My main goal is to cancel the vector of an arrow hitting a player, without having to cancel the event. The reason why I want to do this, is because I want to set a later vector. However, when I set a later vector, the arrow vector is overriding the one I have set. For example if I set the vector to new Vector(0, 100, 0), it won't launch the player because of the arrow knockback vector overriding the one I have just set. Is there any way I can cancel the vector that the arrow is creating without cancelling the event all together? I've attempted using .setKnockbackStrength(0), but that didn't fix my issue. For more information, I am currently using an EntityDamageByEntityEvent.