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(SOLVED BY SELF!) How to limit how far a projectile can travel and make it go that far?

Asked by 4 years ago
Edited 4 years ago

(SOLVED BY SELF!) Hello! I am trying to make a throwing system and I want my throwing system to allow the projectile to go for example 50 studs maximum. I slightly modified EgoMoose's Modeling projectile motion script which can be found Here. As it stands, my current code is :

local t = 1;
local mouse = game.Players.LocalPlayer:GetMouse();
local hrp = game.Players.LocalPlayer.CharacterAdded:Wait():WaitForChild("HumanoidRootPart");
local bball = script.Parent

mouse.Button1Down:Connect(function()
    if script.Parent.Parent.Parent ~= workspace then
        local g = Vector3.new(0, -game.Workspace.Gravity, 0);
        local x0 = hrp.CFrame * Vector3.new(0, 2, -2)

        local pos = mouse.Hit.p
        if (hrp.Position - pos).magnitude > 50 then --this is to make sure it does not travel more than 50 studs
        --im guessing the code to make it go 50 would go here.
        else
            local v0 = (pos - x0 - 0.5*g*t*t)/t;
            local c = bball:Clone();
            c.Velocity = v0;
            c.CFrame = CFrame.new(x0);
            c.CanCollide = true;
            c.Parent = game.Workspace;
        end
    end
end)

This limits the distance, however I don't know how to make it just go that distance. Any help is appreciated. Thanks, BrainDead_Dev.

Edit : I tried something else today and still not working. What I tried :

local t = 1;
local mouse = game.Players.LocalPlayer:GetMouse();
local hrp = game.Players.LocalPlayer.CharacterAdded:Wait():WaitForChild("HumanoidRootPart");
local bball = script.Parent

mouse.Button1Down:Connect(function()
    if script.Parent.Parent.Parent:FindFirstChild("Humanoid") then
        local g = Vector3.new(0, -game.Workspace.Gravity, 0);
        local x0 = hrp.CFrame * Vector3.new(0, 2, -2)

        local pos = mouse.Hit.p
        if (hrp.Position - pos).magnitude > 50 then
            local offset = Vector3.new(0,0,50)
            pos = hrp.CFrame * offset
        end
        local v0 = (pos - x0 - 0.5*g*t*t)/t;
        local c = bball;
        script.Parent.Parent.qPerfectionWeld.Disabled = true
        c.qCFrameWeldThingy:Destroy()
        c.CanCollide = true;
        c.Parent = game.Workspace;
        c.Velocity = v0;
        c.CFrame = CFrame.new(x0);
        c.Anchored = true

    end
end)

1 answer

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Answered by 4 years ago

SOLUTION : First I made a part constantly be in front of me, and then I set pos to that parts position. Simple as that

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