Rotation Help
joshmiller602
Member Posts: 206
I know everyone is caught up in the new changes to GS, but I am going to keep working on my game and not think about it until we get final word.
WITH THAT SAID...
Would love some aiming, rotation, & firing help if any pros out there still feel like helping
My main actor is pulled (slingshot style -- without the slingshot) and released.
I would like his head to rotate in the direction he will be flying (which I am guessing should be the opposite I am pulling), and to fly in that direction. I have looked at MANY templates, but for some reason can't get him to rotate correctly or to fly in the direction his head is pointing at like I want. Any help would be GREATLY appreciated
WITH THAT SAID...
Would love some aiming, rotation, & firing help if any pros out there still feel like helping
My main actor is pulled (slingshot style -- without the slingshot) and released.
I would like his head to rotate in the direction he will be flying (which I am guessing should be the opposite I am pulling), and to fly in that direction. I have looked at MANY templates, but for some reason can't get him to rotate correctly or to fly in the direction his head is pointing at like I want. Any help would be GREATLY appreciated
Comments
shouldn't something like rotation = vectorToAngle ( origin.X - self.Position.X, origin.Y - self.Position.Y) work?
Constrain Attribute: self.Rotation To: vectorToAngle( game.Origin.X - self.Position.X , game.Origin.Y - self.Position.Y )
Constrain rotation=vectorToangle (linearVelocityX,linearVelocityY)
In slingshot:
do as toastkitten said, except no dot. No origin dot x or origin dot y. And make sure you set those variables with change attribute before you constrain against them or they will be 0.
Maybe I can show what I have already? It may be that another setting is messing up this one...how do I post that on here?
You could also publish it to the website and make sure that it's downloadable, but then everyone would be able to download it.