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| 07 Dec 2014 04:49 PM |
| any Suggestions for me? the Unioned Part's Front Face is the Side, so the Bullet goes sideways :/ |
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suremark
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| Joined: 13 Nov 2007 |
| Total Posts: 6315 |
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| 07 Dec 2014 04:51 PM |
| If the front face is the side, then shift it along the X axis. |
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| 07 Dec 2014 05:01 PM |
| u mean the Position??? that wouldnt do nothin :P I need Rotation Technique |
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suremark
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| Joined: 13 Nov 2007 |
| Total Posts: 6315 |
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| 07 Dec 2014 05:24 PM |
Obviously you'd use CFrames :P Here--
Part.CFrame = Part.CFrame * Vector3.new(1, 0, 0)
will shift the Part one stud to the right along its local axis.
For a bullet, I'd recommend simply setting the velocity of Part. You'd have to be a little more clever to do that properly, though:
Part.Velocity = Part.CFrame:vectorToWorldSpace(Vector3.new(1, 0, 0))
That takes (1, 0, 0) and puts it relative to Part's orientation. |
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suremark
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| Joined: 13 Nov 2007 |
| Total Posts: 6315 |
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| 07 Dec 2014 05:42 PM |
Okay, well, suppose I have a part sitting on top of the baseplate, and that it were rotated 45 degrees westward. If I were to set its velocity to (0, 0, -1) (which is forward), it would move a bit forward relative to the baseplate, so straight north. If I did Part.CFrame*Vector3.new(0,0,-1), then it would move 45 degrees northwest, because from Part's point of view, that would be directly north. |
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| 08 Dec 2014 11:49 AM |
tnx a ton! I see now! I put the Hinge on front surface so I can see it, then I used workspace.Part.Velocity = workspace.Part.CFrame*Vector3.new(-100,0,0) and the Part actually did go to the left! I even tried it with the (0, 0, -100) and rotating it to see if there are any changes... did Roblox do something??? cos it used to be so that u had to give the Position the Part would Fly to :/ |
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JDrax
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| Joined: 19 Feb 2010 |
| Total Posts: 2140 |
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| 08 Dec 2014 12:36 PM |
get dat bullet drop dude
from lmad |
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| 08 Dec 2014 01:45 PM |
| I am :P if u set maxForce on BodyVelocity not to Infinity then it will work normally... |
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| 08 Dec 2014 02:03 PM |
wait a sec :/ b.CFrame = handle.CFrame + Vector3.new(0, 0.5, 0), mouse.Hit.p b.Rotation = Vector3.new(100, 0, 0) local bv = b.BodyVelocity bv.velocity = b.CFrame * Vector3.new(0, bs.Value, 0) just shoots the Bullet in the same direction :/ |
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