Entities & mobs · Value
Entity target
The player or mob that a hostile mob is currently chasing or attacking. It is empty when the mob has no target.
m.entity.target_of
In a flow
“When a player uses a command → Entity target → If Has target → Make it stop attacking.”
When a player uses a command → Entity target → If Has target → Make it stop attacking.
What it does
The player or mob that a hostile mob is currently chasing or attacking. It is empty when the mob has no target. It's a value node: no white pins, it works out its answer when a step wired to it needs it. It gives 2 values later steps can use. Find it under Entities & mobs in the palette.
When to use it
Use it when the flow needs to: the player or mob that a hostile mob is currently chasing or attacking. It is empty when the mob has no target.
When not to
For a value that never changes, type it into the setting instead of wiring a node.
Typical wiring
Sockets: settings you can wire
- Entity Entity
-
The hostile mob to look at: wire one in, like Entity from Spawn an entity.
What goes there: Type it in the side panel, or wire in an entity. e.g. Zombie
If it's empty: Optional. Left empty and unwired, the step runs without it.
Values it gives
- Target Player
-
The player it is after. e.g. Alex
If it's empty: Empty when the step didn't make one (it stopped early or was skipped); steps reading it get nothing.
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- Has target Yes / no
-
True when it is after someone. e.g. true
If it's empty: Empty when the step didn't make one (it stopped early or was skipped); steps reading it get nothing.
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