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Posted (edited)

Hi, I'm making an item class that when releasing a right click it'll do a "slam attack". I had it working fine, but one big issue arose. The slam's distance is affected by the Y facing axis, so if the player is looking up or down the slam goes nowhere. I'm trying to find a method to where only the X and Z facing values are used, not the Y. I tried using the player's rotation, which did get rid of the Y issue, but lead to inaccurate slams. Any help is much appreciated!

 

Here's the "slam attack" code: https://pastebin.com/sh1LdNWZ

Edited by Babelincoln1809
  • Babelincoln1809 changed the title to Issue with direction values (1.16.5)
Posted
Quote

Vector3d look = user.getLookAngle();

Gets the normalized vector from player's pitch and yaw, so a simple way would be change the pitch to the horizontal value (I think it is 0), get the angle, and then change it back. Otherwise just do some simple trig...

Posted
18 hours ago, poopoodice said:

Gets the normalized vector from player's pitch and yaw, so a simple way would be change the pitch to the horizontal value (I think it is 0), get the angle, and then change it back. Otherwise just do some simple trig...

So far I have this, but only fires in one direction

Posted
Quote

new Vector3d(x, z, y);

👀

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

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Posted

No:
Why are you pushing the Z and Y values in the wrong order?

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

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Posted
1 hour ago, poopoodice said:

pitch = player.pitch

player.pitch = 0

vec = player.getLookVec

player.pitch = pitch 

Or, more sensibly:

vec = player.getLookVec
vec.y = 0

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted
1 hour ago, Draco18s said:

Or, more sensibly:

vec = player.getLookVec
vec.y = 0

But if I understand it correctly, the getLookVec returns the normalized vec, means the value of y will affect the distance of x and z.

Posted (edited)
13 hours ago, poopoodice said:

But if I understand it correctly, the getLookVec returns the normalized vec, means the value of y will affect the distance of x and z.

So... renormalize the vector...

https://www.khanacademy.org/computing/computer-programming/programming-natural-simulations/programming-vectors/a/vector-magnitude-normalization

Edited by Draco18s
  • Like 1

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted
6 hours ago, poopoodice said:

If the code does not even compile, how do you know it's not working?

They are final in 1.16.

I've tried other ways of setting it to zero, but those ways have just given me the same result

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