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hyperPad

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  3. Projectile not showing up on layer

Projectile not showing up on layer

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  • MrAeon1111M Offline
    MrAeon1111M Offline
    MrAeon1111
    wrote last edited by
    #4

    I create a new layer and now it works…

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    • MrAeon1111M Offline
      MrAeon1111M Offline
      MrAeon1111
      wrote last edited by MrAeon1111
      #5

      But the shoot doesn’t work it doesn’t respect the layers.
      Is it possible to change the Z axis of the bullet somehow?

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      • MurtazaM Offline
        MurtazaM Offline
        Murtaza
        Admin
        wrote last edited by
        #6

        Interesting, the bullet should be moving across layers with the parent object. I've added it to our list of known bugs to address for the next update.

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        • MrAeon1111M Offline
          MrAeon1111M Offline
          MrAeon1111
          wrote last edited by
          #7

          I retested it again.. it would be nice thanks… No shoot for a bullet hell.. it’s problematic…

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          • MrAeon1111M Offline
            MrAeon1111M Offline
            MrAeon1111
            wrote last edited by
            #8

            Do you have any idea how to re-create that shoot button?
            To shoot at a specific angle? To shoot at 360° for example to shooting in different pattern is there any up-to-date tutorial somewhere?

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            • MrAeon1111M Offline
              MrAeon1111M Offline
              MrAeon1111
              wrote last edited by
              #9

              This doesn’t really help me a lot. I don’t understand it. I can’t find any nodes with that name. Would it be possible to have a concrete explanation on how that works? Thank you.

              IMG_3118.jpeg

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              • RobinsonXR Offline
                RobinsonXR Offline
                RobinsonX
                wrote last edited by
                #10

                I'm assuming the screenshot you provided is from a tutorial.

                What this is doing is getting the rotation of an object, calculating the x and y values to use based on the rotation, and then applying a force using those values. Effectively, this applies a force on a spawned object (presumably a bullet, a physics object) in the direction of the object.

                Normalized x direction is a Math Function behavior that is using Cosine.
                Normalized y direction is a Math Function behavior that is using Sine.

                However, I see that the names are mixed up in the screenshot. So Sine is used for the x and Cosine is used for the y.

                The multiplier is self-explanatory - you can adjust the power that is applied on the force. Larger multiplier means stronger force. It looks like it's using a health bar to adjust the power.

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                • RobinsonXR Offline
                  RobinsonXR Offline
                  RobinsonX
                  wrote last edited by
                  #11

                  Also, good news! This bug has been fixed. An object shooting a bullet will still be able to shoot bullets when switching layers. We've also added the ability to adjust the Z order of the bullets.

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                  • MrAeon1111M Offline
                    MrAeon1111M Offline
                    MrAeon1111
                    wrote last edited by MrAeon1111
                    #12

                    Did you publish a new version of the app?
                    How did you fix it? Is it something in the behaviour that is visible so we can change the Z axis? Or we have to use a behaviour on that behaviour?

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                    • MrAeon1111M Offline
                      MrAeon1111M Offline
                      MrAeon1111
                      wrote last edited by
                      #13

                      It would be nice that the bullets could have a tag just like an object.
                      It’s very useful when you have a hit box inside a collision box.
                      So you have a collision box for general collision and in the centre you have the real hit box

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                      • MrAeon1111M Offline
                        MrAeon1111M Offline
                        MrAeon1111
                        wrote last edited by
                        #14

                        Or, do you have any work around?

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