Help with with creating a turret with cosine, sine, and vectorToAngle
Okay, so i have a boss character. His rotation has to be constrained to the character in order to fire. As my character is always moving, i can assume programming this has something to do to constraining the rotation of this actor to vectortoangle of the coordinates of my main character. Unfortunatly this does not work.
Also, the boss is to actors. A main circular body that rotates and a turret that is attached to has to rotate in order to simulate the shooting. I do this so there isn't any confusion with the collision. Can anyone tell how to do this. I know it has to do with sine and cosine. Any math geniuses are welcome *cough*Asymptoteell*cough*Orbz*cough*
I thank you in advance for your replies!
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I thank you in advance for your replies!