Entity Documentation - minecraft:behavior.ranged_attack

minecraft:behavior.ranged_attack compels an entity to attack by using ranged shots. charge_shoot_trigger must be greater than 0 to enable charged up burst-shot attacks. Requires minecraft:shooter to define projectile behavior.

Parameter

Name Default Value Type Description
attack_interval 0 Decimal Alternative to "attack_interval_min" & "attack_interval_max". Consistent reload-time (in seconds), when not using a charged shot. Does not scale with target-distance.
attack_interval_max 0 Decimal Maximum bound for reload-time range (in seconds), when not using a charged shot. Reload-time range scales with target-distance.
attack_interval_min 0 Decimal Minimum bound for reload-time range (in seconds), when not using a charged shot. Reload-time range scales with target-distance.
attack_radius 0 Decimal Minimum distance to target before this entity will attempt to shoot.
attack_radius_min 0 Decimal Minimum distance the target can be for this mob to fire. If the target is closer, this mob will move first before firing
burst_interval 0 Decimal Time (in seconds) between each individual shot when firing a burst of shots from a charged up attack.
burst_shots 1 Integer Number of shots fired every time the attacking entity uses a charged up attack.
charge_charged_trigger 0 Decimal Time (in seconds, then add "charge_shoot_trigger"), before a charged up attack is done charging. Charge-time decays while target is not in sight.
charge_shoot_trigger 0 Decimal Amount of time (in seconds, then doubled) a charged shot must be charging before reloading burst shots. Charge-time decays while target is not in sight.
priority not set Integer The higher the priority, the sooner this behavior will be executed as a goal.
ranged_fov 90 Decimal Field of view (in degrees) when using sensing to detect a target for attack.
set_persistent false Boolean Allows the entity to be set to persist upon targeting a player
speed_multiplier 1 Decimal During attack behavior, this multiplier modifies the entity's speed when moving toward the target.
swing false Boolean If a swing animation (using variable.attack_time) exists, this causes the entity to swing their arm(s) upon firing the ranged attack.
target_in_sight_time 1 Decimal Minimum amount of time (in seconds) the attacking entity needs to see the target before moving toward it.
x_max_rotation 30 Decimal Maximum rotation (in degrees), on the X-axis, this entity can rotate while trying to look at the target.
y_max_head_rotation 30 Decimal Maximum rotation (in degrees), on the Y-axis, this entity can rotate its head while trying to look at the target.

Example

"minecraft:behavior.ranged_attack": {
    "priority": 8,
    "attack_interval_min": 1,
    "attack_interval_max": 1,
    "attack_radius": 8,
    "attack_radius_min": 4,
    "speed_multiplier": 1.0,
    "target_in_sight_time": 0.1
}

Vanilla mob examples

blaze

"minecraft:behavior.ranged_attack": {
    "priority": 3,
    "burst_shots": 3,
    "burst_interval": 0.3,
    "charge_charged_trigger": 0.0,
    "charge_shoot_trigger": 4.0,
    "attack_interval_min": 3.0,
    "attack_interval_max": 5.0,
    "attack_radius": 16.0
}

Vanilla mobs using ranged_attack