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(Java Minecraft 1.14.2) How to have recursive raycasting function determine if it has passed through an entity?


Can Skeleton Killed Creepers Be AutospawnedAt what distance (from the player) do iron golems spawn in villages?kill @p causes kill @eMob grinder does not spawn more than 63 mobsNot able to link portals properlyMinecraft - Run commands as a dead player(Java Minecraft 1.13) How to get a fireball to shoot in the same direction as the summoning player is looking?(Java Minecraft 1.14) How to detect multiple item entities which are stacks of the same size on a particular block?(Java Minecraft 1.14.2) How to make a charged creeper do more damage without increasing explosion radius or summoning multiple?(Java Minecraft 1.14.2) How to recursively (or otherwise) determine if a closed 2D arbitrarily sized rectangle of blocks has been placed?






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I am writing a datapack with an item which functions like a sniper rifle - you can shoot it and a particle beam created by a recursive raycasting function will shoot out and any entities it encounters should die. However, entity detection is a big problem, because I can shoot right through a creeper's head and it doesn't die. You can download the datapack here if you want to test it out. Use /function rituals:give/sniper_rifle to get the item.



I noticed that this is true for almost every mob in the game greater than an endermite or silverfish: if you shoot it through the feet, it dies, but anywhere above that or else than that, it doesn't. Pigs, cows, zombies, evokers, drowned, wither skeletons, anything, only die when shot through the feet. I don't intend for it to kill bosses so they are not a problem, luckily.



I've been detecting mobs by having every iteration of the recursive function run kill @e[distance=..0.1], and it moves ahead by 0.25 blocks each iteration. I have tried to get around this difference in @e detection, mob hitboxes, and visible mob sizes (which for some reason are all different) by using scoreboards to give every mob a value equal to their approximate height, and then changing the distance based on what type of mob it is: kill @e[scores=mobHeights=2,distance=..2], but that is at best buggy and at worst making it so you can shoot next to a mob and kill it.



As you can see in this image, the cursor is well over the pig, yet it insta-dies because of this imprecision.
Pig dying from sniper rifle.



If anyone knows a better way to detect mobs a raycasting function is moving through that would be great, because right now it is really frustrating to have to try to manually implement a fix which is really imprecise. Also, if anyone knows why the function only recognizes entities by their feet, that would also help a lot. I know that coordinates are also calculated at an entities feet, so maybe that has something to do with it.










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    I am writing a datapack with an item which functions like a sniper rifle - you can shoot it and a particle beam created by a recursive raycasting function will shoot out and any entities it encounters should die. However, entity detection is a big problem, because I can shoot right through a creeper's head and it doesn't die. You can download the datapack here if you want to test it out. Use /function rituals:give/sniper_rifle to get the item.



    I noticed that this is true for almost every mob in the game greater than an endermite or silverfish: if you shoot it through the feet, it dies, but anywhere above that or else than that, it doesn't. Pigs, cows, zombies, evokers, drowned, wither skeletons, anything, only die when shot through the feet. I don't intend for it to kill bosses so they are not a problem, luckily.



    I've been detecting mobs by having every iteration of the recursive function run kill @e[distance=..0.1], and it moves ahead by 0.25 blocks each iteration. I have tried to get around this difference in @e detection, mob hitboxes, and visible mob sizes (which for some reason are all different) by using scoreboards to give every mob a value equal to their approximate height, and then changing the distance based on what type of mob it is: kill @e[scores=mobHeights=2,distance=..2], but that is at best buggy and at worst making it so you can shoot next to a mob and kill it.



    As you can see in this image, the cursor is well over the pig, yet it insta-dies because of this imprecision.
    Pig dying from sniper rifle.



    If anyone knows a better way to detect mobs a raycasting function is moving through that would be great, because right now it is really frustrating to have to try to manually implement a fix which is really imprecise. Also, if anyone knows why the function only recognizes entities by their feet, that would also help a lot. I know that coordinates are also calculated at an entities feet, so maybe that has something to do with it.










    share|improve this question
























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      I am writing a datapack with an item which functions like a sniper rifle - you can shoot it and a particle beam created by a recursive raycasting function will shoot out and any entities it encounters should die. However, entity detection is a big problem, because I can shoot right through a creeper's head and it doesn't die. You can download the datapack here if you want to test it out. Use /function rituals:give/sniper_rifle to get the item.



      I noticed that this is true for almost every mob in the game greater than an endermite or silverfish: if you shoot it through the feet, it dies, but anywhere above that or else than that, it doesn't. Pigs, cows, zombies, evokers, drowned, wither skeletons, anything, only die when shot through the feet. I don't intend for it to kill bosses so they are not a problem, luckily.



      I've been detecting mobs by having every iteration of the recursive function run kill @e[distance=..0.1], and it moves ahead by 0.25 blocks each iteration. I have tried to get around this difference in @e detection, mob hitboxes, and visible mob sizes (which for some reason are all different) by using scoreboards to give every mob a value equal to their approximate height, and then changing the distance based on what type of mob it is: kill @e[scores=mobHeights=2,distance=..2], but that is at best buggy and at worst making it so you can shoot next to a mob and kill it.



      As you can see in this image, the cursor is well over the pig, yet it insta-dies because of this imprecision.
      Pig dying from sniper rifle.



      If anyone knows a better way to detect mobs a raycasting function is moving through that would be great, because right now it is really frustrating to have to try to manually implement a fix which is really imprecise. Also, if anyone knows why the function only recognizes entities by their feet, that would also help a lot. I know that coordinates are also calculated at an entities feet, so maybe that has something to do with it.










      share|improve this question














      I am writing a datapack with an item which functions like a sniper rifle - you can shoot it and a particle beam created by a recursive raycasting function will shoot out and any entities it encounters should die. However, entity detection is a big problem, because I can shoot right through a creeper's head and it doesn't die. You can download the datapack here if you want to test it out. Use /function rituals:give/sniper_rifle to get the item.



      I noticed that this is true for almost every mob in the game greater than an endermite or silverfish: if you shoot it through the feet, it dies, but anywhere above that or else than that, it doesn't. Pigs, cows, zombies, evokers, drowned, wither skeletons, anything, only die when shot through the feet. I don't intend for it to kill bosses so they are not a problem, luckily.



      I've been detecting mobs by having every iteration of the recursive function run kill @e[distance=..0.1], and it moves ahead by 0.25 blocks each iteration. I have tried to get around this difference in @e detection, mob hitboxes, and visible mob sizes (which for some reason are all different) by using scoreboards to give every mob a value equal to their approximate height, and then changing the distance based on what type of mob it is: kill @e[scores=mobHeights=2,distance=..2], but that is at best buggy and at worst making it so you can shoot next to a mob and kill it.



      As you can see in this image, the cursor is well over the pig, yet it insta-dies because of this imprecision.
      Pig dying from sniper rifle.



      If anyone knows a better way to detect mobs a raycasting function is moving through that would be great, because right now it is really frustrating to have to try to manually implement a fix which is really imprecise. Also, if anyone knows why the function only recognizes entities by their feet, that would also help a lot. I know that coordinates are also calculated at an entities feet, so maybe that has something to do with it.







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