Getting a direction using HRP.CFrame.LookVector

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I want to get the direction I showed in bottom part of the drawing. What should I do? Sorry I really don’t know much about the mathematical logic of this

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Do you want to get the angle, or the WorldSpace of the LookVector direction?

If you want to get the angle, I suggest you look at this post I’ve made covering this exact function: How would I make this NPC look at me while walking? - #9 by edozune

If you wanted to just convert their LookVector into WorldSpace orientation, then you would use the HRP.CFrame’s function called “VectorToWorldSpace” to turn their forward direction into a global rotated vector.

HRP.CFrame:VectorToWorldSpace(HRP.CFrame.LookVector)

Hopefully this helps, and good luck on your project. (Consider marking this post as a solution to help others who might be looking for the same answer.)

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I didn’t really understand so I am writing again to make the question more clear. I will shoot a projectile to where character is looking at. That is easy because LookVector exists right? But what should I do if I want to shoot it like this?
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So like to floor instead of straight.

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… Then you would just go with the WorldSpace option, just adding a negative value for Y since that controls the upward angle of the vector.

HRP.CFrame:VectorToWorldSpace(HRP.CFrame.LookVector + Vector3.new(0, -1, 0))
-- or you could do
HRP.CFrame:VectorToWorldSpace(Vector3.new(0, 1, 1)) -- LookVector is basically the Z property
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Just add/multiply the vector with the negative UpVector… or something like that.

Unless you’re looking for definitely global direction of down, just use Vector3.new(0, -1, 0) added on top of it. Remember to clamp it.

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