Steps to reproduce
/summon skeleton
/effect @e[type=skeleton] fire_resistance 10000
(so that it doesn't burn up in the day)/gamemode s
Let the skeleton shoot once, then run away before it can shoot again
Wait for the skeleton to catch up
→❌ The skeleton instantly shoots again when it is within range
When skeletons lose sight of a player they keep their arrows charged, but they fire instantly when they see another target
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Can you reproduce the issue still? I don't have luck with this one. The skeletons just drop their hands and bows down after a second or two when they don't see the player anymore.

This is still reproducible in 1.17.10.
What this ticket is saying is that when you move out of the range of a skeleton that is actively targeting you, and move within range again after a while (even after it has stopped looking for you), the skeleton will instantly shoot at you. What differs from ghasts as described in MCPE-45311 is that the skeleton does not visually show that it is still "charged", which is like what you observed.
I'd think the underlying cause is the same, so resolving as a duplicate instead may be feasible.

Still an issue in version 1.19.30
Can confirm on 1.16.100. This may be fundamentally the same issue as MCPE-45311, only the skeleton does not have a visual "holding" state.
Also applies for other projectile-shooting mobs, e.g. strays, pillagers