Pseudo projectiles :3

fudge
I was toying around with the visuals of these blocks in desmos and realized the player coordinates don’t match with the point of rotation but instead go to the opposite coordinates :skull_and_crossbones: so that’s why it ain’t really accurate on my part
or anyone’s for that fact lol

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So basically storm trooper aim?

Is that the only problem or-?

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basically yeah lol
but also a problem I’m fixing rn is something wrong with the actual thing that counts the hit for some reason it only counts it when it is more than the actual distance when the fire button is pressed
but I fixed the first problem gonna update the guide soon
also fixed the hitbox spam thingy

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So the Pseudo shot has to be longer than the actual distance to be counted?

That’s confusing.

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yeah… it was but just fixed that to find out it still spammed the hitbox a moment later :sob:

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Youch.

I’d try to help, but I have absolutely no idea how to use block code. :neutral_face:

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and nvm fixed the notifications but now I realized I didn’t fully fix the stormtrooper aim
._.
turns out I was getting negative angles which was interfering with the formulas (I think)

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brain fried on me and gave up taking a break for a while
if anyone wants to take a crack at it go ahead

var key table

c: the y coordinate formula for the directional point
b: the x coordinate formula for the directional point
r: radius which is what moves the projectile once increased
a: the angle formula
p: the current player x coordinates/aka the x origin of the circle
t: the current player y coordinates/aka the y origin of the circle
d: the delayed player x coordinates/aka the origin of the angle (not too sure that’s a thing)
w:delayed player y coordinates/aka the origin of the angle
b0:something I tried knowing it would backfire :p
c0:same thing as above

anything else is purely for visuals aside from the points

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currently reworking the entire thingy but also side tasking with other stuff

made it significantly more accurate but
not nearly enough :fire:_:fire: turns out turning it 180 degrees in various ways isn’t really effective :p
idk if I can edit guide anymore tho
but here’s link to the improved version

updated var key table

(p,t) player coordinates/rotational point
(w,d) past player coordinates
(o_2 or just o2) is the projectile as labeled in the graph
(u) is the thingy that you will increase to move the projectile coordinates aka how you will launch it
o2,o3, and o are just so I could shorten it

but do note that the higher “u” is the more it’ll go off course

completely fixed just still same name :smiley:
project ver2 | Desmos (will update guide tomorrow)

aw :c forgot about the edit timer
hey @Turtle
can ye wikify this for a bit
please lemme know when ya do plz

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Turtle is gone now,
So uhh @twofoursixeight
Can you wikify this for Black fox?

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will edit at lunch today
but also trying to re figure out how I did the mess of devices that was the fixed pseudo projectiles thingy so I can make the screenshots again :P

done editing but may have to reword a couple things later
cuz what I meant by duping the trigger loop is like removing the top if block and using just the distance formula to dupe
also noticed that this version is significantly optimized :D

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In step 5 is there more code to this part because I think that there is a bit of green ato the bottom.

i think that was just an if block i couldnt fit in
but i also think it was included in a later step
oh yeah now i remember that’s an old screenshot i didnt bother to change i separated the if block into a different device when i reworked it before the if block was in the same block as that one

Bumpo on a concepto thingo.
Haha projectile go brrr

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bump

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I can add visuals to this now :smiley: (hasnt checked out the update yet so im hoping i can)

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