funnygamemaker Posted June 17, 2015 Share Posted June 17, 2015 So Im trying to make a projectile object, that is based on a timer for my game. Im making an instance of the object but when I do and when I set the position it makes the entity really big for some reason. function Script:UpdateWorld() --self.entity:Turn(self.player:GetPosition(true).x * (Time:GetSpeed() * 0.01), 0, 0) self.fireratetimer = self.fireratetimer + (Time:GetSpeed()/100)-- timer example 1sec 2sec self.entity:Point(self.player, 1, 1, 90) if self.fireratetimer >= self.firerate then local playerpos = self.player:GetPosition() local bullet1 = self.bullet:Instance() bullet1:Show() bullet1:SetPosition(self.bullet:GetPosition(true)) bullet1:SetRotation(self.entity:GetRotation()) self.fireratetimer = 0 end this is how big it is suppose to be here is what it turns out to be in game(sorry for the bad quality of the second pictures, doing print-screen was the only option in testing the game due to the mouse position always staying in the middle, and also its the result I have with print screen on duel monitors.) Quote ~Morgan Link to comment Share on other sites More sharing options...
Rastar Posted June 17, 2015 Share Posted June 17, 2015 Is the bullet scaled in-editor to values < 1? If so, maybe Instance() starts with a scale of 1. Just a wild guess, don't have access to LE right now... Quote Link to comment Share on other sites More sharing options...
funnygamemaker Posted June 18, 2015 Author Share Posted June 18, 2015 Is the bullet scaled in-editor to values < 1? If so, maybe Instance() starts with a scale of 1. Just a wild guess, don't have access to LE right now... The csg sphere was scaled 20 in editor for some reason, So I scaled it to 1, but when I create the Instance it still turns really big for some-reason. I just tried making a custom model, and it is still having the same problem, I cant figure out how to solve this. Quote ~Morgan Link to comment Share on other sites More sharing options...
funnygamemaker Posted June 18, 2015 Author Share Posted June 18, 2015 So I think i found the problem, the character model that im using was really big, so I resized it in the leadwerks model Editor, so it would be about 6 feet tall. which made the scale factor 0.48, I noticed when I have any child's, in that model, such as emiters, instances...etc... they like to spawn in and become the same size as the original size of the model, before I scaled the main model down this picture is when the model is at its orignal size this picture is when I resized the model and the emitter is just a child of the model Quote ~Morgan Link to comment Share on other sites More sharing options...
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