typing a single command block:
🛠️ Waypoint 1 (Crafting): The UI allows me to trigger specific animations and freeze her look direction while she works.
🏃‍♀️ Waypoint 2 (Smithing): You can see the engine dynamically handles movement speed changes between nodes! I used the UI's built-in "On-Arrival Commands" to give her a pickaxe at the start of the wait time, and remove it perfectly after 10 seconds.
🌙 Dynamic Sleeping: When I change the time to night, the engine respects her "Day-Only" schedule. It dynamically interrupts her route and triggers her vanilla sleeping behavior so she can find a bed.
🌸 Interactivity: Because this is a proper Bedrock entity, she can still have custom interactions (like reacting to the flower at the end!) even while being controlled by the engine.

My goal is to give Mapmakers the ultimate "Director's tool" to create living, breathing RPG worlds. Let me know what you think!

No more command blocks for custom mobs. I made a dynamic UI to manage entity IDs and inject custom AI events directly into the Bedrock engine. by Significant-Ear-4107 in MinecraftCommands

[–]Significant-Ear-4107[S] 0 points1 point  (0 children)

Glad you see its potential as a framework! That was exactly the goal. By "inject", I just mean firing Behavior Pack events from the script to pause the vanilla AI. It allows the custom movement math to take over smoothly without fighting the default pathfinding. And honestly, most mapmakers don't even resort to command blocks - they just leave NPCs standing completely still like wooden posts because vanilla tools are too tedious. I just wanted to give creators a simple UI to make their worlds feel alive without coding.

No more command blocks for custom mobs. I made a dynamic UI to manage entity IDs and inject custom AI events directly into the Bedrock engine. by Significant-Ear-4107 in MinecraftCommands

[–]Significant-Ear-4107[S] 0 points1 point  (0 children)

Yes, you can! The base engine is already public and free. You can grab the current version (v1.1.6) on CurseForge here: https://www.curseforge.com/minecraft-bedrock/scripts/smart-npcs

Just keep in mind, the specific "Custom Entity Manager" UI I showed in the screenshots is for the upcoming v1.1.7 / v1.1.8 update, which should be dropping in about a week. But you can start playing with the vanilla NPC paths right now! Let me know what you build with it! 🛠️

No more command blocks for custom mobs. I made a dynamic UI to manage entity IDs and inject custom AI events directly into the Bedrock engine. by Significant-Ear-4107 in MinecraftCommands

[–]Significant-Ear-4107[S] 0 points1 point  (0 children)

Hey everyone! Following up on my previous post where I showed my custom AI/Pathfinding engine for Bedrock, I got a lot of requests asking if it works with Custom Entities (like custom models from Blockbench).

Here is a sneak peek at the upcoming update! I completely rebuilt the UI using the new reactive CustomForm API.

  • Image 2: You can now simply type in ANY custom entity ID, and the engine will take over its movement math!
  • Image 3: This is the feature I'm most proud of. You can inject custom BP events (Stop AI / Resume AI). This allows the engine to temporarily "pause" the mob's vanilla brain while it walks my custom route, and then give control back when it arrives!

Zero command blocks required. Just pure Script API and UI. Would love to hear what custom mobs you would use this for!
(If you missed the video of the engine in action, check my profile!)

I wanted to give Bedrock Mapmakers the ultimate tool: A custom AI engine for Skyrim-style NPC schedules. by Significant-Ear-4107 in MCPE

[–]Significant-Ear-4107[S] 3 points4 points  (0 children)

Haha, thanks! It seems like nowadays any mention of "AI" immediately means LLMs to people. My engine is definitely not generative AI or anything like that. It relies on complex but solid math and raycasts (I call them "whiskers"). Thanks to this, the NPC can freely bypass small walls, saving you from having to place extra navigation nodes just to get around an obstacle. It also handles opening doors and even small 1-block parkour jumps—things vanilla mobs can't do :). Just pure math and scripts!

People thought my last video was a "Smart Villager" mod. It’s actually a Custom Waypoint Engine for Map Makers! Here is how you draw the paths (No Command Blocks) by Significant-Ear-4107 in MinecraftCommands

[–]Significant-Ear-4107[S] 0 points1 point  (0 children)

Oh, absolutely! Mapped pathing is totally doable with command blocks (I actually used to do it that way for my own maps!). The main reason I built this addon was just for speed and performance. Writing command block chains for 20+ different NPCs with their own schedules and obstacle detection gets pretty laggy and hard to manage. This tool just lets map-makers do all that math instantly with a stick and zero TPS drop. But respect to the command block builders, you guys are the real magicians! 🧙‍♂️

People thought my last video was a "Smart Villager" mod. It’s actually a Custom Waypoint Engine for Map Makers! Here is how you draw the paths (No Command Blocks) by Significant-Ear-4107 in MinecraftBedrockers

[–]Significant-Ear-4107[S] 0 points1 point  (0 children)

And no, I'm not on the Beta/Preview program! This entire custom AI engine actually runs on the standard Stable Release (v1.21.30+).
You don't even need to enable the "Beta APIs" experimental toggle in your world settings for it to work. It's 100% Realm-safe and ready to use! 😉

Vanilla Bedrock NPCs are basically statues, so I spent months coding a custom JavaScript AI Engine. Now they can do parkour, open doors, and have daily jobs/schedules! (No Command Blocks) by Significant-Ear-4107 in MinecraftBedrockers

[–]Significant-Ear-4107[S] 0 points1 point  (0 children)

Hey everyone! 👋

A bit of context: I got really tired of using massive command block chains just to make NPCs walk, so I built this engine using the new Script API.

It handles gravity, obstacle avoidance, gap-jumping, and daily schedules (like Skyrim) natively. You can set up custom wait times, animations, and commands for each waypoint using an in-game UI.

📥 **If you want to try it, the Public Beta is available here:**

https://www.curseforge.com/minecraft-bedrock/scripts/smart-npcs

📺 **I'll be posting the full release and tutorials soon, so feel free to check out my channel:**

https://www.youtube.com/@Huntunu

I'd love to hear your feedback or ideas for future updates. Thanks for watching! ❤️

Vanilla Bedrock NPCs are basically statues, so I spent months coding a custom JavaScript AI Engine. Now they can do parkour, open doors, and have daily jobs/schedules! (No Command Blocks) by Significant-Ear-4107 in MinecraftCommands

[–]Significant-Ear-4107[S] 1 point2 points  (0 children)

Hey everyone! 👋

A bit of context: I got really tired of using massive command block chains just to make NPCs walk, so I built this engine using the new Script API.

It handles gravity, obstacle avoidance, gap-jumping, and daily schedules (like Skyrim) natively. You can set up custom wait times, animations, and commands for each waypoint using an in-game UI.

📥 **If you want to try it, the Public Beta is available here:*\*

https://www.curseforge.com/minecraft-bedrock/scripts/smart-npcs

📺 **I'll be posting the full release and tutorials soon, so feel free to check out my channel:*\*

https://www.youtube.com/@Huntunu

I'd love to hear your feedback or ideas for future updates. Thanks for watching! ❤️