Spawning bullet at e.angle?
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Spawning bullet at e.angle?
Well I want to spawn a bullet, that is rectangular in shape.
How do I spawn the bullet so it is at the same angle of the laser/box that is spawning it?
I'm sure there is some simple code.
How do I spawn the bullet so it is at the same angle of the laser/box that is spawning it?
I'm sure there is some simple code.
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Dare - Posts: 833
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Re: Spawning bullet at e.angle?
Search normal to angle function it thyme script forum
viewtopic.php?f=13&t=2900&start=0&hilit=normal+angle
viewtopic.php?f=13&t=2900&start=0&hilit=normal+angle
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Kilinich - [Best bug reporter 2010]
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Re: Spawning bullet at e.angle?
- Code: Select all
angle := math.atan(e.normal(1) / (e.normal(0) + 1)) * 2
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Rideg - Posts: 948
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Re: Spawning bullet at e.angle?
Rideg wrote:
- Code: Select all
angle := math.atan(e.normal(1) / (e.normal(0) + 1)) * 2
aha, try this if e.normal = [-1,0]
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Kilinich - [Best bug reporter 2010]
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Re: Spawning bullet at e.angle?
Can't try for a few days what's the result?
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Rideg - Posts: 948
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Re: Spawning bullet at e.angle?
Very complicated, but I used it in my S-Unit 2.0. It works quite well.
Should work (typed from memory), and stores the angle in controllerAcc. 0 is up (talking about normals here), clockwise is positive, counterclockwise is negative. Exactly ideal for air-friction stabilizers.
- Code: Select all
{math.asin(e.normal(0)) > 0} ? {controllerAcc = math.acos(e.normal(0))} : {controllerAcc = (-1) * (math.acos(e.normal(1)))}
Should work (typed from memory), and stores the angle in controllerAcc. 0 is up (talking about normals here), clockwise is positive, counterclockwise is negative. Exactly ideal for air-friction stabilizers.
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Someone Else - Posts: 1147
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Re: Spawning bullet at e.angle?
Rideg wrote:Can't try for a few days what's the result?
the result will be a undefined result because of dividing by zero^^

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KarateBrot - Posts: 825
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Re: Spawning bullet at e.angle?
Kilinich wrote:Rideg wrote:
- Code: Select all
angle := math.atan(e.normal(1) / (e.normal(0) + 1)) * 2
aha, try this if e.normal = [-1,0]
I just tested it. Strangely enough, I've been using that method for 6 months perhaps and never come across any issues with it.
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Rideg - Posts: 948
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Re: Spawning bullet at e.angle?
The only problem I can see with my code is that when the normal points down, it may give [math.pi] or [- math.pi]. But that should be easy to get around.
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Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
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TC42 wrote:Also, your sig is too big, please change it.
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Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
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Someone Else - Posts: 1147
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