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play notch sound at right time
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1 changed files with 8 additions and 8 deletions
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@ -216,7 +216,6 @@
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this.updateNotchDetectorPosition();
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if (this.hasArrowNotched === false) {
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this.playArrowNotchSound();
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this.hasArrowNotched = true
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this.arrowIsBurning = false
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@ -289,6 +288,7 @@
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},
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createArrow: function() {
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this.playArrowNotchSound();
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var arrow = Entities.addEntity({
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name: 'Hifi-Arrow',
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@ -582,10 +582,10 @@
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print('HAND DISTANCE:: ' + pullBackDistance);
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var arrowForce = this.scaleArrowShotStrength(pullBackDistance);
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print('ARROW FORCE::' + arrowForce);
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// handToNotch = Vec3.normalize(handToNotch)
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var forwardVec = handToNotch;
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// var forwardVec = Vec3.multiply(handToNotch, arrowForce);
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var forwardVec = Vec3.multiply(handToNotch, 2);
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// handToNotch = Vec3.normalize(handToNotch)
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var forwardVec = handToNotch;
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// var forwardVec = Vec3.multiply(handToNotch, arrowForce);
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var forwardVec = Vec3.multiply(handToNotch, 2);
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var arrowProperties = {
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// rotation: arrowRotation,
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velocity: forwardVec,
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@ -612,16 +612,16 @@
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//set an itnerval to heck how far the arrow is from the bow before adding gravity, etc. if we add this too soon, the arrow collides with the bow. hence, this function
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var physicalArrowInterval = Script.setInterval(function() {
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// print('in physical interval')
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// print('in physical interval')
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var arrowProps = Entities.getEntityProperties(arrowStore, "position");
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var bowProps = Entities.getEntityProperties(_this.entityID, "position");
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var arrowPosition = arrowProps.position;
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var bowPosition = bowProps.position;
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var length = Vec3.distance(arrowPosition, bowPosition);
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// print('LENGTH:::' + length);
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// print('LENGTH:::' + length);
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if (length > 2) {
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print('make arrow physical' + arrowStore)
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print('make arrow physical' + arrowStore)
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Entities.editEntity(arrowStore, {
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ignoreForCollisions: false,
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collisionsWillMove: true
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