Ssomar Plugins
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On this page
  • 1) Create the Executable Item
  • 2) Create the Activator needed to launch the projectile
  • 3) Let's create the projectile file
  • 4) Create the command
  • 5) Create another activator
  • 6) Add the commands
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  1. ExecutableItems
  2. Questions | Guides
  3. Items explanations

Hight-Powered Grappling Hook

This page allows you to create a High-Powered Grappling Hook

PreviousItem ideas - How to create...?NextMorph Tools

Last updated 3 years ago

1) Create the Executable Item

We will not be using the regular grappling hook item. We will be using the method used in the 2nd video in the 2 videos above.

2) Create the Activator needed to launch the projectile

We will be using the PLAYER_RIGHT_CLICK activator as this activator is used to run the projectile command in the Reference Video

3) Let's create the projectile file

  • First create a projectile using /score projectiles-create <id>, now, we'll show you all the config the projectile has, you could change them in the GUI or directly in yml.

The item should finally look like this:

type: SNOWBALL
bounce: false
despawnDelay: 1
customNameVisible: false
glowing: false
customName: ""
silent: false
gravity: false
velocity: 5
visualItem: NETHER_STAR
particlesType: FIREWORKS_SPARK
particlesAmount: 1
particlesOffSet: 0.001
particlesSpeed: 0
particlesDelay: 1 
  • despawnDelay = 1 because we don't want the projectile to hit a block sooo far away

  • gravity = false because we want to ignore gravity, to properly replicate how the maneuvers behave in the Attack on Titan anime

  • velocity = 5 because that will travel soo fast (in compensation for despawndelay 1)

  • particles are an extra thing, to have a better visually style, and to know where you are going to go.

4) Create the command

  • In this example the projectile above is named as MANEUVER_PROJ, you can name the projectile file's name as you want.

  • In the EI Item's activator add the command LAUNCH <projectile file name>, in this case it will be LAUNCH MANEUVER_PROJ

5) Create another activator

  • Ok, we already made the item to launch a projectile, now let's work with it, first of all create a PROJECTILE_HIT_BLOCK

6) Add the commands

  • This activator will get us launched to the position of the projectile, so we will need the following commands

- CUSTOMDASH1 %block_x% %block_y% %block_z%
- DELAYTICK 2
- CUSTOMDASH1 %block_x% %block_y% %block_z%
- DELAYTICK 2
- CUSTOMDASH1 %block_x% %block_y% %block_z%
  • The reason why there are 3 CUSTOMDASH1 is to increase the amount of times the player gets launched in a location and to improve the accuracy of the launch.

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