Bug Open

Orbital with bulletType=MOB makes the bullet mob follow the owner’s rotation, and the mob can’t be anchored with a fixed rotation

#10128 opened by milad10 15 hours ago

milad10reported this bug

I’m attaching a ModelEngine block_display mob (a staff, with its own skills, onTimer and auto-removal logic) to a player using an orbital: ```- orbital{auraName=X;bulletType=MOB;mob=staffofwisdom;r=0;points=1;i=1;duration=99999;oy=1.9;hp=false;hnp=false} @self``` Problem: The bullet mob rotates every time the owner turns their head/body. I need the mob to stay anchored to the player’s position but keep a fixed rotation (or follow only the body yaw, not head yaw/pitch). What I tried (none worked):

  • Removing BodyRotation from the mob
  • bfo=0, byo=0, fo=true, sfo=0, sso=0, syo=0
  • rotate=false on the orbital

Workaround that partly works, but loses the mob: bulletType=ME removes the rotation-follow while idle, but the model still rotates toward the movement direction while walking, and it has no onTimer, so there’s no way to run mob skills or auto-remove it. Request:

  1. Please fix/clarify the MOB bullet rotation behavior in orbitals, so the bullet mob doesn’t inherit the owner’s yaw/pitch unless asked to.
  2. Add an option for orbital/MOB bullets to lock rotation, e.g. bulletYaw/bulletPitch, lockRotation=true, or “follow owner body yaw only”.
  3. If bmd/bulletspin are the intended controls, please document how they interact with the owner’s rotation in orbitals.
  4. Ideally, an official way to attach a real mob to a player as a floating/held accessory with a stable position and rotation and without per-tick teleport jitter while walking.
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