#Can't seem to get summoned arrow to have player's rotation
1 messages · Page 1 of 1 (latest)
Unfortunately I believe that's just a quirk of arrows
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?
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
I'm just thinking, maybe if it has both rotation and motion at summon, it may not set it's Rotation to a default
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.
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
When you say this, how are you setting the motion?
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