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Trajectory of a snowball not working correctly?

Asked by 4 years ago
Edited 4 years ago

I'm trying to use the equation that describes the trajectory of a projectile for a snowball in my game. I think I put the equation correctly but it's not working.

Server Script:

eventsFolder.FireSnowball.OnServerEvent:Connect(function(player,angle,mousePos,playerPos,vectorPos,velocity,height,vector,playerCFrame)

    local breakBool = false
    local i = 1
    local snowball = game.ServerStorage.Snowball.Handle:Clone()
    snowball.Parent = game.Workspace
    snowball.Position = playerPos
    snowball.Name = "Snowball"
    local part = Instance.new("Part") --Creates a part at the vector position so lerp works
    part.Parent = game.Workspace
    part.Transparency = 1
    part.CanCollide = false
    part.Anchored = true
    part.Position = vectorPos

    while true do

        snowball.Touched:Connect(function(hit)
            if hit.Parent ~= player and hit.Parent ~= game.Workspace then
                --Destroys the snowball and breaks the loop
                print(hit.Parent)
                snowball:Destroy()
                breakBool = true
                if hit.Parent:FindFirstChild("Humanoid") then
                    hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 20
                end
            end
        end)

        if breakBool == true then
            break
        end

        local cos = math.cos(angle)
        local xAxis = (velocity/vector.Magnitude)*i
        local lerp = playerCFrame:Lerp(part.CFrame,xAxis)
        local x, y, z, m11, m12, m13, m21, m22, m23, m31, m32, m33 = lerp:components()
        local newCF = CFrame.new(x, height + y + xAxis*math.tan(angle)-(9.8*(xAxis*xAxis)/(2*(velocity*cos)*(velocity*cos))), z, m11, m12, m13, m21, m22, m23, m31, m32, m33)
        snowball.CFrame = var2
        i = i+1
        wait(0.03)
    end

    part:Destroy()
end)

Localscript(this is working):

local button = script.Parent
local event = game.ReplicatedStorage.RemoteEvents.ToggleSnowball
local event2 = game.ReplicatedStorage.RemoteEvents.FireSnowball
local velocity = 3
local border = button.Parent.Outline
local player = game.Players.LocalPlayer
local character = player.Character
local mouse = player:GetMouse()
local debounce = true

button.MouseButton1Down:Connect(function(player)

    if not character or not character.Parent then
        character = player.CharacterAdded:wait()
    end

    if border.Visible == false then

        border.Visible = true

        for i,gui in pairs(button.Parent.Parent:GetChildren()) do
            if gui:FindFirstChild("Outline") then
                if gui.Name ~= button.Parent.Name then
                    gui.Outline.Visible = false
                end
            end
        end

        event:FireServer(player)        

        while border.Visible == true do

            mouse.Button1Down:Connect(function()
                if debounce == true then
                    debounce = false
                    local mousePos = mouse.Hit.p
                    local mouseVector = mousePos - character.HumanoidRootPart.Position
                    local parallelVector = Vector3.new(mousePos.X,character.HumanoidRootPart.Position.Y,mousePos.Z) - character.HumanoidRootPart.Position
                    local angle = math.deg(math.acos(mouseVector:Dot(parallelVector)/(mouseVector.Magnitude * parallelVector.Magnitude) ) )
                    local height = character.HumanoidRootPart.Position.Y
                    event2:FireServer(angle,mousePos,character.HumanoidRootPart.Position,Vector3.new(mousePos.X,character.HumanoidRootPart.Position.Y,mousePos.Z),velocity,height,parallelVector + character.HumanoidRootPart.Position,character.HumanoidRootPart.CFrame)
                    wait(0.1)
                    debounce = true
                end
            end)

            wait(0.1)

        end

        event:FireServer(player)
    else
        border.Visible = false  
    end

end)

The snowball just ends up behaving the same way no matter what angle I throw it at.

Also, here is the equation for the trajectory of a projectile: y = h + x * tan(?) - g * x² / 2 * V?² * cos²(?)

Thanks! (Also sorry for the lack of comments)

0
I think it could be that the xAxis variable is always a fraction, but when I make a new variable for it with a value of just velocity*i the snowball just disappears instantly thecelestialcube 123 — 4y

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Answered by 3 years ago

I came back to this after nearly a year, and I found a much simpler solution to my problem. I was trying to make a snowball shoot at different velocities depending on the camera angle.

If you're someone who's looking to do this in the future, don't do what I did and pull out calculus to bash the velocity. Just take the camera lookVector and multiply it by a velocity.

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