How do I figure out a random physics angle

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  • Ok, so my original spawning object is coded like this.

    ObjectA Apply Physics Impulse 5 towards random(x,y), random (a,b)

    It's the best way I know how to select a point on the map as the area I wanted the object to go, but have a variance so it doesn't always go to that object.

    Now, when ObjectA dies, it spawns 2 ObjectB's. I want ObjectB to move at the same angle ObjectA was moving, and then add in a variance on it.

    I did this exact thing with Bullet behavior, but of course I had physics problems, so now I am trying to do it with Physics behavior, and well, it's kicking my **** trying to figure it out. None of the objecta.physics. commands looks like they will tell me the angle of motion. I cant use ObjectA.angle from what I have seen.

  • when object die make add action and say : system create an ObjectBsame position with ObjectA for examble...

  • That's just creating it though isn't it? It's not creating the movement or setting the angle

  • Well you can get velocityX and velocityY from the physics object, which would give you the moving-angle if needed..

  • Tried messing with that some, but I guess I'm not trying the right event action combo. Currently I'm trying to apply an impulse at an angle, and I guess im not sure what I would use within the angle field that would give me the actual angle the first object is moving at. Velocity x and Velocity y I guess just tells you the rate at which an object is moving at the y axis then the x axis... but I dont know how I would formulate that into an angle.

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  • I guess you could get the angle with this expression:

    angle(object.x,object.y,object.x+object.physics.velocityX,object.y+object.physics.velocityY)

    But I must admit I'm a bit tired.. haha..

  • Very good stain, that did the trick, now I just gotta play with it to find out the best way to randomize it, and make 2 objects spawn without spawning on top of each other and going flying into random directions

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