homing
Makes fired arrows lock on to the target they are aimed at and curve towards it.
Categories: combat
Required arguments
| Key(s) | Description | Type |
|---|---|---|
distance | The maximum range at which the arrow will lock on to and follow a target. Supports expressions. | EXPRESSION |
Optional arguments
| Key(s) | Description | Type | Default |
|---|---|---|---|
targets | A list of entities the arrow will home in on. Leave empty to target all entities. In entity target mode this list is also the priority order, first entry highest. | ENTITY_LIST | [] |
target_change | Whether the arrow may lock on to a new target after losing its current one. | BOOLEAN | false |
turn_rate | The maximum number of degrees the arrow can turn each tick. Supports expressions. | EXPRESSION | 15 |
target_mode | How the arrow picks between valid targets. Choices: any HomingTargetMode value | STRING | closest_to_crosshair |
live_mode | In closest_to_crosshair mode, whether the arrow keeps switching to whichever target the shooter is currently looking closest to. | BOOLEAN | false |
acquire_angle | How many degrees off the arrow's heading a target can be and still be locked on to. Supports expressions. | EXPRESSION | 30 |
Trigger parameters required
PROJECTILE
Example
effects:
- id: homing
args:
distance: 10 + %level%
targets: <value> # ← Optional
target_change: true # ← Optional
turn_rate: <expression> # ← Optional
target_mode: <HomingTargetMode> # ← Optional
live_mode: true # ← Optional
acquire_angle: <expression> # ← Optional
Behaviour
| Setting | Value |
|---|---|
| Run order | NORMAL |
| Supports delay | true |
| Reloads on plugin reload | true |