Posted By
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Message
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hapsi
Registered 13/11/2003
Points 775
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9th January, 2013 at 09/01/2013 13:05:52 -
I created a turret witch should always be turning to the direction of an object that always looks in the mouse pointer object. The problem is that when i move the cursor over the "zero point" it turns 360° in reverse direction when it should only go over the "zero point". Hard to explain, easy to see:
http://speedy.sh/YVeWG/direction-angle-problem.mfa
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Akai_R
Registered 16/04/2008
Points 436
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9th January, 2013 at 09/01/2013 15:57:16 -
its because when it hits 0, your "compare two values" goes from being greater to lesser (or vice versa), and since theres two different events that handle these, it starts turning the other way... Im sure youre well aware of it, but Im to tired to think right now, sorry
Couldnt you use the advance direction object? Im sure theres an event there for rotating against a target.
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http://akai-r.com/
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Sketchy Cornwall UK
Registered 06/11/2004
Points 1971
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9th January, 2013 at 09/01/2013 16:57:58 -
Scrap the last two lines and add this:
+ Always
-> Set Angle of Flak Cannon to: Angle( "flak cannon visPart" )+Max(Min((((ATan2(Y( "flak cannon visPart" )-YMouse, XMouse-X( "flak cannon visPart" ))-Angle( "flak cannon visPart" )+540) mod 360)-180), 1), -1*1)
This formula and others can be found here: http://www.sketchy.co.nf
n/a
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hapsi
Registered 13/11/2003
Points 775
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9th January, 2013 at 09/01/2013 19:09:07 -
Originally Posted by SketchyScrap the last two lines and add this:
+ Always
-> Set Angle of Flak Cannon to: Angle( "flak cannon visPart" )+Max(Min((((ATan2(Y( "flak cannon visPart" )-YMouse, XMouse-X( "flak cannon visPart" ))-Angle( "flak cannon visPart" )+540) mod 360)-180), 1), -1*1)
This formula and others can be found here: http://www.sketchy.co.nf
Thank you.. this was very helpful.
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