#applyKnockback
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Well , to specify the direction of the knockback you first need an angle, I guess the best thing would be to just get the horizontal rotation of the player.
Then just use trigonometry or a vector function to get the right x and z direction values, basically just get vectorial components of a 2 2d vector with a magnitud of 1 and an angle of whatever angle you whatever the player's horizontal rotation is, and use that for your kncknback x and z directions.
As for the horizon and vertical force, idk how they work exactly so just play around with the values until you get the desired effect
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If you wanna more details about how to get the vectorial components of an vector with a certain angle and magnitude, just google "Polar coordinates" is just transforming polar coordinates into cartecian coordinates