Dangerous Dave style shooting?

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Post » Fri Jan 20, 2017 10:37 pm

newt wrote:Is mirrored
->trigger once
-->set ray angle to 225
else
->trigger once
-->set ray angle to 315

Im still not worried about finding the point where the ray meets the viewport.
It does nothing for game play, and has no negative impact.

It will because otherwise you'll be able to shoot stuff out of range of the viewport, unless I make yet another test to only be able to shoot stuff within the viewport, regardless of the rays length. I can't just set the ray angle though, I have to manually set the X/Y on both points, and it screws up the height if I try to keep it within the range of the viewport?
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Post » Fri Jan 20, 2017 10:57 pm

You should really get a deeper understanding of how the ray casting plug works before you continue.
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Post » Fri Jan 20, 2017 11:11 pm

newt wrote:You should really get a deeper understanding of how the ray casting plug works before you continue.

I know, it tests for obstacles between two points, I guess I'm trying to figure out how to apply an angle and a length to two points, rather than anything specifically to do with raycasting.
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Post » Fri Jan 20, 2017 11:29 pm

That is raycasting, specifically.
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Post » Fri Jan 20, 2017 11:56 pm

newt wrote:That is raycasting, specifically.

Okay, to be more specific, can you modify my example to have the ray shoot at the same angle as this example and not exceed the viewport width?
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Post » Sat Jan 21, 2017 12:50 am

Nope.
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Post » Sat Jan 21, 2017 11:45 am

newt wrote:Nope.

Well, then what do you suggest?
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Post » Sat Jan 21, 2017 5:06 pm

¯\(º_o)/¯ Lol I dunno
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