How to get a fireball/projectile to shoot in the same direction as the summoning player is looking in 1.13? Announcing the arrival of Valued Associate #679: Cesar Manara Planned maintenance scheduled April 17/18, 2019 at 00:00UTC (8:00pm US/Eastern)How to use ^^^ coordinate systems for motion nbt (minecraft)Summon fireball going same direction as arrowSpawning mobs a few feet away in the direction you are looking atSummoning based on direction player is facingHow to make a fireball summoning item in vanilla Minecraft?How do I affect a player that is 20 blocks away from me if I am looking in their direction?How to make a score be recorded as team?My arrows aren't being executed at by a looping function/command blockHow can I testfor a nearby player in minecraft 1.13How to test if a player is running in 1.13Need to make target selector only select one entity

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How to get a fireball/projectile to shoot in the same direction as the summoning player is looking in 1.13?



Announcing the arrival of Valued Associate #679: Cesar Manara
Planned maintenance scheduled April 17/18, 2019 at 00:00UTC (8:00pm US/Eastern)How to use ^^^ coordinate systems for motion nbt (minecraft)Summon fireball going same direction as arrowSpawning mobs a few feet away in the direction you are looking atSummoning based on direction player is facingHow to make a fireball summoning item in vanilla Minecraft?How do I affect a player that is 20 blocks away from me if I am looking in their direction?How to make a score be recorded as team?My arrows aren't being executed at by a looping function/command blockHow can I testfor a nearby player in minecraft 1.13How to test if a player is running in 1.13Need to make target selector only select one entity



.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








0















Right now, I'm working on a datapack that allows you to summon an enchanted carrot on a stick, which when you right click takes a fire charge from your inventory and shoots it where you are looking. I've got everything complete except for a funny issue where the fireballs shoot at an angle from where you are looking and they slow down quickly after being shot. Also, they then hang in the air and all move in the direction of the most recently fired one. Here is my function:



summon minecraft:fireball ^ ^ ^2 CustomName:""firewandfireball"", direction:[0d,0d,0d], ExplosionPower:0, life:1000
summon minecraft:area_effect_cloud 0 0 0 CustomName:""firewandaoecloud"", radius:0, duration:1000, particle:"take", effects:[]

execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] at @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] rotated as @a[scores=firewandClicks=1,nbt=SelectedItem:tag:display:Name:""text":"Fire Wand""] run tp @s ^ ^ ^1

scoreboard objectives add firewandx dummy
scoreboard objectives add firewandy dummy
scoreboard objectives add firewandz dummy

execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] store result score @s firewandx run data get entity @s Pos[0] 10000
execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] store result score @s firewandy run data get entity @s Pos[1] 10000
execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] store result score @s firewandz run data get entity @s Pos[2] 10000

execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s Motion[0] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandx
execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s Motion[1] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandy
execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s Motion[2] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandz

execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s direction[0] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandx
execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s direction[1] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandy
execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s direction[2] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandz

execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s power[0] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandx
execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s power[1] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandy
execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s power[2] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandz

scoreboard objectives remove firewandx
scoreboard objectives remove firewandy
scoreboard objectives remove firewandz

execute run scoreboard players reset firewandClicks
execute run scoreboard players set @e firewandClicks 0


And this is the command that runs the function:
execute as @a[scores=firewandClicks=1, nbt=SelectedItem:tag:display:Name:""text":"Fire Wand""] at @s anchored eyes run function firewand:fwshoot
All of them moving at once happens because they are all named the same, so I'll open another question on how to remove a customName from an entity after it has been summoned. What I need help on is getting the fireball to come straight forwards from where the player is looking when the fireball is summoned. I think I have some math wrong somewhere but I really am at a loss on how to fix it, because the angle it is off by changes based on where I'm looking.



These fireballs are just hanging in the air:
Fireballs hanging in the air.
These fireballs all go at the same angle and stop at the same place:
Fireballs going at the same angle.
At this angle the fireballs go where I point:
At this angle they go where I point.



Edit: Added power so they constantly are accelerated, but no matter which combination of direction, Motion, and power I use, they still go flying away at the wrong angle.










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  • 1





    First things I notice: 1. Don't you need quotes around the custom name? 2. The space after the comma in the selector is not necessary. For now it works, but it's not really intended that you put it there. I definitely remember that in the past additional spaces messed up some commands. 3. Why do you add and remove the scoreboard every time the function is ran? You could just add it once and keep it, reset scores if necessary. 4. So you copy the absolute position of the AEC and store it in "Motion", "direction" and "power" of the fireball? What exactly is that supposed to do? "Motion" doesn't …

    – Fabian Röling
    3 hours ago











  • … even do anything, it's not a tag that fireballs in 1.13 usually have. And the absolute position of course depends on where you are. 5. I remember some issue where setting fireball speed didn't work properly. But I don't know if it's fixed and I can't find the bug report, if it even was a bug. So you might want to teleport it instead.

    – Fabian Röling
    3 hours ago











  • The goal was that the new coordinates of the cloud (because it was teleported one block forwards with the rotation of the player) would give the proper angle for the direction/power nbt to make it fly straight away from the player. I'm guessing that my understanding of that is flawed, and it doesn't work that way. How can I achieve this effect otherwise? Can I somehow make the player automatically punch the fireball when it is spawned in?

    – Nik3141
    1 hour ago






  • 1





    If the fireball is at x=100 and you give it the momentum [1,0,0], then it will move to x=101 in the next tick, a little less than x=102 in the next and so on, slowing down or speeding up, I don't quite know. You can't make the player punch, but you can summon an arrow, or easier, just enter proper velocity. I'll look up a link…

    – Fabian Röling
    22 mins ago












  • Possible duplicate of How to use ^^^ coordinate systems for motion nbt (minecraft)

    – Fabian Röling
    20 mins ago

















0















Right now, I'm working on a datapack that allows you to summon an enchanted carrot on a stick, which when you right click takes a fire charge from your inventory and shoots it where you are looking. I've got everything complete except for a funny issue where the fireballs shoot at an angle from where you are looking and they slow down quickly after being shot. Also, they then hang in the air and all move in the direction of the most recently fired one. Here is my function:



summon minecraft:fireball ^ ^ ^2 CustomName:""firewandfireball"", direction:[0d,0d,0d], ExplosionPower:0, life:1000
summon minecraft:area_effect_cloud 0 0 0 CustomName:""firewandaoecloud"", radius:0, duration:1000, particle:"take", effects:[]

execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] at @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] rotated as @a[scores=firewandClicks=1,nbt=SelectedItem:tag:display:Name:""text":"Fire Wand""] run tp @s ^ ^ ^1

scoreboard objectives add firewandx dummy
scoreboard objectives add firewandy dummy
scoreboard objectives add firewandz dummy

execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] store result score @s firewandx run data get entity @s Pos[0] 10000
execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] store result score @s firewandy run data get entity @s Pos[1] 10000
execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] store result score @s firewandz run data get entity @s Pos[2] 10000

execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s Motion[0] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandx
execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s Motion[1] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandy
execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s Motion[2] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandz

execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s direction[0] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandx
execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s direction[1] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandy
execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s direction[2] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandz

execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s power[0] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandx
execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s power[1] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandy
execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s power[2] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandz

scoreboard objectives remove firewandx
scoreboard objectives remove firewandy
scoreboard objectives remove firewandz

execute run scoreboard players reset firewandClicks
execute run scoreboard players set @e firewandClicks 0


And this is the command that runs the function:
execute as @a[scores=firewandClicks=1, nbt=SelectedItem:tag:display:Name:""text":"Fire Wand""] at @s anchored eyes run function firewand:fwshoot
All of them moving at once happens because they are all named the same, so I'll open another question on how to remove a customName from an entity after it has been summoned. What I need help on is getting the fireball to come straight forwards from where the player is looking when the fireball is summoned. I think I have some math wrong somewhere but I really am at a loss on how to fix it, because the angle it is off by changes based on where I'm looking.



These fireballs are just hanging in the air:
Fireballs hanging in the air.
These fireballs all go at the same angle and stop at the same place:
Fireballs going at the same angle.
At this angle the fireballs go where I point:
At this angle they go where I point.



Edit: Added power so they constantly are accelerated, but no matter which combination of direction, Motion, and power I use, they still go flying away at the wrong angle.










share|improve this question









New contributor




Nik3141 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.















  • 1





    First things I notice: 1. Don't you need quotes around the custom name? 2. The space after the comma in the selector is not necessary. For now it works, but it's not really intended that you put it there. I definitely remember that in the past additional spaces messed up some commands. 3. Why do you add and remove the scoreboard every time the function is ran? You could just add it once and keep it, reset scores if necessary. 4. So you copy the absolute position of the AEC and store it in "Motion", "direction" and "power" of the fireball? What exactly is that supposed to do? "Motion" doesn't …

    – Fabian Röling
    3 hours ago











  • … even do anything, it's not a tag that fireballs in 1.13 usually have. And the absolute position of course depends on where you are. 5. I remember some issue where setting fireball speed didn't work properly. But I don't know if it's fixed and I can't find the bug report, if it even was a bug. So you might want to teleport it instead.

    – Fabian Röling
    3 hours ago











  • The goal was that the new coordinates of the cloud (because it was teleported one block forwards with the rotation of the player) would give the proper angle for the direction/power nbt to make it fly straight away from the player. I'm guessing that my understanding of that is flawed, and it doesn't work that way. How can I achieve this effect otherwise? Can I somehow make the player automatically punch the fireball when it is spawned in?

    – Nik3141
    1 hour ago






  • 1





    If the fireball is at x=100 and you give it the momentum [1,0,0], then it will move to x=101 in the next tick, a little less than x=102 in the next and so on, slowing down or speeding up, I don't quite know. You can't make the player punch, but you can summon an arrow, or easier, just enter proper velocity. I'll look up a link…

    – Fabian Röling
    22 mins ago












  • Possible duplicate of How to use ^^^ coordinate systems for motion nbt (minecraft)

    – Fabian Röling
    20 mins ago













0












0








0








Right now, I'm working on a datapack that allows you to summon an enchanted carrot on a stick, which when you right click takes a fire charge from your inventory and shoots it where you are looking. I've got everything complete except for a funny issue where the fireballs shoot at an angle from where you are looking and they slow down quickly after being shot. Also, they then hang in the air and all move in the direction of the most recently fired one. Here is my function:



summon minecraft:fireball ^ ^ ^2 CustomName:""firewandfireball"", direction:[0d,0d,0d], ExplosionPower:0, life:1000
summon minecraft:area_effect_cloud 0 0 0 CustomName:""firewandaoecloud"", radius:0, duration:1000, particle:"take", effects:[]

execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] at @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] rotated as @a[scores=firewandClicks=1,nbt=SelectedItem:tag:display:Name:""text":"Fire Wand""] run tp @s ^ ^ ^1

scoreboard objectives add firewandx dummy
scoreboard objectives add firewandy dummy
scoreboard objectives add firewandz dummy

execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] store result score @s firewandx run data get entity @s Pos[0] 10000
execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] store result score @s firewandy run data get entity @s Pos[1] 10000
execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] store result score @s firewandz run data get entity @s Pos[2] 10000

execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s Motion[0] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandx
execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s Motion[1] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandy
execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s Motion[2] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandz

execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s direction[0] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandx
execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s direction[1] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandy
execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s direction[2] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandz

execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s power[0] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandx
execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s power[1] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandy
execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s power[2] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandz

scoreboard objectives remove firewandx
scoreboard objectives remove firewandy
scoreboard objectives remove firewandz

execute run scoreboard players reset firewandClicks
execute run scoreboard players set @e firewandClicks 0


And this is the command that runs the function:
execute as @a[scores=firewandClicks=1, nbt=SelectedItem:tag:display:Name:""text":"Fire Wand""] at @s anchored eyes run function firewand:fwshoot
All of them moving at once happens because they are all named the same, so I'll open another question on how to remove a customName from an entity after it has been summoned. What I need help on is getting the fireball to come straight forwards from where the player is looking when the fireball is summoned. I think I have some math wrong somewhere but I really am at a loss on how to fix it, because the angle it is off by changes based on where I'm looking.



These fireballs are just hanging in the air:
Fireballs hanging in the air.
These fireballs all go at the same angle and stop at the same place:
Fireballs going at the same angle.
At this angle the fireballs go where I point:
At this angle they go where I point.



Edit: Added power so they constantly are accelerated, but no matter which combination of direction, Motion, and power I use, they still go flying away at the wrong angle.










share|improve this question









New contributor




Nik3141 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.












Right now, I'm working on a datapack that allows you to summon an enchanted carrot on a stick, which when you right click takes a fire charge from your inventory and shoots it where you are looking. I've got everything complete except for a funny issue where the fireballs shoot at an angle from where you are looking and they slow down quickly after being shot. Also, they then hang in the air and all move in the direction of the most recently fired one. Here is my function:



summon minecraft:fireball ^ ^ ^2 CustomName:""firewandfireball"", direction:[0d,0d,0d], ExplosionPower:0, life:1000
summon minecraft:area_effect_cloud 0 0 0 CustomName:""firewandaoecloud"", radius:0, duration:1000, particle:"take", effects:[]

execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] at @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] rotated as @a[scores=firewandClicks=1,nbt=SelectedItem:tag:display:Name:""text":"Fire Wand""] run tp @s ^ ^ ^1

scoreboard objectives add firewandx dummy
scoreboard objectives add firewandy dummy
scoreboard objectives add firewandz dummy

execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] store result score @s firewandx run data get entity @s Pos[0] 10000
execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] store result score @s firewandy run data get entity @s Pos[1] 10000
execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] store result score @s firewandz run data get entity @s Pos[2] 10000

execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s Motion[0] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandx
execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s Motion[1] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandy
execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s Motion[2] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandz

execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s direction[0] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandx
execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s direction[1] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandy
execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s direction[2] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandz

execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s power[0] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandx
execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s power[1] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandy
execute as @e[type=minecraft:fireball, name=firewandfireball] store result entity @s power[2] double 0.0001 run execute as @e[type=minecraft:area_effect_cloud, name=firewandaoecloud] run scoreboard players get @s firewandz

scoreboard objectives remove firewandx
scoreboard objectives remove firewandy
scoreboard objectives remove firewandz

execute run scoreboard players reset firewandClicks
execute run scoreboard players set @e firewandClicks 0


And this is the command that runs the function:
execute as @a[scores=firewandClicks=1, nbt=SelectedItem:tag:display:Name:""text":"Fire Wand""] at @s anchored eyes run function firewand:fwshoot
All of them moving at once happens because they are all named the same, so I'll open another question on how to remove a customName from an entity after it has been summoned. What I need help on is getting the fireball to come straight forwards from where the player is looking when the fireball is summoned. I think I have some math wrong somewhere but I really am at a loss on how to fix it, because the angle it is off by changes based on where I'm looking.



These fireballs are just hanging in the air:
Fireballs hanging in the air.
These fireballs all go at the same angle and stop at the same place:
Fireballs going at the same angle.
At this angle the fireballs go where I point:
At this angle they go where I point.



Edit: Added power so they constantly are accelerated, but no matter which combination of direction, Motion, and power I use, they still go flying away at the wrong angle.







minecraft minecraft-commands






share|improve this question









New contributor




Nik3141 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











share|improve this question









New contributor




Nik3141 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









share|improve this question




share|improve this question








edited 8 mins ago







Nik3141













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Nik3141 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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asked 4 hours ago









Nik3141Nik3141

306




306




New contributor




Nik3141 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.





New contributor





Nik3141 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






Nik3141 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.







  • 1





    First things I notice: 1. Don't you need quotes around the custom name? 2. The space after the comma in the selector is not necessary. For now it works, but it's not really intended that you put it there. I definitely remember that in the past additional spaces messed up some commands. 3. Why do you add and remove the scoreboard every time the function is ran? You could just add it once and keep it, reset scores if necessary. 4. So you copy the absolute position of the AEC and store it in "Motion", "direction" and "power" of the fireball? What exactly is that supposed to do? "Motion" doesn't …

    – Fabian Röling
    3 hours ago











  • … even do anything, it's not a tag that fireballs in 1.13 usually have. And the absolute position of course depends on where you are. 5. I remember some issue where setting fireball speed didn't work properly. But I don't know if it's fixed and I can't find the bug report, if it even was a bug. So you might want to teleport it instead.

    – Fabian Röling
    3 hours ago











  • The goal was that the new coordinates of the cloud (because it was teleported one block forwards with the rotation of the player) would give the proper angle for the direction/power nbt to make it fly straight away from the player. I'm guessing that my understanding of that is flawed, and it doesn't work that way. How can I achieve this effect otherwise? Can I somehow make the player automatically punch the fireball when it is spawned in?

    – Nik3141
    1 hour ago






  • 1





    If the fireball is at x=100 and you give it the momentum [1,0,0], then it will move to x=101 in the next tick, a little less than x=102 in the next and so on, slowing down or speeding up, I don't quite know. You can't make the player punch, but you can summon an arrow, or easier, just enter proper velocity. I'll look up a link…

    – Fabian Röling
    22 mins ago












  • Possible duplicate of How to use ^^^ coordinate systems for motion nbt (minecraft)

    – Fabian Röling
    20 mins ago












  • 1





    First things I notice: 1. Don't you need quotes around the custom name? 2. The space after the comma in the selector is not necessary. For now it works, but it's not really intended that you put it there. I definitely remember that in the past additional spaces messed up some commands. 3. Why do you add and remove the scoreboard every time the function is ran? You could just add it once and keep it, reset scores if necessary. 4. So you copy the absolute position of the AEC and store it in "Motion", "direction" and "power" of the fireball? What exactly is that supposed to do? "Motion" doesn't …

    – Fabian Röling
    3 hours ago











  • … even do anything, it's not a tag that fireballs in 1.13 usually have. And the absolute position of course depends on where you are. 5. I remember some issue where setting fireball speed didn't work properly. But I don't know if it's fixed and I can't find the bug report, if it even was a bug. So you might want to teleport it instead.

    – Fabian Röling
    3 hours ago











  • The goal was that the new coordinates of the cloud (because it was teleported one block forwards with the rotation of the player) would give the proper angle for the direction/power nbt to make it fly straight away from the player. I'm guessing that my understanding of that is flawed, and it doesn't work that way. How can I achieve this effect otherwise? Can I somehow make the player automatically punch the fireball when it is spawned in?

    – Nik3141
    1 hour ago






  • 1





    If the fireball is at x=100 and you give it the momentum [1,0,0], then it will move to x=101 in the next tick, a little less than x=102 in the next and so on, slowing down or speeding up, I don't quite know. You can't make the player punch, but you can summon an arrow, or easier, just enter proper velocity. I'll look up a link…

    – Fabian Röling
    22 mins ago












  • Possible duplicate of How to use ^^^ coordinate systems for motion nbt (minecraft)

    – Fabian Röling
    20 mins ago







1




1





First things I notice: 1. Don't you need quotes around the custom name? 2. The space after the comma in the selector is not necessary. For now it works, but it's not really intended that you put it there. I definitely remember that in the past additional spaces messed up some commands. 3. Why do you add and remove the scoreboard every time the function is ran? You could just add it once and keep it, reset scores if necessary. 4. So you copy the absolute position of the AEC and store it in "Motion", "direction" and "power" of the fireball? What exactly is that supposed to do? "Motion" doesn't …

– Fabian Röling
3 hours ago





First things I notice: 1. Don't you need quotes around the custom name? 2. The space after the comma in the selector is not necessary. For now it works, but it's not really intended that you put it there. I definitely remember that in the past additional spaces messed up some commands. 3. Why do you add and remove the scoreboard every time the function is ran? You could just add it once and keep it, reset scores if necessary. 4. So you copy the absolute position of the AEC and store it in "Motion", "direction" and "power" of the fireball? What exactly is that supposed to do? "Motion" doesn't …

– Fabian Röling
3 hours ago













… even do anything, it's not a tag that fireballs in 1.13 usually have. And the absolute position of course depends on where you are. 5. I remember some issue where setting fireball speed didn't work properly. But I don't know if it's fixed and I can't find the bug report, if it even was a bug. So you might want to teleport it instead.

– Fabian Röling
3 hours ago





… even do anything, it's not a tag that fireballs in 1.13 usually have. And the absolute position of course depends on where you are. 5. I remember some issue where setting fireball speed didn't work properly. But I don't know if it's fixed and I can't find the bug report, if it even was a bug. So you might want to teleport it instead.

– Fabian Röling
3 hours ago













The goal was that the new coordinates of the cloud (because it was teleported one block forwards with the rotation of the player) would give the proper angle for the direction/power nbt to make it fly straight away from the player. I'm guessing that my understanding of that is flawed, and it doesn't work that way. How can I achieve this effect otherwise? Can I somehow make the player automatically punch the fireball when it is spawned in?

– Nik3141
1 hour ago





The goal was that the new coordinates of the cloud (because it was teleported one block forwards with the rotation of the player) would give the proper angle for the direction/power nbt to make it fly straight away from the player. I'm guessing that my understanding of that is flawed, and it doesn't work that way. How can I achieve this effect otherwise? Can I somehow make the player automatically punch the fireball when it is spawned in?

– Nik3141
1 hour ago




1




1





If the fireball is at x=100 and you give it the momentum [1,0,0], then it will move to x=101 in the next tick, a little less than x=102 in the next and so on, slowing down or speeding up, I don't quite know. You can't make the player punch, but you can summon an arrow, or easier, just enter proper velocity. I'll look up a link…

– Fabian Röling
22 mins ago






If the fireball is at x=100 and you give it the momentum [1,0,0], then it will move to x=101 in the next tick, a little less than x=102 in the next and so on, slowing down or speeding up, I don't quite know. You can't make the player punch, but you can summon an arrow, or easier, just enter proper velocity. I'll look up a link…

– Fabian Röling
22 mins ago














Possible duplicate of How to use ^^^ coordinate systems for motion nbt (minecraft)

– Fabian Röling
20 mins ago





Possible duplicate of How to use ^^^ coordinate systems for motion nbt (minecraft)

– Fabian Röling
20 mins ago










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