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Re: Bullet Drop Check

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Kapitanovas is not online. Kapitanovas
Joined: 09 Sep 2012
Total Posts: 4216
13 Jun 2015 09:19 AM
targetPos = targetPos + cf:vectorToObjectSpace(Vector3.new(0, -(.125 + Drop), 0))

what do yas think?
targetPos == mouse.Hit.p

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rayk999 is not online. rayk999
Joined: 18 Feb 2011
Total Posts: 4705
13 Jun 2015 09:20 AM
I just directly added a vector3 each time a new ray is created. The drop multiplied, as well
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PqHarry is not online. PqHarry
Joined: 27 May 2015
Total Posts: 8
13 Jun 2015 09:21 AM
Yeah, you should multiply the drop, otherwise it's just going in a straight line down, to have that nice physics-parabole-thingy-effect, you wanna multiply the drop.
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rayk999 is not online. rayk999
Joined: 18 Feb 2011
Total Posts: 4705
13 Jun 2015 09:24 AM
Well, I didn't intend for it to multiply, as I was going to add that later

I had defined a target position and then with each successive raycast, I added Vector3.new(0, -.01, 0) or something. The result would be the next ray's target so the angle needed to point at the target would grow
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Kapitanovas is not online. Kapitanovas
Joined: 09 Sep 2012
Total Posts: 4216
13 Jun 2015 02:37 PM
what's wrong with Target + Vector3.new(0, -.1, 0) is that it would only work for the Y Axis, but if I shoot straight up it would just shorten the distance :P

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Kapitanovas is not online. Kapitanovas
Joined: 09 Sep 2012
Total Posts: 4216
13 Jun 2015 06:52 PM
so no thoughts?

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