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Posted

I got a custom projectile that extends abstract arrow, its being used by my cannon entities, how can I change the knockback force of this to a greate amount,

do I need to change something on my entity class or the projectile entity itself?

One of the methods I use on my projectile entity is:

 @Override
    protected void onHitEntity(EntityHitResult entityHitResult) {
        Entity entity = entityHitResult.getEntity();
        if (entityHitResult.getType() != HitResult.Type.ENTITY
                || !((EntityHitResult) entityHitResult).getEntity().is(entity)) {
            if (!this.level.isClientSide) {
                this.remove(RemovalReason.KILLED);
            }
        }
        if (entity instanceof LivingEntity) {
            LivingEntity livingentity = (LivingEntity)entity;
            if (!this.level.isClientSide && this.getPierceLevel() <= 0) {
                livingentity.setArrowCount(livingentity.getArrowCount() + 1);
            }

            if (this.knockback > 0) {
                Vec3 vec3 = this.getDeltaMovement().multiply(1.0D, 0.0D, 1.0D).normalize().scale((double)this.knockback * 20.6D);
                if (vec3.lengthSqr() > 0.0D) {
                    livingentity.push(vec3.x, 0.1D, vec3.z);
                }
            }
        }
        Entity entity1 = this.getOwner();
        DamageSource damagesource;
        if (entity1 == null) {
            damagesource = DamageSource.arrow(this, this);
        } else {
            damagesource = DamageSource.arrow(this, entity1);
            if (entity1 instanceof LivingEntity) {
                ((LivingEntity) entity1).setLastHurtMob(entity);
            }
        }
        if (entity.hurt(damagesource, 10.0F)) {
            if (entity instanceof LivingEntity) {
                LivingEntity livingentity = (LivingEntity) entity;
                if (!this.level.isClientSide && entity1 instanceof LivingEntity) {
                    EnchantmentHelper.doPostHurtEffects(livingentity, entity1);
                    EnchantmentHelper.doPostDamageEffects((LivingEntity) entity1, livingentity);
                }
                this.doPostHurtEffects(livingentity);
                if (entity1 != null && livingentity != entity1 && livingentity instanceof Player
                        && entity1 instanceof ServerPlayer && !this.isSilent()) {
                    ((ServerPlayer) entity1).connection
                            .send(new ClientboundGameEventPacket(ClientboundGameEventPacket.ARROW_HIT_PLAYER, 0.0F));
                }
            }
        } else {
            if (!this.level.isClientSide) {
                this.remove(RemovalReason.KILLED);
            }
        }
    }

 

 

SOLUTION

For those who might need in the future, in your custom projectile entity (asuming youve extended to abstract arrow entity) just call on the constructor    this.setKnockback();

Edited by Feroov

  • Feroov changed the title to [SOLVED] Projectile knockback? [1.18.1]

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