#Can't seem to get summoned arrow to have player's rotation

1 messages · Page 1 of 1 (latest)

warm anvil
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When summoning the arrow it doesn't immediately have the player's rotation. It's motion works right, but it always summons pointing towards positive z, then snaps its rotation to its movement over a couple ticks.

tidal adder
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Unfortunately I believe that's just a quirk of arrows

warm anvil
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So then should I use something else to write the motion to, then summon the arrow with a macro to copy the temporary object's motion?

tidal adder
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I think that would cause the same problem; as you said, the motion isn't the issue, it's that arrows get summoned with a default rotation

warm anvil
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I'm just thinking, maybe if it has both rotation and motion at summon, it may not set it's Rotation to a default

tepid frigateBOT
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-# (helpers summoned) <@&1166082198152159386> <@&1202694677766348840>

warm anvil
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So I even tried the trick of writing motion into the arrow at summon. Still doesn't work. I was hoping I could make this work, so the system didn't look clunky, but I guess there's no way around it.

steady chasm
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i think having the arrow inherit the players rotation the tick after it spawns could be clunky but work. maybe you dont even have to wait for that tick and can do it right away

pastel condor
warm anvil
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I got it figured out. I switched to editing the motion of the vanilla arrow that's fired instead of killing the original and summoning a new one

tepid frigateBOT
tepid frigateBOT
tepid frigateBOT