Description
Targets the location of a specific part of the specified model applied on the casting modeled entity
Attributes
Attribute | Aliases | Description | Default |
---|---|---|---|
modelid | model, mid, m | The id of the model of the modeled entity to check against | |
partid | part, pid, p | The id of the bone whose location you wish to target | |
offset | off, o | The type of the Offset. Can be LOCAL , MODEL , GLOBAL
|
LOCAL |
x | The offset in the X axis | 0 | |
y | The offset in the Y axis | 0 | |
z | The offset in the Z axis | 0 | |
location | loc, l, coordinates, c | The offset on all three axis, in the x,y,z format. If not set, the normal x, y and z attributes will be used instead. |
|
exactmatch | exact, match, em | Does the part need to match the partid completely If set to false, this will get the location of all bones whose id contains the specified one Example: pid=arm;em=false This will target both leftarm and rightarm |
true |
scale | sc, s | If the offset should scale with the model's scale. This works by multiplying the offset by the value of the model's scale | true |
Offset Attribute
Note: Depending on how you made your model, each axis might not represent the same direction as stated here.
In this scenario, Z-axis is forward/backward, X-axis is right/left, and Y-axis is up/down.
Local
This mode would get the offset based on the bone's rotation.
Let's say we have a humanoid model who holds a gun. To get where the barrel is pointing at, we can use this mode with a positive Z offset.
Model
This mode would get the offset based on the model's rotation.
Essentially, this is the Forward
targeter from MythicMobs, with the added benefit of starting from the location of the selected bone.
Global
This mode just uses Minecraft's world axis to calculate the offset.
Same as Model
mode, this just has the benefit of starting from the selected bone, instead of the base of the mob.
Examples
This will damage every entity near a specific part of the modeled entity
ExampleSkill1:
Skills:
- skill{s=[
- damage{a=20} @LivingNearTargetLocation{r=2}
]} @modelpart{mid=your_model;pid=boneid}
This will let a projectile be launched from a specific part of the modeled entity
ExampleSkill:
Skills:
- projectile{
...;
origin=@modelpart{mid=your_model;pid=boneid;location=0,1,0};
fromorigin=true
} @target