Bouncy
Let projectiles bounce and reflect off of blocks and entities
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_Any
If this is true then all blocks are valid.
This overrides
Whitelist
andList
.
Default_Speed_Multiplier
The 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.
Whitelist
Whether the use
List
as whitelist or blacklist.True
= only blocks listed inList
can be bounced off.
List
Material list of bounceable blocks depending on
Whitelist
.The second argument is
speed multiplier
which multiplies the projectile's current speed with its value.
Entities
Allow_Any
If this is true then all entities are valid.
This overrides
Whitelist
andList
.
Default_Speed_Multiplier
The 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.
Whitelist
Whether the use
List
as whitelist or blacklist.True
= only entities listed inList
can be bounced off.
List
Entity list of bounceable entities depending on
Whitelist
.Second argument is
speed multiplier
which 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_Rolling
Defines the required motion to start rolling.
When the speed of projectile goes below this value, it will start rolling instead of bouncing
Blocks
Same as above
Blocks
configuration, but used with rolling and the speed multiplier is based on the block below the projectile.
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