#(bmobonk) Projectile Launch Player
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(bmobonk) Projectile Launch Player
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!e projectile launch
Entity
projectile launched <entity> launched
when a projectile is launched.
<context.entity> returns the projectile.
True - this adds switches in:<area> + location_flagged:<flag name>.
True - this adds <context.cancelled> and determines cancelled + cancelled:false.
yeah this event doesnt have shooter info, but i'm 200% sure this isnt what you're looking for
you want the event for when a player shoots a projectile, right?
!e entity shoots bow
Entity
entity shoots bow <entity> shoots <item>
when an entity shoots something out of a bow.
when the entity that shot the bow is a player. - this adds switches flagged:<flag name> + permission:<node>, in addition to the <player> link.
when the entity that shot the bow is an NPC.
<context.entity> returns the EntityTag that shot the bow.
<context.projectile> returns a EntityTag of the projectile.
<context.bow> returns the ItemTag of the bow used to shoot.
<context.force> returns the force of the shot.
<context.item> returns an ItemTag of the shot projectile, if any.
ListTag(EntityTag) to change the projectile(s) being shot. (Note that in certain cases, determining an arrow may not be valid).
"KEEP_ITEM" to keep the projectile item on shooting it.
True - this adds switches in:<area> + location_flagged:<flag name>.
True - this adds <context.cancelled> and determines cancelled + cancelled:false.
this one should do for both bow and crossbow, and is quite probably what you want. if it isnt, please tell us exactly what you want to do so we can help you better
Player
this event may in some cases double-fire, requiring usage of the 'ratelimit' command (like 'ratelimit <player> 1t') to prevent doubling actions.
player (right|left) clicks <block>
with:<item> to only process the event if a specified item was held.
using:hand/off_hand/either_hand to only process the event if the specified hand was used to click.
type:<material> to only run if the block clicked matches the material input.
when a player clicks on a block or in the air.
Always. - this adds switches flagged:<flag name> + permission:<node>, in addition to the <player> link.
<context.item> returns the ItemTag the player is clicking with.
<context.location> returns the LocationTag the player is clicking on.
<context.relative> returns a LocationTag of the air block in front of the clicked block.
<context.click_type> returns an ElementTag of the Spigot API click type <@link url https://hub.spi...
<context.hand> returns an ElementTag of the used hand.
True - this adds switches in:<area> + location_flagged:<flag name>.
True - this adds <context.cancelled> and determines cancelled + cancelled:false.
use the with: switch to specify an ender pearl, and specify right click
this event doesn't trigger if they right click air with the pearl in their offhand i don't think
ohh ok didn't know that thanks
np!
er
!tag entitytag.shooter
Returns the projectile's shooter or TNT's priming source, if any.
attributes
EntityTag
EntityTag.shooter
you can just read it with a tag
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