If you need to reference this type directly, like when casting an Array, or as a parameter, you will need to import it. Simply add the import at
the top of the file.
import crafttweaker . api.entity.type.projectile . Projectile;
Projectile extends Entity
.
Projectile
implements the following interfaces:
Nameable
,EntityAccess
,CommandSource
,ICapabilityProviderImpl <ICapabilityProviderImpl >
,ICapabilityProvider
Undocumented Interfaces TraceableEntity
, IForgeEntity
// Projectile.acceptsFailure as bool
myProjectile . acceptsFailure
Return Type:
bool
// Projectile.acceptsFailure() as bool;
myProjectile . acceptsFailure();
Return Type:
bool
// Projectile.acceptsSuccess as bool
myProjectile . acceptsSuccess
Return Type:
bool
// Projectile.acceptsSuccess() as bool;
myProjectile . acceptsSuccess();
Return Type:
bool
// Projectile.addTag(tagName as string) as bool;
myProjectile . addTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// Projectile.airSupply as int
Return Type:
int
// Projectile.airSupply() as int;
myProjectile . airSupply();
Return Type:
int
// Projectile.allSlots as Iterable<ItemStack>
Return Type:
Iterable <ItemStack >
// Projectile.allSlots() as Iterable<ItemStack>;
Return Type:
Iterable <ItemStack >
// Projectile.alwaysAccepts as bool
myProjectile . alwaysAccepts
Return Type:
bool
// Projectile.alwaysAccepts() as bool;
myProjectile . alwaysAccepts();
Return Type:
bool
// Projectile.armorSlots as Iterable<ItemStack>
Return Type:
Iterable <ItemStack >
// Projectile.armorSlots() as Iterable<ItemStack>;
myProjectile . armorSlots();
Return Type:
Iterable <ItemStack >
// Projectile.bbHeight as float
Return Type:
float
// Projectile.bbHeight() as float;
Return Type:
float
// Projectile.bbWidth as float
Return Type:
float
// Projectile.bbWidth() as float;
Return Type:
float
// Projectile.blockPosiion as BlockPos
myProjectile . blockPosiion
Return Type:
BlockPos
// Projectile.blockPosiion() as BlockPos;
myProjectile . blockPosiion();
Return Type:
BlockPos
// Projectile.blockPosition as BlockPos
myProjectile . blockPosition
Return Type:
BlockPos
// Projectile.blockPosition() as BlockPos;
myProjectile . blockPosition();
Return Type:
BlockPos
// Projectile.blockX as int
Return Type:
int
// Projectile.blockX() as int;
Return Type:
int
// Projectile.blockY as int
Return Type:
int
// Projectile.blockY() as int;
Return Type:
int
// Projectile.blockZ as int
Return Type:
int
// Projectile.blockZ() as int;
Return Type:
int
// Projectile.boundingBox as AABB
Return Type:
AABB
// Projectile.boundingBox() as AABB;
myProjectile . boundingBox();
Return Type:
AABB
// Projectile.boundingBoxForCulling as AABB
myProjectile . boundingBoxForCulling
Return Type:
AABB
// Projectile.boundingBoxForCulling() as AABB;
myProjectile . boundingBoxForCulling();
Return Type:
AABB
// Projectile.canBeCollidedWith as bool
myProjectile . canBeCollidedWith
Return Type:
bool
// Projectile.canBeCollidedWith() as bool;
myProjectile . canBeCollidedWith();
Return Type:
bool
// Projectile.canCollideWith(other as Entity) as bool;
myProjectile . canCollideWith(myEntity);
Return Type:
bool
// Projectile.canFreeze as bool
Return Type:
bool
// Projectile.canFreeze() as bool;
myProjectile . canFreeze();
Return Type:
bool
// Projectile.clearFire();
myProjectile . clearFire();
// Projectile.closerThan(other as Entity, distance as double) as bool;
myProjectile . closerThan(myEntity, myDouble);
Parameters:
distance: double
Type: double
Return Type:
bool
// Projectile.commandSenderWorld as Level
myProjectile . commandSenderWorld
Return Type:
Level
// Projectile.commandSenderWorld() as Level;
myProjectile . commandSenderWorld();
Return Type:
Level
// Projectile.controllingPassenger as Entity
myProjectile . controllingPassenger
Return Type:
Entity
// Projectile.controllingPassenger() as Entity;
myProjectile . controllingPassenger();
Return Type:
Entity
Gets the custom NBT data for this Entity. // Projectile.customData as MapData
Return Type:
MapData
Gets the custom NBT data for this Entity. Returns : The custom data for this Entity.
// Projectile.customData() as MapData;
myProjectile . customData();
Return Type:
MapData
// Projectile.customName as Component
Return Type:
Component
// Projectile.customName as Component
Return Type:
Component
// Projectile.customName() as Component;
myProjectile . customName();
Return Type:
Component
// Projectile.customName() as Component;
myProjectile . customName();
Return Type:
Component
// Projectile.dampensVibrations as bool
myProjectile . dampensVibrations
Return Type:
bool
// Projectile.dampensVibrations() as bool;
myProjectile . dampensVibrations();
Return Type:
bool
Gets the NBT data of this Entity. // Projectile.data as MapData
Return Type:
MapData
Gets the NBT data of this Entity. Returns : The NBT data of this Entity.
// Projectile.data() as MapData;
Return Type:
MapData
// Projectile.deltaMovement as Vec3
myProjectile . deltaMovement
Return Type:
Vec3
// Projectile.deltaMovement = (deltaMovement as Vec3);
myProjectile . deltaMovement = myVec3;
// Projectile.deltaMovement() as Vec3;
myProjectile . deltaMovement();
Return Type:
Vec3
// Projectile.deltaMovement(deltaMovement as Vec3);
myProjectile . deltaMovement(myVec3);
// Projectile.dimensionChangingDelay as int
myProjectile . dimensionChangingDelay
Return Type:
int
// Projectile.dimensionChangingDelay() as int;
myProjectile . dimensionChangingDelay();
Return Type:
int
// Projectile.direction as Direction
Return Type:
Direction
// Projectile.direction() as Direction;
myProjectile . direction();
Return Type:
Direction
// Projectile.dismountsUnderwater as bool
myProjectile . dismountsUnderwater
Return Type:
bool
// Projectile.displayName as Component
Return Type:
Component
// Projectile.displayName as Component
Return Type:
Component
// Projectile.displayName() as Component;
myProjectile . displayName();
Return Type:
Component
// Projectile.displayName() as Component;
myProjectile . displayName();
Return Type:
Component
// Projectile.distanceTo(entity as Entity) as float;
myProjectile . distanceTo(myEntity);
Return Type:
float
// Projectile.distanceToSqr(x as double, y as double, z as double) as double;
myProjectile . distanceToSqr(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
double
// Projectile.distanceToSqr(entity as Entity) as double;
myProjectile . distanceToSqr(myEntity);
Return Type:
double
// Projectile.distanceToSqr(vec as Vec3) as double;
myProjectile . distanceToSqr(myVec3);
Return Type:
double
// Projectile.effectSource as Entity
myProjectile . effectSource
Return Type:
Entity
// Projectile.effectSource() as Entity;
myProjectile . effectSource();
Return Type:
Entity
// Projectile.ejectPassengers();
myProjectile . ejectPassengers();
// Projectile.eyeHeight as float
Return Type:
float
// Projectile.eyeHeight() as float;
myProjectile . eyeHeight();
Return Type:
float
// Projectile.eyePosition as Vec3
Return Type:
Vec3
// Projectile.eyePosition() as Vec3;
myProjectile . eyePosition();
Return Type:
Vec3
// Projectile.eyeY as double
Return Type:
double
// Projectile.eyeY() as double;
Return Type:
double
// Projectile.feetBlockState as BlockState
myProjectile . feetBlockState
Return Type:
BlockState
// Projectile.feetBlockState() as BlockState;
myProjectile . feetBlockState();
Return Type:
BlockState
// Projectile.fireImmune as bool
Return Type:
bool
// Projectile.fireImmune() as bool;
myProjectile . fireImmune();
Return Type:
bool
// Projectile.firstPassenger as Entity
myProjectile . firstPassenger
Return Type:
Entity
// Projectile.firstPassenger() as Entity;
myProjectile . firstPassenger();
Return Type:
Entity
// Projectile.fluidJumpThreshold as double
myProjectile . fluidJumpThreshold
Return Type:
double
// Projectile.fluidJumpThreshold() as double;
myProjectile . fluidJumpThreshold();
Return Type:
double
// Projectile.forward as Vec3
Return Type:
Vec3
// Projectile.forward() as Vec3;
Return Type:
Vec3
Gets the capability for the given side. Returns : The found capability or null.
// Projectile.getCapability<T>(cap as Capability<T>, side as Direction) as T?;
myProjectile . getCapability < T>(Capabilities.ENERGY, <constant : minecraft:direction:north > );
Return Type:
T ?
Gets the capability. Returns : The found capability or null.
// Projectile.getCapability<T>(cap as Capability<T>) as T?;
myProjectile . getCapability < T>( Capabilities . ENERGY);
Return Type:
T ?
// Projectile.getEyePosition(partialTicks as float) as Vec3;
myProjectile . getEyePosition(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// Projectile.getPosition(partialTicks as float) as Vec3;
myProjectile . getPosition(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// Projectile.getUpVector(partialTicks as float) as Vec3;
myProjectile . getUpVector(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// Projectile.getViewVector(partialTicks as float) as Vec3;
myProjectile . getViewVector(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// Projectile.getX(scale as double) as double;
myProjectile . getX(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// Projectile.getY(scale as double) as double;
myProjectile . getY(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// Projectile.getZ(scale as double) as double;
myProjectile . getZ(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// Projectile.handSlots as Iterable<ItemStack>
Return Type:
Iterable <ItemStack >
// Projectile.handSlots() as Iterable<ItemStack>;
myProjectile . handSlots();
Return Type:
Iterable <ItemStack >
// Projectile.hasCustomName as bool
myProjectile . hasCustomName
Return Type:
bool
// Projectile.hasCustomName as bool
myProjectile . hasCustomName
Return Type:
bool
// Projectile.hasCustomName() as bool;
myProjectile . hasCustomName();
Return Type:
bool
// Projectile.hasCustomName() as bool;
myProjectile . hasCustomName();
Return Type:
bool
// Projectile.hasExactlyOnePlayerPassenger as bool
myProjectile . hasExactlyOnePlayerPassenger
Return Type:
bool
// Projectile.hasExactlyOnePlayerPassenger() as bool;
myProjectile . hasExactlyOnePlayerPassenger();
Return Type:
bool
// Projectile.hasGlowingTag as bool
myProjectile . hasGlowingTag
Return Type:
bool
// Projectile.hasGlowingTag() as bool;
myProjectile . hasGlowingTag();
Return Type:
bool
// Projectile.hasIndirectPassenger(entity as Entity) as bool;
myProjectile . hasIndirectPassenger(myEntity);
Return Type:
bool
// Projectile.hasPassenger(entity as Entity) as bool;
myProjectile . hasPassenger(myEntity);
Return Type:
bool
// Projectile.hasPassenger(predicate as function(t as Entity) as bool) as bool;
myProjectile . hasPassenger(myPredicate);
Parameters:
predicate: function(t as Entity ) as bool
Type: function(t as Entity ) as bool
Return Type:
bool
// Projectile.hurt(source as DamageSource, amount as float) as bool;
myProjectile . hurt(myDamageSource, myFloat);
Parameters:
amount: float
Type: float
Return Type:
bool
// Projectile.id() as int;
Return Type:
int
// Projectile.isAlive as bool
Return Type:
bool
// Projectile.isAlive() as bool;
Return Type:
bool
// Projectile.isAlwaysTicking as bool
myProjectile . isAlwaysTicking
Return Type:
bool
// Projectile.isAlwaysTicking() as bool;
myProjectile . isAlwaysTicking();
Return Type:
bool
// Projectile.isAttackable as bool
myProjectile . isAttackable
Return Type:
bool
// Projectile.isAttackable() as bool;
myProjectile . isAttackable();
Return Type:
bool
// Projectile.isColliding(pos as BlockPos, state as BlockState) as bool;
myProjectile . isColliding(myBlockPos, myBlockState);
Return Type:
bool
// Projectile.isCrouching as bool
Return Type:
bool
// Projectile.isCrouching() as bool;
myProjectile . isCrouching();
Return Type:
bool
// Projectile.isCurrentlyGlowing as bool
myProjectile . isCurrentlyGlowing
Return Type:
bool
// Projectile.isCurrentlyGlowing() as bool;
myProjectile . isCurrentlyGlowing();
Return Type:
bool
// Projectile.isCustomNameVisible as bool
myProjectile . isCustomNameVisible
Return Type:
bool
// Projectile.isCustomNameVisible() as bool;
myProjectile . isCustomNameVisible();
Return Type:
bool
// Projectile.isDescending as bool
myProjectile . isDescending
Return Type:
bool
// Projectile.isDescending() as bool;
myProjectile . isDescending();
Return Type:
bool
// Projectile.isDiscrete as bool
Return Type:
bool
// Projectile.isDiscrete() as bool;
myProjectile . isDiscrete();
Return Type:
bool
// Projectile.isFree(x as double, y as double, z as double) as bool;
myProjectile . isFree(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
bool
// Projectile.isFullyFrozen as bool
myProjectile . isFullyFrozen
Return Type:
bool
// Projectile.isFullyFrozen() as bool;
myProjectile . isFullyFrozen();
Return Type:
bool
// Projectile.isInLava as bool
Return Type:
bool
// Projectile.isInLava() as bool;
Return Type:
bool
// Projectile.isInvisible as bool
Return Type:
bool
// Projectile.isInvisible() as bool;
myProjectile . isInvisible();
Return Type:
bool
// Projectile.isInvisibleTo(player as Player) as bool;
myProjectile . isInvisibleTo(myPlayer);
Return Type:
bool
// Projectile.isInvulnerable as bool
myProjectile . isInvulnerable
Return Type:
bool
// Projectile.isInvulnerable() as bool;
myProjectile . isInvulnerable();
Return Type:
bool
// Projectile.isInvulnerableTo(source as DamageSource) as bool;
myProjectile . isInvulnerableTo(myDamageSource);
Return Type:
bool
// Projectile.isInWall as bool
Return Type:
bool
// Projectile.isInWall() as bool;
Return Type:
bool
// Projectile.isInWater as bool
Return Type:
bool
// Projectile.isInWater() as bool;
myProjectile . isInWater();
Return Type:
bool
// Projectile.isInWaterOrBubble as bool
myProjectile . isInWaterOrBubble
Return Type:
bool
// Projectile.isInWaterOrBubble() as bool;
myProjectile . isInWaterOrBubble();
Return Type:
bool
// Projectile.isInWaterOrRain as bool
myProjectile . isInWaterOrRain
Return Type:
bool
// Projectile.isInWaterOrRain() as bool;
myProjectile . isInWaterOrRain();
Return Type:
bool
// Projectile.isInWaterRainOrBubble as bool
myProjectile . isInWaterRainOrBubble
Return Type:
bool
// Projectile.isInWaterRainOrBubble() as bool;
myProjectile . isInWaterRainOrBubble();
Return Type:
bool
// Projectile.isNoGravity as bool
Return Type:
bool
// Projectile.isNoGravity() as bool;
myProjectile . isNoGravity();
Return Type:
bool
// Projectile.isOnFire as bool
Return Type:
bool
// Projectile.isOnFire() as bool;
Return Type:
bool
// Projectile.isOnPortalCooldown as bool
myProjectile . isOnPortalCooldown
Return Type:
bool
// Projectile.isOnPortalCooldown() as bool;
myProjectile . isOnPortalCooldown();
Return Type:
bool
// Projectile.isPassenger as bool
Return Type:
bool
// Projectile.isPassenger() as bool;
myProjectile . isPassenger();
Return Type:
bool
// Projectile.isPassengerOfSameVehicle(entity as Entity) as bool;
myProjectile . isPassengerOfSameVehicle(myEntity);
Return Type:
bool
// Projectile.isPickable as bool
Return Type:
bool
// Projectile.isPickable() as bool;
myProjectile . isPickable();
Return Type:
bool
// Projectile.isPushable as bool
Return Type:
bool
// Projectile.isPushable() as bool;
myProjectile . isPushable();
Return Type:
bool
// Projectile.isPushedByFluid as bool
myProjectile . isPushedByFluid
Return Type:
bool
// Projectile.isPushedByFluid() as bool;
myProjectile . isPushedByFluid();
Return Type:
bool
// Projectile.isRemoved as bool
Return Type:
bool
// Projectile.isRemoved() as bool;
myProjectile . isRemoved();
Return Type:
bool
// Projectile.isShiftKeyDown as bool
myProjectile . isShiftKeyDown
Return Type:
bool
// Projectile.isShiftKeyDown() as bool;
myProjectile . isShiftKeyDown();
Return Type:
bool
// Projectile.isSilent as bool
Return Type:
bool
// Projectile.isSilent() as bool;
Return Type:
bool
// Projectile.isSpectator as bool
Return Type:
bool
// Projectile.isSpectator() as bool;
myProjectile . isSpectator();
Return Type:
bool
// Projectile.isSprinting as bool
Return Type:
bool
// Projectile.isSprinting() as bool;
myProjectile . isSprinting();
Return Type:
bool
// Projectile.isSteppingCarefully as bool
myProjectile . isSteppingCarefully
Return Type:
bool
// Projectile.isSteppingCarefully() as bool;
myProjectile . isSteppingCarefully();
Return Type:
bool
// Projectile.isSuppressingBounce as bool
myProjectile . isSuppressingBounce
Return Type:
bool
// Projectile.isSuppressingBounce() as bool;
myProjectile . isSuppressingBounce();
Return Type:
bool
// Projectile.isSwimming as bool
Return Type:
bool
// Projectile.isSwimming() as bool;
myProjectile . isSwimming();
Return Type:
bool
// Projectile.isUnderWater as bool
myProjectile . isUnderWater
Return Type:
bool
// Projectile.isUnderWater() as bool;
myProjectile . isUnderWater();
Return Type:
bool
// Projectile.isVehicle as bool
Return Type:
bool
// Projectile.isVehicle() as bool;
myProjectile . isVehicle();
Return Type:
bool
// Projectile.isVisuallyCrawling as bool
myProjectile . isVisuallyCrawling
Return Type:
bool
// Projectile.isVisuallyCrawling() as bool;
myProjectile . isVisuallyCrawling();
Return Type:
bool
// Projectile.isVisuallySwimming as bool
myProjectile . isVisuallySwimming
Return Type:
bool
// Projectile.isVisuallySwimming() as bool;
myProjectile . isVisuallySwimming();
Return Type:
bool
// Projectile.lavaHurt();
// Projectile.level as Level
Return Type:
Level
// Projectile.lookAngle as Vec3
Return Type:
Vec3
// Projectile.lookAngle() as Vec3;
myProjectile . lookAngle();
Return Type:
Vec3
// Projectile.maxAirSupply as int
myProjectile . maxAirSupply
Return Type:
int
// Projectile.maxAirSupply() as int;
myProjectile . maxAirSupply();
Return Type:
int
// Projectile.maxFallDistance as int
myProjectile . maxFallDistance
Return Type:
int
// Projectile.maxFallDistance() as int;
myProjectile . maxFallDistance();
Return Type:
int
// Projectile.motionDirection as Direction
myProjectile . motionDirection
Return Type:
Direction
// Projectile.motionDirection() as Direction;
myProjectile . motionDirection();
Return Type:
Direction
// Projectile.moveRelative(amount as float, relative as Vec3);
myProjectile . moveRelative(myFloat, myVec3);
Parameters:
amount: float
Type: float
// Projectile.moveTo(vec as Vec3);
myProjectile . moveTo(myVec3);
// Projectile.moveTo(x as double, y as double, z as double);
myProjectile . moveTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Projectile.moveTo(pos as BlockPos, yaw as float, pitch as float);
myProjectile . moveTo(myBlockPos, myFloat, myFloat);
Parameters:
yaw: float
Type: float
pitch: float
Type: float
// Projectile.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);
myProjectile . moveTo(myDouble, myDouble, myDouble, myFloat, myFloat);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
yaw: float
Type: float
pitch: float
Type: float
// Projectile.name as Component
Return Type:
Component
// Projectile.name as Component
Return Type:
Component
// Projectile.name() as Component;
Return Type:
Component
// Projectile.name() as Component;
Return Type:
Component
// Projectile.onGround as bool
Return Type:
bool
// Projectile.onPos as BlockPos
Return Type:
BlockPos
// Projectile.onPos() as BlockPos;
Return Type:
BlockPos
// Projectile.owner as Entity
Return Type:
Entity
// Projectile.owner = (entity as Entity);
myProjectile . owner = myEntity;
// Projectile.owner(entity as Entity);
myProjectile . owner(myEntity);
// Projectile.owner() as Entity;
Return Type:
Entity
// Projectile.passengers as List<Entity>
Return Type:
List <Entity >
// Projectile.passengers() as List<Entity>;
myProjectile . passengers();
Return Type:
List <Entity >
// Projectile.percentFrozen as float
myProjectile . percentFrozen
Return Type:
float
// Projectile.percentFrozen() as float;
myProjectile . percentFrozen();
Return Type:
float
// Projectile.pistonPushReaction as PushReaction
myProjectile . pistonPushReaction
Return Type:
PushReaction
// Projectile.pistonPushReaction() as PushReaction;
myProjectile . pistonPushReaction();
Return Type:
PushReaction
// Projectile.playSound(sound as SoundEvent, volume as float, pitch as float);
myProjectile . playSound(mySoundEvent, myFloat, myFloat);
Parameters:
volume: float
Type: float
pitch: float
Type: float
// Projectile.portalWaitTime as int
myProjectile . portalWaitTime
Return Type:
int
// Projectile.portalWaitTime() as int;
myProjectile . portalWaitTime();
Return Type:
int
// Projectile.position as Vec3
Return Type:
Vec3
// Projectile.position() as Vec3;
Return Type:
Vec3
// Projectile.positionRider(entity as Entity);
myProjectile . positionRider(myEntity);
// Projectile.registryName as ResourceLocation
myProjectile . registryName
Return Type:
ResourceLocation
// Projectile.registryName() as ResourceLocation;
myProjectile . registryName();
Return Type:
ResourceLocation
// Projectile.remainingFireTicks as int
myProjectile . remainingFireTicks
Return Type:
int
// Projectile.remainingFireTicks() as int;
myProjectile . remainingFireTicks();
Return Type:
int
// Projectile.removeTag(tagName as string) as bool;
myProjectile . removeTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// Projectile.removeVehicle();
myProjectile . removeVehicle();
// Projectile.rootVehicle as Entity
Return Type:
Entity
// Projectile.rootVehicle() as Entity;
myProjectile . rootVehicle();
Return Type:
Entity
// Projectile.sendMessage(component as Component);
myProjectile . sendMessage(myComponent);
// Projectile.setAirSupply(air as int);
myProjectile . setAirSupply(myInt);
// Projectile.setCustomName(name as Component);
myProjectile . setCustomName(myComponent);
// Projectile.setCustomNameVisible(visible as bool);
myProjectile . setCustomNameVisible(myBool);
// Projectile.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);
myProjectile . setDeltaMovement(myDouble, myDouble, myDouble);
Parameters:
xDelta: double
Type: double
yDelta: double
Type: double
zDelta: double
Type: double
// Projectile.setGlowingTag(glowing as bool);
myProjectile . setGlowingTag(myBool);
// Projectile.setInvisible(invisible as bool);
myProjectile . setInvisible(myBool);
Parameters:
invisible: bool
Type: bool
// Projectile.setInvulnerable(invulnerable as bool);
myProjectile . setInvulnerable(myBool);
Parameters:
invulnerable: bool
Type: bool
// Projectile.setIsInPowderSnow(inPowderSnow as bool);
myProjectile . setIsInPowderSnow(myBool);
Parameters:
inPowderSnow: bool
Type: bool
// Projectile.setItemSlot(slot as EquipmentSlot, stack as ItemStack);
myProjectile . setItemSlot(myEquipmentSlot, myItemStack);
// Projectile.setNoGravity(noGravity as bool);
myProjectile . setNoGravity(myBool);
Parameters:
noGravity: bool
Type: bool
// Projectile.setOldPosAndRot();
myProjectile . setOldPosAndRot();
// Projectile.setOnGround(onGround as bool);
myProjectile . setOnGround(myBool);
Parameters:
onGround: bool
Type: bool
// Projectile.setPortalCooldown();
myProjectile . setPortalCooldown();
// Projectile.setPos(position as Vec3);
myProjectile . setPos(myVec3);
// Projectile.setPos(x as double, y as double, z as double);
myProjectile . setPos(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Projectile.setPosRaw(x as double, y as double, z as double);
myProjectile . setPosRaw(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Projectile.setRemainingFireTicks(ticks as int);
myProjectile . setRemainingFireTicks(myInt);
// Projectile.setRemoved(var1 as RemovalReason);
myProjectile . setRemoved(myRemovalReason);
// Projectile.setSecondsOnFire(seconds as int);
myProjectile . setSecondsOnFire(myInt);
// Projectile.setShiftKeyDown(keyDown as bool);
myProjectile . setShiftKeyDown(myBool);
// Projectile.setSilent(silent as bool);
myProjectile . setSilent(myBool);
// Projectile.setSprinting(sprinting as bool);
myProjectile . setSprinting(myBool);
Parameters:
sprinting: bool
Type: bool
// Projectile.setSwimming(swimming as bool);
myProjectile . setSwimming(myBool);
Parameters:
swimming: bool
Type: bool
// Projectile.setTicksFrozen(ticks as int);
myProjectile . setTicksFrozen(myInt);
// Projectile.shouldBeSaved as bool
myProjectile . shouldBeSaved
Return Type:
bool
// Projectile.shouldBeSaved() as bool;
myProjectile . shouldBeSaved();
Return Type:
bool
// Projectile.shouldInformAdmins as bool
myProjectile . shouldInformAdmins
Return Type:
bool
// Projectile.shouldInformAdmins() as bool;
myProjectile . shouldInformAdmins();
Return Type:
bool
// Projectile.shouldShowName as bool
myProjectile . shouldShowName
Return Type:
bool
// Projectile.shouldShowName() as bool;
myProjectile . shouldShowName();
Return Type:
bool
// Projectile.showVehicleHealth as bool
myProjectile . showVehicleHealth
Return Type:
bool
// Projectile.showVehicleHealth() as bool;
myProjectile . showVehicleHealth();
Return Type:
bool
// Projectile.soundSource as SoundSource
Return Type:
SoundSource
// Projectile.soundSource() as SoundSource;
myProjectile . soundSource();
Return Type:
SoundSource
// Projectile.startRiding(entity as Entity) as bool;
myProjectile . startRiding(myEntity);
Return Type:
bool
// Projectile.startRiding(entity as Entity, force as bool) as bool;
myProjectile . startRiding(myEntity, myBool);
Return Type:
bool
// Projectile.stopRiding();
myProjectile . stopRiding();
// Projectile.stringUUID as string
Return Type:
string
// Projectile.stringUUID() as string;
myProjectile . stringUUID();
Return Type:
string
// Projectile.tags as Set<string>
Return Type:
Set <string >
// Projectile.tags() as Set<string>;
Return Type:
Set <string >
// Projectile.teamColor as int
Return Type:
int
// Projectile.teamColor() as int;
myProjectile . teamColor();
Return Type:
int
// Projectile.teleportTo(x as double, y as double, z as double);
myProjectile . teleportTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Projectile.ticksFrozen as int
Return Type:
int
// Projectile.ticksFrozen() as int;
myProjectile . ticksFrozen();
Return Type:
int
// Projectile.ticksRequiredToFreeze as int
myProjectile . ticksRequiredToFreeze
Return Type:
int
// Projectile.ticksRequiredToFreeze() as int;
myProjectile . ticksRequiredToFreeze();
Return Type:
int
// Projectile.turn(yaw as double, pitch as double);
myProjectile . turn(myDouble, myDouble);
Parameters:
yaw: double
Type: double
pitch: double
Type: double
Updates the custom NBT data for this Entity. // Projectile.updateCustomData(data as MapData);
myProjectile . updateCustomData({custom: "data" });
// Projectile.updateCustomEntityTag(level as Level, player as Player, data as MapData);
myProjectile . updateCustomEntityTag(myLevel, myPlayer, myMapData);
Updates the NBT data of this Entity. // Projectile.updateData(data as MapData);
myProjectile . updateData({key: "value" });
// Projectile.uuid as UUID
Return Type:
UUID
// Projectile.uuid() as UUID;
Return Type:
UUID
// Projectile.vehicle as Entity
Return Type:
Entity
// Projectile.vehicle() as Entity;
Return Type:
Entity
// Projectile.x as double
Return Type:
double
// Projectile.x() as double;
Return Type:
double
// Projectile.y as double
Return Type:
double
// Projectile.y() as double;
Return Type:
double
// Projectile.z as double
Return Type:
double
// Projectile.z() as double;
Return Type:
double