I was experimenting with the proj_pierce.cog from Millennium, and I've run into a problem with it. The projectile gets reinserted and everything, but it is offset a bit. Instead of creating the proj directly behind the victim, it is offset to the right or left, but rarely appears where it's supposed to. Here's a pic.
The first one shows me shooting the bullet (modified with the bry1.3do model and to go 3 jku/s) toward a mag-sealed glass pane in JK level 1. The bullet should bounce back and hit me in the head, as it did in the second pic (where the blood pars are flying from), but the new projectile reppears to my right. Here's the code I'm using
Can anyone help me out? I'm not that great with vectors yet, and I'm stumped on how to fix this. (if necessary, I won't use this feature)
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The first one shows me shooting the bullet (modified with the bry1.3do model and to go 3 jku/s) toward a mag-sealed glass pane in JK level 1. The bullet should bounce back and hit me in the head, as it did in the second pic (where the blood pars are flying from), but the new projectile reppears to my right. Here's the code I'm using
Code:
# Jedi Knight Missions Cog Script # # PROJ_RAIL.COG # symbols message touched end #---------------------------------------------------------------------------- code touched: victim = GetSourceRef(); bullet = GetSenderRef(); dir = GetThingLVec(bullet); vec = VectorScale(VectorSub(GetThingPos(victim), GetThingPos(bullet)), -1); bullet = FireProjectile(victim, GetThingTemplate(bullet), -1, -1, vec, '0 0 0', 0, 0, 0, 0); SetThingVel(bullet, VectorScale(vectornorm(dir), 3)); SetThingLook(bullet, dir); return; end
Can anyone help me out? I'm not that great with vectors yet, and I'm stumped on how to fix this. (if necessary, I won't use this feature)
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[Meow Mix]
Meow Meow Meow Meow
Meow Meow Meow Meow
Meow Meow Meow Meow Meow Meow Meow Meow
May the mass times acceleration be with you.