#How do I make the projectile apply potion effects to anything they hit?
1 messages · Page 1 of 1 (latest)
"on_hit": {
"impact_damage": {
"damage": 6,
"knockback": true,
"semi_random_diff_damage": false
},
"definition_event": {
"affect_target": true,
"event_trigger": {
"event": "redsmod_stun",
"target": "self"
}
}```
```"events": {
"redsmod_stun": {
"run_command": {
"target": "self",
"command": [
"effect @s slowness 5 20 true",
"effect @s weakness 5 20 true"
]
}
}
}```
You'll need to take out remove_on_hit, it will stop event's from running, also, the event is running the command on the projectile not the target, for that to work on the target, you'll need to change "target" to other.
ohhhhhh
I do have remove_on_hit removed
cause I want to add this effect to a blunderbuss, which needs to hit multiple entities at once
let me try that
hmm, doesn't seem to work
the zombies keep coming towards me at the same speed
You could also try using mob_effect with a small range and then instant despawn after
tried it, but doesn't seem to work
like, the projectile hits, it deals damage, but none of the effects are being applied, not through "potion_effect" parameter, not through events
mob_effect doesn't work either
I couldn't get this to work, but here's a workaround instead(must be done in the item that's actually launching the projectile)
in the item components the event is ran:
"on_use": {
"event": "redsmod_blunderbuss"
}
}```
and then the event itself:
```"events": {
"redsmod_blunderbuss": {
"shoot": {
"projectile": "redsmod:iron_blunderbuss_bullet.entity",
"launch_power": 3.0,
"target": "self"
},
"damage": {
"type": "durability",
"amount": 1,
"target": "self"
},
"run_command": {
"command": [
"playsound random.explode @p ~ ~ ~ 9",
"tag @e[r=8,c=3,family=monster] add stuntarget",
"effect @e[tag=stuntarget] slowness 5 20",
"effect @e[tag=stuntarget] weakness 5 20",
"tag @e[r=8,c=3,family=monster] remove stuntarget"
]
}
}
}```
it's got unintended effects, like the blunderbuss "stunning" enemies behind the user, but that's the sacrifice with this workaround
You are doing it complicatedly wrong. Check shulker bullet for reference.
So what you're saying is the "mob_effect" parameter works only with the "shulker_bullet" runtime identifier?
No. Just follow how it is implemented.
You were saying it wasn't working without even showing how you did it.
the only difference between the shulker_bullet file and my projectile with mob_effect on, besides the fact that I don't want homing or particles on it or for it to be removed on hit so it can hit multiple targets, is that shulker_bullet is using the 1.10.0 format
so I'm guessing it's a format_version issue?
"format_version": "1.10.0",
"minecraft:entity": {
"description": {
"identifier": "redsmod:iron_blunderbuss_bullet.entity",
"is_spawnable": false,
"is_summonable": true,
"is_experimental": true,
"runtime_identifier": "minecraft:snowball"
},
"components": {
"minecraft:collision_box": {
"width": 20.00,
"height": 5.00
},
"minecraft:projectile": {
"on_hit": {
"impact_damage": {
"damage": 12,
"knockback": true,
"semi_random_diff_damage": false
},
"mob_effect": {
"effect": "slowness",
"durationeasy": 5,
"durationnormal": 5,
"durationhard": 5,
"amplifier": 20
}
},
"power": 1.0,
"gravity": 0.5,
"multiple_targets": true,
"inertia": 1.0,
"liquid_inertia": 0.1,
"anchor": 2,
"offset": [
0,
0,
0
],
"semi_random_diff_damage": true,
"uncertainty_base": 0.0,
"reflect_on_hurt": false
},
"minecraft:conditional_bandwidth_optimization": {
"default_values": {
"max_optimized_distance": 80.0,
"max_dropped_ticks": 7,
"use_motion_prediction_hints": true
}
}
}
}
}```
here's the projectile, it literally just refuses to add the effect to whatever it hits
Can you confirm that it doesn't apply affect? How about changing the effect to levitation so it will be more visible.
Well, the Husks are not brought to a standstill, unlike with the /effect command
Levitation works
slowness just doesn't seem to do it
supposed to bring them to a standstill but they just keep moving at a normal speed
Try to reduce the amplifier like 5 only