| 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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