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Starts when · Starts a flow

When a player throws or shoots something

Starts when a player launches a projectile: an arrow, snowball, egg, trident or pearl.

Basic plan m.on.player_launch_projectile

In a flow

“When a player throws or shoots something, the steps wired after it run.”

When a player shoots a projectile → Broadcast {trigger.should_consume}

What it does

Starts when a player launches a projectile: an arrow, snowball, egg, trident or pearl. It starts a flow, and gives the steps after it values about what happened. It gives 4 values later steps can use. Find it under Starts when in the palette.

When to use it

Use it to start a flow when a player throws or shoots something.

When not to

If the flow should start from a click or a command instead, pick that trigger: a flow has exactly one.

Typical wiring

Values it gives

Player Player

The player it's about. Wire it into any Player pin. e.g. Alex

If it's empty: Empty when the step didn't make one (it stopped early or was skipped); steps reading it get nothing.

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Item stack Item

The item stack of the player launch projectile. e.g. 1× Stone

If it's empty: Empty when the step didn't make one (it stopped early or was skipped); steps reading it get nothing.

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Projectile Entity

The projectile of the player launch projectile. e.g. Zombie

If it's empty: Empty when the step didn't make one (it stopped early or was skipped); steps reading it get nothing.

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Should consume Yes / no

The should consume of the player launch projectile. e.g. true

If it's empty: Empty when the step didn't make one (it stopped early or was skipped); steps reading it get nothing.

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Often next

Related in Starts when

Wires and sockets · Data values · Plans