ChainSaw Incident
belleech
Member Posts: 34
Hi
I got this formula from the chainsaw demo. game.IRXPosition +cos( game.IRRotatorAngle %360)*60. This works great, I was able to put the shield on my Main actor and rotates flawlessly. One thing im stumped though, this math right here puts the shield on the East side of the Main actor. BUt the thing is, the main actor accelerates North Bound and with this the shield stays east. I know theres gotta be a change on the math I need to do but I am just stumped on this one. Any ideas?
Regards.
I got this formula from the chainsaw demo. game.IRXPosition +cos( game.IRRotatorAngle %360)*60. This works great, I was able to put the shield on my Main actor and rotates flawlessly. One thing im stumped though, this math right here puts the shield on the East side of the Main actor. BUt the thing is, the main actor accelerates North Bound and with this the shield stays east. I know theres gotta be a change on the math I need to do but I am just stumped on this one. Any ideas?
Regards.
Comments
Not seeing your project, I still wonder if it would just be easier for the ship actor, upon some event (pressing the shield button/key), you just spawn an actor with an "actor" relative X/Y position and a matching rotation value (assuming when both actors are in your actor palette, they both face the same way).
I suggested those demos based on CodeMonkey suggest the use of the cos/sin rotation stuff.
So what do you have in the shield's rotation? Just a value? Or an expression and if so, what?
http://gamesalad.com/game/play/42110