interpolating rotation to constant rotation
i have a non movable actor i would like to keep spinning at a constant rate. i found a rule on the forums that i could interpolate rotation to 360 if self rotation equals 0...i tried it and it only spins once. when i try interpolating it to -360 it works spinning the other way constantly. I get why its spinning the other way but i dont know why it doesnt constantly spin when i use 360....
anyone else had this problem? is there another way i can keep it spinning (preferable without using a timer)
anyone else had this problem? is there another way i can keep it spinning (preferable without using a timer)
Comments
You can do it with a two rule setup in the actor.. (There's definitely a tidier way...but its late as usual... ).. So for the time being this might suffice.
rule 1
if self.rotation = 0
interpolate rotation to 360
duration 1 second
rule 2
if self.rotation = 360
change rotation to 0
I don't know why I never thought of this before, but this is the missing puzzle piece I needed to bring A Long Way Home to the windows 8 store. Every object I had rotating from 0 to 360 was rotating once and then stopping. Adding that second verification rule fixed everything.
I saw this post tonight and after 5 minutes of work I was able to go from 'not a chance' to 'it'll be ready soon'.
now, I just need to apply the rule to 100 instance actors
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J