#particles

1 messages · Page 1 of 1 (latest)

worldly walrus
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ignore the crit particles, im trying to create the same effect with the end rod particles

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  set {_ray} to raytrace from player with max distance 10 with ray size 0.2 while ignoring passable blocks
  set {_hit} to raytrace hit block of {_ray}
  loop 3 times:
    set {_v} to vector from {_ray} to {_hit}
    set vector length of {_v} to 40
    loop 3 times:
      make 0 of end rod at {_loc} with offset vector {_v} with force
      set vector length of {_v} to 40 - (loop-counter-2 / 8)```
spring hollow
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whats wrong with your code?

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also raytrace hit block might be null if you actually hit an entity

worldly walrus
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  loop 3 times:
    set {_loc} to location of player
    add 1.2 to y-coordinate of {_loc}
    loop 3 times:
      set {_v} to vector from {_loc} to location (10 - (loop-counter / 5) + 0.2) blocks in front of {_loc}
      make 0 of end rod at {_loc} with offset vector {_v} with force```
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this is what i was using without raytrace

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with raytrace i can at least stop the particles if it hits an entity or a block

spring hollow
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seems like the play particle line isnt being reached, find out why

worldly walrus
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  loop 3 times:
    set {_loc} to location of player
    add 1.2 to y-coordinate of {_loc}
    loop 3 times:
      set {_v} to vector from {_loc} to location (10 - (loop-counter / 5) + 0.2) blocks in front of {_loc}
      make 0 of end rod at {_loc} with offset vector {_v} with force``` ill use this method without raytrace
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but i need to stop the particles after they hit a block or an entity