Mechanic
missile
Shoots a homing missile at the target
Aliases
mi
Configuration Fields (10)
| Name | Type | Default | Description |
|---|---|---|---|
| inertia intertia, in | PlaceholderFloat | 1.5 | The inertia of the projectile |
| hugSurface hs | ProjectileSurfaceMode | false | Whether the projectile will hug the surface |
| hugLiquid hugWater, hugLava | ProjectileSurfaceMode | false | If hugSurface is set, determines whether the projectile will hug liquid |
| heightFromSurface hfs | float | — | |
| maxClimbHeight mch | float | 3 | The number of attempts the projectile will try to increase its y-location before terminating the projectile |
| maxDropHeight mdh | float | 10 | The number of attempts the projectile will try to decrease its y-location before terminating the projectile |
| bounces PREM bounce | boolean | false | The projectile can bounce |
| bounceVelocity bv | float | 0.9 | The velocity modifier of the bounce |
| highaccuracymode ham | ProjectileTriOption | PLAYERS_ONLY | Whether to use high-accuracy mode, which raytraces every tick to ensure the projectile cannot ever go anything |
| startWithParentVelocity swpv | boolean | false | If the missile is called by another projectile, should it start with the same velocity as the parent projectile? |
Examples & Notes
Examples
This example shoots a missile that looks like a thin trail of flames with a high turning rate. It bursts into a powerful explosion upon hitting its target.
# Mob File
Mob:
Type: ZOMBIE
Skills:
- skill{s=Homer} @target ~onTimer:100
# Skills File
Homer:
Skills:
- missile{ot=Homer_TICK;oh=Homer_HIT;v=4;i=1;hR=1;vR=1;in=0.75}
Homer_TICK:
Skills:
- effect:particles{p=flame;a=1} @origin
Homer_HIT:
Skills:
- effect:particles{p=lava;a=50;hS=1;vS=1}
- effect:sound{s=entity.generic.explode;v=1;p=0}
- damage{a=1337;i=false}
Universal Mechanic Options
Mentioned by
- Author:
- Ashijin
