Entity Documentation - minecraft:projectile

Allows the entity to be a thrown entity.

Projectile Properties

Name Default Value Type Description Example Values
angle_offset 0 Decimal number Determines the angle at which the projectile is thrown
catch_fire false Boolean true/false If true, the entity hit will be set on fire
crit_particle_on_hurt false Boolean true/false If true, the projectile will produce additional particles when a critical hit happens
destroy_on_hurt false Boolean true/false If true, this entity will be destroyed when hit
filter not set String Entity Definitions defined here can't be hurt by the projectile
fire_affected_by_griefing false Boolean true/false If true, whether the projectile causes fire is affected by the mob griefing game rule
gravity 0.05 Decimal number The gravity applied to this entity when thrown. The higher the value, the faster the entity falls
hit_nearest_passenger false Boolean true/false If true, when hitting a vehicle, and there's at least one passenger in the vehicle, the damage will be dealt to the passenger closest to the projectile impact point. If there are no passengers, this setting does nothing.
hit_sound not set String The sound that plays when the projectile hits something
homing false Boolean true/false If true, the projectile homes in to the nearest entity
ignored_entities not set Array of strings [EXPERIMENTAL] An array of strings defining the types of entities that this entity does not collide with.
inertia 0.99 Decimal number The fraction of the projectile's speed maintained every frame while traveling in air
is_dangerous false Boolean true/false If true, the projectile will be treated as dangerous to the players
knockback true Boolean true/false If true, the projectile will knock back the entity it hits
lightning false Boolean true/false If true, the entity hit will be struck by lightning
liquid_inertia 0.6 Decimal number The fraction of the projectile's speed maintained every frame while traveling in water
multiple_targets true Boolean true/false If true, the projectile can hit multiple entities per flight
offset [0, 0, 0] x, y, z coordinate array The offset from the entity's anchor where the projectile will spawn
on_fire_time 5 Decimal number Time in seconds that the entity hit will be on fire for
particle iconcrack String Particle to use upon collision
potion_effect -1 Integer number Defines the effect the arrow will apply to the entity it hits
power 1.3 Decimal number Determines the velocity of the projectile
reflect_immunity 0 Decimal number During the specified time, in seconds, the projectile cannot be reflected by hitting it
reflect_on_hurt false Boolean true/false If true, this entity will be reflected back when hit
semi_random_diff_damage false Boolean true/false If true, damage will be randomized based on damage and speed
shoot_sound not set String The sound that plays when the projectile is shot
shoot_target true Boolean true/false If true, the projectile will be shot towards the target of the entity firing it
should_bounce false Boolean true/false If true, the projectile will bounce upon hit
splash_potion false Boolean true/false If true, the projectile will be treated like a splash potion
splash_range 4 Decimal number Radius in blocks of the 'splash' effect
uncertainty_base 0 Decimal number The base accuracy. Accuracy is determined by the formula uncertaintyBase - difficultyLevel * uncertaintyMultiplier
uncertainty_multiplier 0 Decimal number Determines how much difficulty affects accuracy. Accuracy is determined by the formula uncertaintyBase - difficultyLevel * uncertaintyMultiplier