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
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