#repair the code with vector3 class

1 messages · Page 1 of 1 (latest)

distant bronze
#

`js
function createParticleLine(caster, target, ring, radius, horizontalSpread, verticalSpread) {
const casterPos = caster.location;
const targetPos = target.location;
const direction = targetPos.subtract(casterPos).normalize();
const numParticles = Math.max(1, ring);
for (let i = 0; i < numParticles; i++) {
const distance = casterPos.distance(targetPos);
const particlePos = casterPos.add(direction.multiply(distance * (i / numParticles)));

// Calculate the random horizontal and vertical offsets.
const horizontalOffset = Math.random() * horizontalSpread - (horizontalSpread / 2);
const verticalOffset = Math.random() * verticalSpread - (verticalSpread / 2);

// Calculate the final particle position.
const finalPos = particlePos.add(new Vector3(horizontalOffset, verticalOffset, 0));

const particleEffect = new ParticleEffect("minecraft:dust", new Vector3(1, 1, 1));
particleEffect.createParticle(finalPos);

}
}
`

distant bronze
#

@tender atlas can u help me?

ocean magnet
#

well you should fix your formating first

#
function createParticleLine(caster, target, ring, radius, horizontalSpread, verticalSpread) { 
  const casterPos = caster.location; 
  const targetPos = target.location; 
  const direction = targetPos.subtract(casterPos).normalize(); 
  const numParticles = Math.max(1, ring); 
  for (let i = 0; i < numParticles; i++) { 
    const distance = casterPos.distance(targetPos); 
const particlePos = casterPos.add(direction.multiply(distance * (i / numParticles))); 
 
// Calculate the random horizontal and vertical offsets. 
const horizontalOffset = Math.random() * horizontalSpread - (horizontalSpread / 2); 
const verticalOffset = Math.random() * verticalSpread - (verticalSpread / 2); 
 
// Calculate the final particle position. 
const finalPos = particlePos.add(new Vector3(horizontalOffset, verticalOffset, 0)); 

const particleEffect = new ParticleEffect("minecraft:dust", new Vector3(1, 1, 1)); 
particleEffect.createParticle(finalPos); 

} 
}
ocean magnet
#

change every

new Vector3(x,y,z);

to

{x:x, y:y, z:z}