Sorry not the best explainer Well I have a ball and a seperate club once I hold down the mouse button it gets a float determied by how long I held down the mouse button 1-10 that is then passed on via channels to the ball and the ball then shoots. The maths to shoot the ball is the angle between the vectors between the avatars position and the ball calcuated by getting distance from the two points the ball and the avatar float fDistance=llVecDist(<objectPosition.x,objectPosition.y,objectPosition.z>,<avatar.x,avatar.y,objectPosition.z>); making sure to make a flat z plane. From there getting the angle from
vector angle= llVecNorm(<fDistance,0,(float)objectPosition.z - (float)d.z>) *llRotBetween(<0,0,1>,llVecNorm(<objectPosition.x - d.x,objectPosition.y - avatar.y,objectPosition.z-avatar.z>));
Then I use the strength vaule got by the club to times the angle vector to get the varying strength.
I have tried push force and impulse but all I get is the ball I think going too fast and looking like it just teleports to the ending position. the varibles have been checked and all of them are right so it has to be the algorithm I'm applying but I just can't put my finger on it Is there any way to alter the magitude or is that tied to the vector i am applying?
So i want the ball to gradually roll down the physics based mesh I am using in the angle of the avatar to the ball then gradually lose momentum.
Many Thanks Jargo91