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[SOLVED] Cannot set IProjectile.Position when it is ProjectileItem.GRENADE_LAUNCHER

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NearHuscarl
Superfighter
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Posts: 83
Joined: Thu Feb 07, 2019 4:36 am

[SOLVED] Cannot set IProjectile.Position when it is ProjectileItem.GRENADE_LAUNCHER

Post by NearHuscarl » Thu Mar 26, 2020 10:41 am

The grenade launcher projectile keep falling although I set it to the same position in the update loop

Code to reproduce

Code: Select all

private static IProjectile m_projectile;

public void OnStartup()
{
	var me = Game.GetPlayers()[0];
	me.GiveWeaponItem(WeaponItem.GRENADE_LAUNCHER);

	Events.ProjectileCreatedCallback.Start((ps) =>
	{
		foreach (var p in ps)
		{
			if (p.ProjectileItem == ProjectileItem.GRENADE_LAUNCHER)
			{
				m_projectile = p;
				break;
			}
		}
	});

	Events.UpdateCallback.Start((e) =>
	{
		if (m_projectile == null) return;
		m_projectile.Position = Vector2.Zero; // set to any empty space position depend on your map
		m_projectile.Velocity = Vector2.Zero;
		Game.WriteToConsole(m_projectile.Position);
	});
}
EDIT: thanks to Ebomb09 on discord, I managed to solve this problem. Turn out it's just a quirk in the ScriptAPI. If you want to make the GrenadeLauncher projectile hover in the air. Simply set its velocity to Velocity(0, 100) as stated in IProjectile.Velocity's document

Code: Select all

	Gets or Sets the current velocity that the projectile covers each second. Note: Sync over server-client assumes the velocity stays intact and changing this each update can make it look janky on clients. Note: You can not set a velocity greater than the max speed of the projectile and not set a velocity less than 100 in magnitude.
I assume that the 100 is to offset the gravity force. Because grenades motion are affected by gravity
0 x
Image

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