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Video Creators

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High quality assets for your videos are available for download through our Media Kit! Feel free to use the assets as you see fit in your videos & streams.

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Add-On Creators

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Tags and presets that allow you to support Actions & Stuff’s animations.

Vanilla Minecraft item tags are used to give animations to various items, supported tags are:

Some animations cannot be supported through vanilla tags, so we’ve added our own:

To use these item tags, simply add them to a minecraft:tags component in your item definition, like so:

"components": {
	"minecraft:tags": {
		"tags": ["minecraft:is_sword"]
	}
}

First Person

In order to support custom animations in first person, items must be made into attachables. Most first person animations also require the v.oreville_mainhand_custom_pos variable to be enabled. It’s advised to also use the v.actions_and_stuff variable to disable Actions & Stuff specific animations so that your item still works outside of Actions & Stuff.

Here’s a minimal snippet of what your attachable could include:

{
	"scripts": {
		"animate": [
			{ "first_person_actions_and_stuff": "c.is_first_person && v.actions_and_stuff" },
			{ "first_person_vanilla": "c.is_first_person && !v.actions_and_stuff" }
		],
		"pre_animation": [
			"v.actions_and_stuff = c.owning_entity -> v.actions_and_stuff;"
		],
		"parent_setup": "c.item_slot == 'main_hand' ? { v.oreville_mainhand_custom_pos = 1; };"
	}
}

Attachables

The simplest way to convert your items to an attachable is to use the texture mesh feature in a geometry, this allows you to create a model based on the texture used.

Attachable specific features are managed by variables in the parent_setup field of the attachable’s scripts. The available variables are:

Here’s an example of how to use the above variables:

c.item_slot == 'main_hand' ? {
	v.oreville_mainhand_visible = 1;
};
c.item_slot == 'off_hand' ? {
	v.oreville_offhand_visible = 1;
};

Here’s how you’d use it in your attachable:

{
	"scripts": {
		"parent_setup": "c.item_slot == 'main_hand' ? { v.oreville_mainhand_visible = 1; }; c.item_slot == 'off_hand' ? { v.oreville_offhand_visible = 1; };"
	}
}

Detecting Actions & Stuff

When Actions and Stuff is loaded, the player will have a public variable set to 1, you can read this from your attachable if you need to change something about the attachable when A&S is active, for example, disabling a conflicting animation.

To access this variable simply add v.actions_and_stuff = c.owning_entity -> v.actions_and_stuff; to pre_animation under scripts in your attachable:

{
	"scripts": {
		"pre_animation": [
			"v.actions_and_stuff = c.owning_entity -> v.actions_and_stuff;"
		]
	}
}

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