World vector direction in "apply impulse"

Apply impulse works wrong with world vector. Impulse consider only Y-component, while X and Z components aren’t respected. Instead it, impulse direction is a position where the character is looking, regardless of where he is and where he is looking.
Is there a tricky way to do it regardless of facing direction and to make impulse direction to specified world vector?

Use the regular vector action, but you’ll want to use Direction Towards(BoopTarget, Vector) to get your results :slight_smile:

Like Jailer wrote: You have to use a direction vector instead of a position vector. To create a direction vector from a position P1 to a position P2 you can either use direction towards(P1, P2) or subtract(P2, P1).

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It works! Thank you!

I remember trying once positions with start/set facing. It went terribly. They should really convert positions into directions with those kind of rules.

Once I did it too. XD
It was very bad…

I did too. I tried to force an ana bot to face me. And then it took me half an hour to figure out why my bot faces everything but me XD

Actually there is no difference between the information of a position vector and a direction vector. Both are just (x, y, z). The difference lies in the interpretation, or in other words, usage of them.

If I want to use a vector (x, y, z) as a position I get the vector from (0, 0, 0) to (x, y, z).
If I want to use it as a direction I get the vector (x’‘, y’‘, z’‘) by adding (x’, y’, z’) and (x, y, z).