... | @@ -7,7 +7,7 @@ Missiles can target both a location and an entity. |
... | @@ -7,7 +7,7 @@ Missiles can target both a location and an entity. |
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## Attributes
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## Attributes
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| Attribute | Aliases | Description | Default |
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| Attribute | Aliases | Description | Default |
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|-----------|-----------|----------------------------------------------------------------------|---------|
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|-----------|-----------|----------------------------------------------------------------------|---------|
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| Inertia | in | Sets the "turning-rate" of the missile. Lower values make the missile turn around faster. Use big numbers (10-100) when trying to make your missiles turn slowly. | 1.5 |
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| Inertia | in, intertia | Sets the "turning-rate" of the missile. Lower values make the missile turn around faster. Use big numbers (10-100) when trying to make your missiles turn slowly. | 1.5 |
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| Bounces | bounce | Should the projectile bounce. Bounce radius depends on the projectile's hitbox. **Premium Only**. | false |
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| Bounces | bounce | Should the projectile bounce. Bounce radius depends on the projectile's hitbox. **Premium Only**. | false |
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| BounceVelocity | bv | Every time the projectile bounces, its velocity will be multiplied by this value. **Premium Only** . | 0.9 |
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| BounceVelocity | bv | Every time the projectile bounces, its velocity will be multiplied by this value. **Premium Only** . | 0.9 |
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| HugSurface| hs | Whether or not the projectile should move along the ground. | false |
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| HugSurface| hs | Whether or not the projectile should move along the ground. | false |
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... | @@ -16,8 +16,11 @@ Missiles can target both a location and an entity. |
... | @@ -16,8 +16,11 @@ Missiles can target both a location and an entity. |
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| MaxClimbHeight | mch | The number of attempts the projectile will make to **increase** its y-location before terminating itself, when the projectiles is "hugging" either a block or a liquid | 3 |
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| MaxClimbHeight | mch | The number of attempts the projectile will make to **increase** its y-location before terminating itself, when the projectiles is "hugging" either a block or a liquid | 3 |
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| MaxDropHeight | mdh | The number of attempts the projectile will make to **decrease** its y-location before terminating itself, when the projectiles is "hugging" either a block or a liquid | 10 |
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| MaxDropHeight | mdh | The number of attempts the projectile will make to **decrease** its y-location before terminating itself, when the projectiles is "hugging" either a block or a liquid | 10 |
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| highAccuracyMode | ham| Whether to use high-accuracy mode, which raytraces every tick to ensure the projectile cannot ever go through anything. Values can be `true`, `false`, `PLAYERS_ONLY` | PLAYERS_ONLY |
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| highAccuracyMode | ham| Whether to use high-accuracy mode, which raytraces every tick to ensure the projectile cannot ever go through anything. Values can be `true`, `false`, `PLAYERS_ONLY` | PLAYERS_ONLY |
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| hitnonplayers | hnp | Whether the missile should hit non player entities | true |
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> This mechanic inherits every inheritable attribute of the [Projectile](/skills/mechanics/projectile#inheritable-attributes) mechanic
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> This mechanic inherits every inheritable attribute of the [Projectile](/skills/mechanics/projectile#inheritable-attributes) mechanic
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>> - The `hitnonplayers ` attribute is **defaulted** at `true`
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## Examples
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## Examples
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This example shoots a missile that looks like a thin trail of flames
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This example shoots a missile that looks like a thin trail of flames
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... | @@ -46,3 +49,7 @@ Homer_HIT: |
... | @@ -46,3 +49,7 @@ Homer_HIT: |
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- effect:sound{s=entity.generic.explode;v=1;p=0}
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- effect:sound{s=entity.generic.explode;v=1;p=0}
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- damage{a=1337;i=false}
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- damage{a=1337;i=false}
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```
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```
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## Aliases
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- [x] mi |
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\ No newline at end of file |