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
BodyRotationfrom the mob bfo=0,byo=0,fo=true,sfo=0,sso=0,syo=0rotate=falseon 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:
- Please fix/clarify the
MOBbullet rotation behavior in orbitals, so the bullet mob doesn’t inherit the owner’s yaw/pitch unless asked to. - Add an option for orbital/MOB bullets to lock rotation, e.g.
bulletYaw/bulletPitch,lockRotation=true, or “follow owner body yaw only”. - If
bmd/bulletspinare the intended controls, please document how they interact with the owner’s rotation in orbitals. - 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.