Bouncy
Let projectiles bounce and reflect off of blocks and entities
Bouncy:
Maximum_Bounce_Amount: <amount>
Blocks:
Allow_Any: <true/false>
Default_Speed_Multiplier: <multiplier>
Whitelist: <true/false>
List:
- <Material>
- <Material> <speed multiplier>
- <etc.>
Entities:
Allow_Any: <true/false>
Default_Speed_Multiplier: <multiplier>
Whitelist: <true/false>
List:
- <EntityType>
- <EntityType> <speed multiplier>
- <etc.>
Rolling:
Required_Motion_To_Start_Rolling: <speed>
Blocks:
Allow_Any: <true/false>
Default_Speed_Multiplier: <multiplier>
Whitelist: <true/false>
List:
- <Material>
- <Material> <speed multiplier>
- <etc.>Maximum_Bounce_Amount
The maximum amount this projectile can bounce off from entities and blocks.
Defaults to 1. Setting value to -1 means infinite.
Blocks:
Allow_AnyIf this is true then all blocks are valid.
This overrides
WhitelistandList.
Default_Speed_MultiplierThe number to multiply the projectile speed by.
This is the default speed multiplier, meaning that if the following list does not contain specific information for speed about the hit block, then it defaults to this value.
WhitelistWhether the use
Listas whitelist or blacklist.True= only blocks listed inListcan be bounced off.
ListMaterial list of bounceable blocks depending on
Whitelist.Use the Material list for your version.
The second argument is
speed multiplierwhich multiplies the projectile's current speed with its value.
Entities
Allow_AnyIf this is true then all entities are valid.
This overrides
WhitelistandList.
Default_Speed_MultiplierThe number to multiply the projectile speed by.
This is the default speed multiplier, meaning that if the following list does not contain specific information for speed about the hit entity, then it defaults to this value.
WhitelistWhether the use
Listas whitelist or blacklist.True= only entities listed inListcan be bounced off.
ListEntity list of bounceable entities depending on
Whitelist.Use the References list for your version.
Second argument is
speed multiplierwhich multiplies the projectile's current speed with its value.
Rolling
This is useful for grenades for example. First, you want them to bounce off walls and when the motion gets low enough they'll just start rolling on the ground. When the motion of the projectile decreases to near 0, it is automatically stuck to the current block below.
Required_Motion_To_Start_RollingDefines the required motion to start rolling.
When the speed of projectile goes below this value, it will start rolling instead of bouncing
BlocksSame as above
Blocksconfiguration, but used with rolling and the speed multiplier is based on the block below the projectile.
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