Projectile
Importing the class
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;
Extends
Projectile extends Entity
.
Implements
Projectile
implements the following interfaces:
Nameable
,EntityAccess
,CommandSource
,IAttachmentHolder
Undocumented Interfaces
TraceableEntity
,SyncedDataHolder
,ScoreHolder
,IEntityExtension
,INBTSerializable<CompoundTag>
Members
// Projectile.acceptsFailure as boolmyProjectile.acceptsFailure
Return Type:
bool
Returns: True if the commands from this source should return failure messages, false otherwise.
// Projectile.acceptsFailure() as bool;myProjectile.acceptsFailure();
Return Type:
bool
// Projectile.acceptsSuccess as boolmyProjectile.acceptsSuccess
Return Type:
bool
Returns: True if the commands from this source should return successful messages, false otherwise.
// Projectile.acceptsSuccess() as bool;myProjectile.acceptsSuccess();
Return Type:
bool
Returns: true if the tag was added.
// Projectile.addTag(tagName as string) as bool;myProjectile.addTag(myString);
Parameters:
tagName: string
Type: string
- The name of the tag to add.
Return Type:
bool
// Projectile.airSupply as intmyProjectile.airSupply
Return Type:
int
Returns: The current air supply of the entity.
// Projectile.airSupply() as int;myProjectile.airSupply();
Return Type:
int
// Projectile.alwaysAccepts as boolmyProjectile.alwaysAccepts
Return Type:
bool
Returns: True if the command source always accepts, false otherwise.
// Projectile.alwaysAccepts() as bool;myProjectile.alwaysAccepts();
Return Type:
bool
// Projectile.bbHeight as floatmyProjectile.bbHeight
Return Type:
float
Returns: The height of the bounding box of the entity.
// Projectile.bbHeight() as float;myProjectile.bbHeight();
Return Type:
float
// Projectile.bbWidth as floatmyProjectile.bbWidth
Return Type:
float
Returns: The width of the bounding box of the entity.
// Projectile.bbWidth() as float;myProjectile.bbWidth();
Return Type:
float
// Projectile.blockX as intmyProjectile.blockX
Return Type:
int
Returns: The x coordinate of the entity.
// Projectile.blockX() as int;myProjectile.blockX();
Return Type:
int
// Projectile.blockY as intmyProjectile.blockY
Return Type:
int
Returns: The y coordinate of the entity.
// Projectile.blockY() as int;myProjectile.blockY();
Return Type:
int
// Projectile.blockZ as intmyProjectile.blockZ
Return Type:
int
Returns: The z coordinate of the entity.
// Projectile.blockZ() as int;myProjectile.blockZ();
Return Type:
int
// Projectile.canBeCollidedWith as boolmyProjectile.canBeCollidedWith
Return Type:
bool
Returns: true if the entity can be collided with.
// Projectile.canBeCollidedWith() as bool;myProjectile.canBeCollidedWith();
Return Type:
bool
Returns: true if the entity can collide with the given entity.
myProjectile.canCollideWith(myEntity);
Return Type:
bool
// Projectile.canFreeze as boolmyProjectile.canFreeze
Return Type:
bool
Returns: Whether the entity can freeze.
// Projectile.canFreeze() as bool;myProjectile.canFreeze();
Return Type:
bool
// Projectile.clearFire();myProjectile.clearFire();
Returns: true if the entity is closer than the given distance to the other entity.
myProjectile.closerThan(myEntity, myDouble);
Parameters:
Return Type:
bool
net.minecraft.world.entity.item.ItemEntity
s who's item is in the dampens_vibrations item tag.// Projectile.dampensVibrations as boolmyProjectile.dampensVibrations
Return Type:
bool
net.minecraft.world.entity.item.ItemEntity
s who's item is in the dampens_vibrations item tag.Returns: true if the entity dampens vibrations.
// Projectile.dampensVibrations() as bool;myProjectile.dampensVibrations();
Return Type:
bool
// Projectile.dimensionChangingDelay as intmyProjectile.dimensionChangingDelay
Return Type:
int
Returns: The dimension changing delay of the entity.
// Projectile.dimensionChangingDelay() as int;myProjectile.dimensionChangingDelay();
Return Type:
int
// Projectile.discard();myProjectile.discard();
// Projectile.dismountsUnderwater as boolmyProjectile.dismountsUnderwater
Return Type:
bool
Returns: true if the entity dismounts underwater.
// Projectile.dismountsUnderwater() as bool;myProjectile.dismountsUnderwater();
Return Type:
bool
Returns: The squared distance to the given position.
// Projectile.distanceToSqr(x as double, y as double, z as double) as double;myProjectile.distanceToSqr(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
- The x position to get the squared distance to. y: double
Type: double
- The y position to get the squared distance to. z: double
Type: double
- The z position to get the squared distance to.
Return Type:
double
Returns: The squared distance to the given entity.
myProjectile.distanceToSqr(myEntity);
Return Type:
double
// Projectile.ejectPassengers();myProjectile.ejectPassengers();
// Projectile.eyeHeight as floatmyProjectile.eyeHeight
Return Type:
float
Returns: The eye height of the entity.
// Projectile.eyeHeight() as float;myProjectile.eyeHeight();
Return Type:
float
// Projectile.eyeY as doublemyProjectile.eyeY
Return Type:
double
Returns: The y coordinate of the entity's eyes.
// Projectile.eyeY() as double;myProjectile.eyeY();
Return Type:
double
// Projectile.fireImmune as boolmyProjectile.fireImmune
Return Type:
bool
Returns: true if the entity is fire immune.
// Projectile.fireImmune() as bool;myProjectile.fireImmune();
Return Type:
bool
// Projectile.fireTicks as intmyProjectile.fireTicks
Return Type:
int
// Projectile.fireTicks = (ticks as int);myProjectile.fireTicks = myInt;
Parameters:
ticks: int
Type: int
- The number of ticks to set the remaining fire ticks to. // Projectile.fireTicks(ticks as int);myProjectile.fireTicks(myInt);
Parameters:
ticks: int
Type: int
- The number of ticks to set the remaining fire ticks to. Returns: The remaining fire ticks of the entity.
// Projectile.fireTicks() as int;myProjectile.fireTicks();
Return Type:
int
// Projectile.fluidJumpThreshold as doublemyProjectile.fluidJumpThreshold
Return Type:
double
Returns: The fluid jump threshold of the entity.
// Projectile.fluidJumpThreshold() as double;myProjectile.fluidJumpThreshold();
Return Type:
double
myProjectile.getAttachmentData<T>(myAttachmentType);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
Return Type:
T
myProjectile.getAttachmentData<T>(mySupplier);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
Return Type:
T
Returns: The x coordinate of the entity.
// Projectile.getX(scale as double) as double;myProjectile.getX(myDouble);
Parameters:
scale: double
Type: double
- The scale to get the x coordinate of the entity.
Return Type:
double
Returns: The y coordinate of the entity.
// Projectile.getY(scale as double) as double;myProjectile.getY(myDouble);
Parameters:
scale: double
Type: double
- The scale to get the y coordinate of the entity.
Return Type:
double
Returns: The z coordinate of the entity.
// Projectile.getZ(scale as double) as double;myProjectile.getZ(myDouble);
Parameters:
scale: double
Type: double
- The scale to get the z coordinate of the entity.
Return Type:
double
myProjectile.hasAttachmentData<T>(myAttachmentType);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
Return Type:
bool
myProjectile.hasAttachmentData<T>(mySupplier);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
Return Type:
bool
// Projectile.hasCustomName as boolmyProjectile.hasCustomName
Return Type:
bool
// Projectile.hasCustomName as boolmyProjectile.hasCustomName
Return Type:
bool
Returns: true if the entity has a custom name.
// Projectile.hasCustomName() as bool;myProjectile.hasCustomName();
Return Type:
bool
// Projectile.hasCustomName() as bool;myProjectile.hasCustomName();
Return Type:
bool
// Projectile.hasExactlyOnePlayerPassenger as boolmyProjectile.hasExactlyOnePlayerPassenger
Return Type:
bool
Returns: true if the entity has exactly one player passenger.
// Projectile.hasExactlyOnePlayerPassenger() as bool;myProjectile.hasExactlyOnePlayerPassenger();
Return Type:
bool
// Projectile.hasGlowingTag as boolmyProjectile.hasGlowingTag
Return Type:
bool
Returns: true if the entity is currently glowing.
// Projectile.hasGlowingTag() as bool;myProjectile.hasGlowingTag();
Return Type:
bool
Returns: true if the entity has a passenger that matches the predicate.
myProjectile.hasPassenger(myPredicate);
Parameters:
Return Type:
bool
DamageSource
and amount.Returns: true if the entity was hurt.
myProjectile.hurt(myDamageSource, myFloat);
Parameters:
amount: float
Type: float
- The amount of damage to deal.
Return Type:
bool
// Projectile.id as intmyProjectile.id
Return Type:
int
Returns: The ID of the entity.
// Projectile.id() as int;myProjectile.id();
Return Type:
int
BlockState
that this entity is currently inside.// Projectile.inBlockState as BlockStatemyProjectile.inBlockState
Return Type:
BlockState
BlockState
that this entity is currently inside.Returns: The block state that this entity is currently inside
myProjectile.inBlockState();
Return Type:
BlockState
// Projectile.isAlive as boolmyProjectile.isAlive
Return Type:
bool
Returns: true if the entity is alive.
// Projectile.isAlive() as bool;myProjectile.isAlive();
Return Type:
bool
// Projectile.isAlwaysTicking as boolmyProjectile.isAlwaysTicking
Return Type:
bool
Returns: true if the entity is always ticking.
// Projectile.isAlwaysTicking() as bool;myProjectile.isAlwaysTicking();
Return Type:
bool
// Projectile.isAttackable as boolmyProjectile.isAttackable
Return Type:
bool
Returns: true if the entity is attackable.
// Projectile.isAttackable() as bool;myProjectile.isAttackable();
Return Type:
bool
BlockState
at the given BlockPos
.Returns: true if the entity is colliding with the block.
myProjectile.isColliding(myBlockPos, myBlockState);
Parameters:
Return Type:
bool
// Projectile.isCrouching as boolmyProjectile.isCrouching
Return Type:
bool
Returns: true if the entity is crouching.
// Projectile.isCrouching() as bool;myProjectile.isCrouching();
Return Type:
bool
// Projectile.isCurrentlyGlowing as boolmyProjectile.isCurrentlyGlowing
Return Type:
bool
Returns: true if the entity is currently glowing.
// Projectile.isCurrentlyGlowing() as bool;myProjectile.isCurrentlyGlowing();
Return Type:
bool
// Projectile.isCustomNameVisible as boolmyProjectile.isCustomNameVisible
Return Type:
bool
Returns: true if the custom name is visible.
// Projectile.isCustomNameVisible() as bool;myProjectile.isCustomNameVisible();
Return Type:
bool
// Projectile.isDescending as boolmyProjectile.isDescending
Return Type:
bool
Returns: true if the entity is descending.
// Projectile.isDescending() as bool;myProjectile.isDescending();
Return Type:
bool
// Projectile.isDiscrete as boolmyProjectile.isDiscrete
Return Type:
bool
Returns: true if the entity is being discrete.
// Projectile.isDiscrete() as bool;myProjectile.isDiscrete();
Return Type:
bool
Returns: true if the entity is free to move in the given position.
// Projectile.isFree(x as double, y as double, z as double) as bool;myProjectile.isFree(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
- The x position to check. y: double
Type: double
- The y position to check. z: double
Type: double
- The z position to check.
Return Type:
bool
// Projectile.isFullyFrozen as boolmyProjectile.isFullyFrozen
Return Type:
bool
Returns: true if the entity is fully frozen.
// Projectile.isFullyFrozen() as bool;myProjectile.isFullyFrozen();
Return Type:
bool
// Projectile.isInLava as boolmyProjectile.isInLava
Return Type:
bool
Returns: true if the entity is in lava.
// Projectile.isInLava() as bool;myProjectile.isInLava();
Return Type:
bool
// Projectile.isInvisible as boolmyProjectile.isInvisible
Return Type:
bool
Returns: true if the entity is invisible.
// Projectile.isInvisible() as bool;myProjectile.isInvisible();
Return Type:
bool
// Projectile.isInvulnerable as boolmyProjectile.isInvulnerable
Return Type:
bool
Returns: true if the entity is invulnerable.
// Projectile.isInvulnerable() as bool;myProjectile.isInvulnerable();
Return Type:
bool
DamageSource
.Returns: true if the entity is invulnerable to the damage source.
myProjectile.isInvulnerableTo(myDamageSource);
Parameters:
Return Type:
bool
// Projectile.isInWall as boolmyProjectile.isInWall
Return Type:
bool
Returns: true if the entity is in a wall.
// Projectile.isInWall() as bool;myProjectile.isInWall();
Return Type:
bool
// Projectile.isInWater as boolmyProjectile.isInWater
Return Type:
bool
Returns: true if the entity is in water.
// Projectile.isInWater() as bool;myProjectile.isInWater();
Return Type:
bool
// Projectile.isInWaterOrBubble as boolmyProjectile.isInWaterOrBubble
Return Type:
bool
Returns: true if the entity is in water or a bubble column.
// Projectile.isInWaterOrBubble() as bool;myProjectile.isInWaterOrBubble();
Return Type:
bool
// Projectile.isInWaterOrRain as boolmyProjectile.isInWaterOrRain
Return Type:
bool
Returns: true if the entity is in water or rain.
// Projectile.isInWaterOrRain() as bool;myProjectile.isInWaterOrRain();
Return Type:
bool
// Projectile.isInWaterRainOrBubble as boolmyProjectile.isInWaterRainOrBubble
Return Type:
bool
Returns: true if the entity is in water or rain or a bubble column.
// Projectile.isInWaterRainOrBubble() as bool;myProjectile.isInWaterRainOrBubble();
Return Type:
bool
// Projectile.isNoGravity as boolmyProjectile.isNoGravity
Return Type:
bool
Returns: true if the entity has no gravity.
// Projectile.isNoGravity() as bool;myProjectile.isNoGravity();
Return Type:
bool
// Projectile.isOnFire as boolmyProjectile.isOnFire
Return Type:
bool
Returns: true if the entity is on fire.
// Projectile.isOnFire() as bool;myProjectile.isOnFire();
Return Type:
bool
// Projectile.isOnPortalCooldown as boolmyProjectile.isOnPortalCooldown
Return Type:
bool
Returns: true if the entity is on portal cooldown.
// Projectile.isOnPortalCooldown() as bool;myProjectile.isOnPortalCooldown();
Return Type:
bool
// Projectile.isPassenger as boolmyProjectile.isPassenger
Return Type:
bool
Returns: true if the entity is a passenger.
// Projectile.isPassenger() as bool;myProjectile.isPassenger();
Return Type:
bool
Returns: true if the entity is a passenger of the same vehicle.
myProjectile.isPassengerOfSameVehicle(myEntity);
Return Type:
bool
// Projectile.isPickable as boolmyProjectile.isPickable
Return Type:
bool
Returns: true if the entity is pickable.
// Projectile.isPickable() as bool;myProjectile.isPickable();
Return Type:
bool
// Projectile.isPushable as boolmyProjectile.isPushable
Return Type:
bool
Returns: true if the entity is pushable.
// Projectile.isPushable() as bool;myProjectile.isPushable();
Return Type:
bool
// Projectile.isPushedByFluid as boolmyProjectile.isPushedByFluid
Return Type:
bool
Returns: true if the entity is pushed by fluid.
// Projectile.isPushedByFluid() as bool;myProjectile.isPushedByFluid();
Return Type:
bool
// Projectile.isRemoved as boolmyProjectile.isRemoved
Return Type:
bool
Returns: Whether the entity has been removed.
// Projectile.isRemoved() as bool;myProjectile.isRemoved();
Return Type:
bool
// Projectile.isShiftKeyDown as boolmyProjectile.isShiftKeyDown
Return Type:
bool
Returns: true if the shift key is down.
// Projectile.isShiftKeyDown() as bool;myProjectile.isShiftKeyDown();
Return Type:
bool
// Projectile.isSilent as boolmyProjectile.isSilent
Return Type:
bool
Returns: true if the entity is silent.
// Projectile.isSilent() as bool;myProjectile.isSilent();
Return Type:
bool
// Projectile.isSpectator as boolmyProjectile.isSpectator
Return Type:
bool
Returns: true if the entity is a spectator.
// Projectile.isSpectator() as bool;myProjectile.isSpectator();
Return Type:
bool
// Projectile.isSprinting as boolmyProjectile.isSprinting
Return Type:
bool
Returns: true if the entity is sprinting.
// Projectile.isSprinting() as bool;myProjectile.isSprinting();
Return Type:
bool
// Projectile.isSteppingCarefully as boolmyProjectile.isSteppingCarefully
Return Type:
bool
Returns: true if the entity is stepping carefully.
// Projectile.isSteppingCarefully() as bool;myProjectile.isSteppingCarefully();
Return Type:
bool
// Projectile.isSuppressingBounce as boolmyProjectile.isSuppressingBounce
Return Type:
bool
Returns: true if the entity is suppressing bounce.
// Projectile.isSuppressingBounce() as bool;myProjectile.isSuppressingBounce();
Return Type:
bool
// Projectile.isSwimming as boolmyProjectile.isSwimming
Return Type:
bool
Returns: true if the entity is swimming.
// Projectile.isSwimming() as bool;myProjectile.isSwimming();
Return Type:
bool
// Projectile.isUnderWater as boolmyProjectile.isUnderWater
Return Type:
bool
Returns: true if the entity is underwater.
// Projectile.isUnderWater() as bool;myProjectile.isUnderWater();
Return Type:
bool
// Projectile.isVehicle as boolmyProjectile.isVehicle
Return Type:
bool
Returns: true if the entity is a vehicle.
// Projectile.isVehicle() as bool;myProjectile.isVehicle();
Return Type:
bool
// Projectile.isVisuallyCrawling as boolmyProjectile.isVisuallyCrawling
Return Type:
bool
Returns: true if the entity is visually crawling.
// Projectile.isVisuallyCrawling() as bool;myProjectile.isVisuallyCrawling();
Return Type:
bool
// Projectile.isVisuallySwimming as boolmyProjectile.isVisuallySwimming
Return Type:
bool
Returns: true if the entity is visually swimming.
// Projectile.isVisuallySwimming() as bool;myProjectile.isVisuallySwimming();
Return Type:
bool
// Projectile.kill();myProjectile.kill();
// Projectile.lavaHurt();myProjectile.lavaHurt();
// Projectile.maxAirSupply as intmyProjectile.maxAirSupply
Return Type:
int
Returns: The maximum air supply of the entity.
// Projectile.maxAirSupply() as int;myProjectile.maxAirSupply();
Return Type:
int
// Projectile.maxFallDistance as intmyProjectile.maxFallDistance
Return Type:
int
Returns: The maximum fall distance of the entity.
// Projectile.maxFallDistance() as int;myProjectile.maxFallDistance();
Return Type:
int
myProjectile.moveRelative(myFloat, myVec3);
// Projectile.moveTo(x as double, y as double, z as double);myProjectile.moveTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
- The x position to move the entity to. y: double
Type: double
- The y position to move the entity to. z: double
Type: double
- The z position to move the entity to. myProjectile.moveTo(myBlockPos, myFloat, myFloat);
// 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
- The x position to move the entity to. y: double
Type: double
- The y position to move the entity to. z: double
Type: double
- The z position to move the entity to. yaw: float
Type: float
- The yaw to move the entity to. pitch: float
Type: float
- The pitch to move the entity to. // Projectile.onGround as boolmyProjectile.onGround
Return Type:
bool
// Projectile.percentFrozen as floatmyProjectile.percentFrozen
Return Type:
float
Returns: The percent the entity is frozen.
// Projectile.percentFrozen() as float;myProjectile.percentFrozen();
Return Type:
float
// Projectile.pistonPushReaction as PushReactionmyProjectile.pistonPushReaction
Return Type:
PushReaction
Returns: The piston push reaction of the entity.
myProjectile.pistonPushReaction();
Return Type:
PushReaction
myProjectile.playSound(mySoundEvent, myFloat, myFloat);
Parameters:
volume: float
Type: float
- The volume of the sound. pitch: float
Type: float
- The pitch of the sound. // Projectile.registryName as ResourceLocationmyProjectile.registryName
Return Type:
ResourceLocation
Returns: The registry name of the entity.
myProjectile.registryName();
Return Type:
ResourceLocation
Returns: true if the tag was removed.
// Projectile.removeTag(tagName as string) as bool;myProjectile.removeTag(myString);
Parameters:
tagName: string
Type: string
- The name of the tag to remove.
Return Type:
bool
// Projectile.removeVehicle();myProjectile.removeVehicle();
// Projectile.setAirSupply(air as int);myProjectile.setAirSupply(myInt);
Parameters:
air: int
Type: int
- The new air supply of the entity. myProjectile.setAttachmentData<T>(myAttachmentType, myT);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
data: T
Type: T
Return Type:
T?
myProjectile.setAttachmentData<T>(mySupplier, myT);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
data: T
Type: T
Return Type:
T?
// Projectile.setCustomNameVisible(visible as bool);myProjectile.setCustomNameVisible(myBool);
Parameters:
visible: bool
Type: bool
- true if the custom name should be visible. // Projectile.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);myProjectile.setDeltaMovement(myDouble, myDouble, myDouble);
Parameters:
xDelta: double
Type: double
- The x delta movement to set. yDelta: double
Type: double
- The y delta movement to set. zDelta: double
Type: double
- The z delta movement to set. // Projectile.setGlowingTag(glowing as bool);myProjectile.setGlowingTag(myBool);
Parameters:
glowing: bool
Type: bool
- true if the entity should be glowing. // Projectile.setInvisible(invisible as bool);myProjectile.setInvisible(myBool);
Parameters:
invisible: bool
Type: bool
- true if the entity should be invisible. // Projectile.setInvulnerable(invulnerable as bool);myProjectile.setInvulnerable(myBool);
Parameters:
invulnerable: bool
Type: bool
- true if the entity should be invulnerable. // Projectile.setIsInPowderSnow(inPowderSnow as bool);myProjectile.setIsInPowderSnow(myBool);
Parameters:
inPowderSnow: bool
Type: bool
- Whether the entity is in powder snow. // Projectile.setNoGravity(noGravity as bool);myProjectile.setNoGravity(myBool);
Parameters:
noGravity: bool
Type: bool
- The no gravity state to set the entity to. // Projectile.setOldPosAndRot();myProjectile.setOldPosAndRot();
// Projectile.setOnGround(onGround as bool);myProjectile.setOnGround(myBool);
Parameters:
onGround: bool
Type: bool
- The on ground state to set the entity to. // Projectile.setPortalCooldown();myProjectile.setPortalCooldown();
// Projectile.setPos(x as double, y as double, z as double);myProjectile.setPos(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
- The x position to set the entity to. y: double
Type: double
- The y position to set the entity to. z: double
Type: double
- The z position to set the entity to. // Projectile.setPosRaw(x as double, y as double, z as double);myProjectile.setPosRaw(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
- The x coordinate to set the position to. y: double
Type: double
- The y coordinate to set the position to. z: double
Type: double
- The z coordinate to set the position to. myProjectile.setRemoved(myRemovalReason);
Parameters:
// Projectile.setShiftKeyDown(keyDown as bool);myProjectile.setShiftKeyDown(myBool);
Parameters:
keyDown: bool
Type: bool
- true if the shift key is down. // Projectile.setSilent(silent as bool);myProjectile.setSilent(myBool);
Parameters:
silent: bool
Type: bool
- The silent state to set the entity to. // Projectile.setSprinting(sprinting as bool);myProjectile.setSprinting(myBool);
Parameters:
sprinting: bool
Type: bool
- true if the entity should be sprinting. // Projectile.setSwimming(swimming as bool);myProjectile.setSwimming(myBool);
Parameters:
swimming: bool
Type: bool
- true if the entity should be swimming. // Projectile.setTicksFrozen(ticks as int);myProjectile.setTicksFrozen(myInt);
Parameters:
ticks: int
Type: int
- The new number of ticks the entity has been frozen. // Projectile.shouldBeSaved as boolmyProjectile.shouldBeSaved
Return Type:
bool
Returns: true if the entity should be saved.
// Projectile.shouldBeSaved() as bool;myProjectile.shouldBeSaved();
Return Type:
bool
// Projectile.shouldInformAdmins as boolmyProjectile.shouldInformAdmins
Return Type:
bool
Returns: True if the commands from this source should inform admins, false otherwise.
// Projectile.shouldInformAdmins() as bool;myProjectile.shouldInformAdmins();
Return Type:
bool
// Projectile.shouldShowName as boolmyProjectile.shouldShowName
Return Type:
bool
Returns: true if the entity should show its name.
// Projectile.shouldShowName() as bool;myProjectile.shouldShowName();
Return Type:
bool
// Projectile.showVehicleHealth as boolmyProjectile.showVehicleHealth
Return Type:
bool
Returns: true if the entity should show vehicle health.
// Projectile.showVehicleHealth() as bool;myProjectile.showVehicleHealth();
Return Type:
bool
SoundSource
of the entity.// Projectile.soundSource as SoundSourcemyProjectile.soundSource
Return Type:
SoundSource
SoundSource
of the entity.Returns: The sound source of the entity.
myProjectile.soundSource();
Return Type:
SoundSource
Returns: true if the entity started riding.
myProjectile.startRiding(myEntity, myBool);
Parameters:
Return Type:
bool
// Projectile.stopRiding();myProjectile.stopRiding();
// Projectile.stringUUID as stringmyProjectile.stringUUID
Return Type:
string
Returns: The UUID of the entity as a string.
// Projectile.stringUUID() as string;myProjectile.stringUUID();
Return Type:
string
These tags are arbitrary strings that can be attached to an entity. A single entity is limited to 1024.
// Projectile.tags as Set<string>myProjectile.tags
Return Type:
Set<string>
These tags are arbitrary strings that can be attached to an entity. A single entity is limited to 1024.
Returns: The tags of the entity.
// Projectile.tags() as Set<string>;myProjectile.tags();
Return Type:
Set<string>
// Projectile.teamColor as intmyProjectile.teamColor
Return Type:
int
Returns: The team color of the entity.
// 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
- The x coordinate to teleport to. y: double
Type: double
- The y coordinate to teleport to. z: double
Type: double
- The z coordinate to teleport to. // Projectile.ticksFrozen as intmyProjectile.ticksFrozen
Return Type:
int
Returns: The number of ticks the entity has been frozen.
// Projectile.ticksFrozen() as int;myProjectile.ticksFrozen();
Return Type:
int
// Projectile.ticksRequiredToFreeze as intmyProjectile.ticksRequiredToFreeze
Return Type:
int
Returns: The number of ticks required to freeze the entity.
// 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
- The yaw to turn the entity to. pitch: double
Type: double
- The pitch to turn the entity to. EntityType
of the entity.Returns: The EntityType
of the entity.
myProjectile.type();
Return Type:
EntityType<Entity>
// Projectile.unRide();myProjectile.unRide();
// Projectile.uuid as UUIDmyProjectile.uuid
Return Type:
UUID
Returns: The UUID of the entity.
// Projectile.uuid() as UUID;myProjectile.uuid();
Return Type:
UUID
// Projectile.x as doublemyProjectile.x
Return Type:
double
Returns: The x coordinate of the entity.
// Projectile.x() as double;myProjectile.x();
Return Type:
double
// Projectile.y as doublemyProjectile.y
Return Type:
double
Returns: The y coordinate of the entity.
// Projectile.y() as double;myProjectile.y();
Return Type:
double
// Projectile.z as doublemyProjectile.z
Return Type:
double
Returns: The z coordinate of the entity.
// Projectile.z() as double;myProjectile.z();
Return Type:
double