Blockland Forums > Modification Help
anyway of having two muzzle points?
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Swollow:
that function definitely works right, notice my usage of getUpVectorHack
but your function looks better since you don't need as many reference angles

however it would be nice if you renamed your function so it didn't forget up other people's addons
nameplay apache attack helicopter and my weapons pack etc, which all implement that version of vectorRelativeShift correctly
Gytyyhgfffff:

--- Quote from: Swollow on January 11, 2018, 06:46:18 PM ---that function definitely works right, notice my usage of getUpVectorHack
but your function looks better since you don't need as many reference angles

however it would be nice if you renamed your function so it didn't forget up other people's addons
nameplay apache attack helicopter and my weapons pack etc, which all implement that version of vectorRelativeShift correctly

--- End quote ---
my bad, i've seen the same function used in bushido's add-ons which had the problems i described
Swollow:
the reason that it forgets up is because people just use getUpVector which always returns "0 0 1" unless you are in a vehicle, since its not getting the upward vector of your aim rather the upwards vector angle of how your player object is rotated
jeprimer:
i have an idea that's kinda hacky... what if you were like:


--- Code: --- stateName[3] = "fire1";
stateEmitter[3] = GunFlashEmitter;
stateEmitterTime[3] = 0.175;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0;
stateTransitionOnTimeout[3]     = "fire2";

stateName[4] = "fire2";
stateEmitter[4] = GunFlashEmitter;
stateEmitterTime[4] = 0.175;
stateEmitterNode[4] = "muzzleNode2";
stateTimeoutValue[4]            = 0.1;
stateTransitionOnTimeout[3]     = "reload";

--- End code ---

but in reality only launch projectiles from one of them, using the spread code above... that way it would appear it's firing out of both?
Swollow:
you can't have a timeout value of 0 can you?
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