Hello everyone, I've made various particle projectile scripts that seem to work beautifully for eventual spell implementation on my server. I have this annoying corkscrew shape I want though, a variation of the straight line projectile I made first. I want the particles to follow a straight line, spiraling around it this time however. It works perfectly if I look up or down, but firing it straight on a horizontal plane causes the corkscrew to flatten into a zigzag. Lemme know if y'all can help at all! (or if you have general suggestions on how to make the script simpler, I've just begun diving into this stuff now and had to whip out high school trig so yeah just lemme know.)
#(calaritooo) Particle projectile (corkscrew shape)
22 messages · Page 1 of 1 (latest)
(calaritooo) Particle projectile (corkscrew shape)
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Content of Denizen Script Paste #128058: Straight-line projectile script... pasted 2024/11/12 06:56:53 UTC-08:00, Paste length: 2126 characters across 38 lines, Content: beam_template_script: type: task
Content of Denizen Script Paste #128059: Corkscrew projectile script... pasted 2024/11/12 06:58:18 UTC-08:00, Paste length: 2795 characters across 49 lines, Content: corkscrew_template_script: type: task
Content of Denizen Script Paste #128060: Outward spiral script (For example of application of cosine and sine, inspiring the corkscrew)... pasted 2024/11/12 06:59:19 UTC-08:00, Paste length: 1713 characters across 31 lines, Content: flat_outward_spiral_template_script: type: task
so the corkscrew is based on the straight-line but the spiral-motion of the corkscrew is modeled from my outward spiral script, both of which work perfectly as intended. And ignore the elementary instructions inside, these scripts are spell templates for my fellow staff to modify with little friction and need for denizen knowledge
If anyone has any ideas don’t be shy I’m desperate😭
Your playeffect line has y as 0. That’s why it flattens when you shoot at horizontal. The mathematics can get very challenging to make this work in any direction. The corkscrew would need to step towards the target and equal amount per cycle and then rotate in 2 dimensions around that vector. As it is currently written, your corkscrew doesn’t take into account the infinite number of directions the player can face. If you haven’t already done so, I recommend working out the equation on paper and then transfer that logic to denizen script.
Use the face tag to get the vector from player to target. Then base your rotation off that.
That’s precisely why I wrote for geniuses to help hahaha every change I make to the Y it causes the corkscrew to flatten in uo or down directions , so inverting the issue
Will do✅✅
Best of luck. I’m going to work on something much simpler, like signs, now. Lol.
I have yet to try this, will do later today then close if needed👍🏻
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@smoky bridge
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I'm reopening this yall i cannot get it to save my life
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Thread was manually reopened by @smoky bridge.
Thought it was resolved but it wasn't