VectorToAngle right or wrong
_DNA_
Member Posts: 9
hi all,
Just having a little problem with the "VectorToAngle" function. Please tell me if I have this right:
Within the Rotate to Angle (Ignore the spaces just to make it easier to read):
VectorToAngle (game.turretX - game.TargetX , game.turretY - game.TargetY)
I used an text output to see what angle it was giving and it was always showing a negative number....
Using the above to target an enemy as if moves past e.g. like miniClip's canyon defense turrets.
The data is being updated every 0.001 seconds.
Thank you
Just having a little problem with the "VectorToAngle" function. Please tell me if I have this right:
Within the Rotate to Angle (Ignore the spaces just to make it easier to read):
VectorToAngle (game.turretX - game.TargetX , game.turretY - game.TargetY)
I used an text output to see what angle it was giving and it was always showing a negative number....
Using the above to target an enemy as if moves past e.g. like miniClip's canyon defense turrets.
The data is being updated every 0.001 seconds.
Thank you
Comments
Is there any good resources out there?
VectorToAngle (game.TargetX - game.turretX , game.TargetY - game.turretY)
The target cords come first, then your cords. This has stopped the negative numbers
But anyone know why my turret still isn't turning? Its driving me crazy lol
Thanks
Note to all looking to figure out the same problem as above, use the temp above from Rhurman!!!
<------ Happy man
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