Replies: 6 comments
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the force its used for speed and crits (and when can shot a projectile), in teory this can be handled with the methods for projectiles not? |
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Can you give more info? Not really sure what you mean |
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if talk abot arrows in EntityShootBowEvent the force value its used for speed and set if the arrow has crits or not (if force == 1) then not sure why the launchProjectile need this value if for set crits or speed/velocity the projectile object has methods for set this when the projectile its created. |
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This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. |
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Seems useful. Will possibly work on implementing in future, unless someone else wants to. |
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I checked in the code, I don't know why but when you launch a projectile, the speed is currently a magic value. The only idea I have is that the parameter is a coefficient multiplied by the current value, and the default parameter is one. |
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Is your feature request related to a problem?
I want to be able to shoot arrows myself as if the player shot them, so it would be nice to be able to cancel the
EntityShootBowEvent
and fire it myself, that way I can shoot the arrow (or more arrows) then have the entity object after. The problem is though that theres no way to specify force on Entity#launchProjectile, which would be needed to actually make it seem like the player sent the arrow.Describe the solution you'd like.
I would like a new overload that allows specifying force:
Entity#launchProjectile(Class<?> projectile, float force)
, force being the 0-1 number given from the EntityShootBowEvent.Describe alternatives you've considered.
once the arrow is spawned, I can multiply it’s velocity by the “force” then set that as the new velocity
Other
No response
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