![]() Optionally, add "no_rotate" to prevent the shoot command from rotating launched entities. ![]() Specify the "spread" argument with a decimal number indicating how wide to spread the entities. To have them instead fire separately and spread out, Normally, a list of entities will spawn mounted on top of each other. If the origin is not an entity, you can specify a "shooter" so the damage handling code knows who to assume shot the projectile. To use this, just input the "speed" argument, and don't specify "height" or "lead". Generally, most users should prefer direct mode: it just launches straight in the direction of the destination, at the speed you specify. To use, specify the "lead" argument as a vector and "speed" as a launch speed. The "lead" mode calculates a modified arc intended to hit a target based on a lead factor (usually the entity's velocity). You can optionally specify a custom "gravity" (hidden from syntax line intentionally) if you know what you're doing and really need to. If you want to use this, specify the "height" argument as how high the arc should go, in blocks. The "arc" mode calculates a launch arc to exactly hit the target location. The launch has three modes: arc, lead, and direct. Shoots an entity through the air up to a certain height, optionally triggering a script on impact with a target. ![]() Shoots an entity through the air, useful for things like firing arrows. ) (shooter : ) (spread : ) (lead : ) (no_rotate) Shoot (origin : / ) (destination : ) (height : ) (speed : ) (script : ) (def : |. Learn about how commands work in The Beginner's Guide. Commands are always written with a '-' before them, and are the core component of any script, the primary way to cause things to happen. ![]()
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