I want to make a grenade, but Im not sure how to make it so that I can calculate the direction and power of the throw to make it go far or less far.
There are countless topics on this already that can definitely help you.
For example:
How to make a grenade system?(help) - Help and Feedback / Scripting Support - DevForum | Roblox
Modeling a projectile’s motion - Resources / Community Tutorials - DevForum | Roblox
Thanks for the links, but is there anything less complicated that I can do to make this system?
I don’t have a good grasp of calculous yet, and I don’t want to learn for months or wait until 11th or 12th grade just to learn it. Is that the only solution that would work well, or is there a possible alternative?
i would just use body movers (30char)
But how can I calculate and get a visible range from which the projectile will go, without having to use and rely on a strong amount of calculus?
This function, taken from Modeling a projectile’s motion - Resources / Community Tutorials - DevForum | Roblox gives you a very good starting point.
If you find something like this is out of your depth, then perhaps you should start on something easier and work your way from there.
local t = 1;
local mouse = game.Players.LocalPlayer:GetMouse();
local hrp = game.Players.LocalPlayer.CharacterAdded:Wait():WaitForChild("HumanoidRootPart");
local bball = script.Parent:WaitForChild("Handle");
mouse.Button1Down:Connect(function()
local g = Vector3.new(0, -game.Workspace.Gravity, 0);
local x0 = hrp.CFrame * Vector3.new(0, 2, -2)
-- calculate the v0 needed to reach mouse.Hit.p
local v0 = (mouse.Hit.p - x0 - 0.5*g*t*t)/t;
-- have the ball travel that path
local c = bball:Clone();
c.Velocity = v0;
c.CFrame = CFrame.new(x0);
c.CanCollide = true;
c.Parent = game.Workspace;
end)
That seems simpler, but Im not sure what all of these variables would stand for like t or g, but g may be gravity.