GSC reference › Built-in
VectorProjection()
Built-in (engine)
Server + client
Math
Returns the vector projection of vector a onto vector b
Signature
VectorProjection(<vector a>, <vector b>)
Parameters
| Name | Required? | Details |
|---|---|---|
| vector a | Required | The first vector |
| vector b | Required | The second vector |
Real uses in BO3's scripts
Called 3 times in the decompiled scripts. A few, zombies first:
- scripts/shared/vehicles/_wasp.gsc, line 352
vel_hitdir = vectorprojection(impact_vel, normal) * -1; - scripts/shared/vehicles/_wasp.gsc, line 353
vel_hitdirup = vectorprojection(vel_hitdir, (0, 0, 1)); - scripts/shared/vehicles/_wasp.gsc, line 355
newvelocity = (oldvelocity - vectorprojection(oldvelocity, vel_hitdir)) * (1 - velocityloss);
Related built-ins
- Int()Casts a floating point number or a string to an integer
- RandomFloatRange()Returns a random floating point number r, where min <= r < max
- DistanceSquared()Returns the squared distance between two points - this is cheaper than the actual distance as it doesn't involve a square root
- RandomInt()Returns a random integer between 0 and max-1 inclusive
- RandomIntRange()Returns a random integer r, where min <= r < max
- AnglesToForward()Returns the forward vector corresponding to a set of angles.
- VectorNormalize()Returns a normalized copy of this vector
- Abs()Returns the absolute value of a float
- Distance2DSquared()Returns the squared distance between two points, ignores height difference.
- Distance()Returns the distance between two points
- VectorDot()Returns the dot product of two vectors
- VectortoAngles()Returns a set of angles corresponding to the given vector.
New to GSC?
Start with the basics, or paste a compile error to get the fix.
Built-in descriptions, parameters and examples come from Treyarch's BO3 mod tools docs. Usage links point at shiversoftdev/t7-source (decompiled BO3 scripts).