Posted By
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Message
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W3R3W00F Drum and Bass Fueled Psycho
Registered 08/11/2008
Points 374
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17th December, 2008 at 23:01:18 -
I'm trying to get my Kamikaze ships to home in on my player's ship, whilst using the 360 degree feature for angling. the ships are fired from an active object that always follows the player's ship's Y coordinate.
An old and washed up once-kid
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Peblo Custom ratings must be 50 characters or less
Registered 05/07/2002
Points 185
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18th December, 2008 at 04:12:20 -
Good to know. Do you have a question?
"Isn't it always amazing how we characterize a person's intelligence by how closely their thinking matches ours?"
~Belgarath
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W3R3W00F Drum and Bass Fueled Psycho
Registered 08/11/2008
Points 374
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18th December, 2008 at 04:27:05 -
That IS the question. (Sorry if it didn't sound like a question.) The ships are fired from an active object every 7 seconds or so and they always home in on the player's ship. I hate the choppy 32 angle method, and I was wondering how you'd get it to do the same thing using the 360 method.
An old and washed up once-kid
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[DELETED] Likes to put dots on paper
Registered 08/12/2008
Points 118
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19th December, 2008 at 02:59:07 -
Isn't it possible to use the advanced direction object to rotate the Kamikazes slowly towards the player (just slow enough to give a chance to dodge it)?
n/a
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W3R3W00F Drum and Bass Fueled Psycho
Registered 08/11/2008
Points 374
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19th December, 2008 at 03:25:43 -
Originally Posted by jthongbai Isn't it possible to use the advanced direction object to rotate the Kamikazes slowly towards the player (just slow enough to give a chance to dodge it)?
I could, and that'd be a great idea. If only I had the full version so I can't DL extensions (I'm looking forward to the screenshake extension when I get MMF2). I'll get MMF2 in 7 days, so no worries. Thanks BTW!
An old and washed up once-kid
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Codemonster Administrator
Klik & Play Expert
Registered 03/08/2008
Points 133
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19th December, 2008 at 15:43:22 -
You should be able to accomplish this with Sin() and Cos()
I believe the formula was
X = X + (Sin(angle) x pixelamount)
Y = Y + (Cos(angle) x pixelamount)
Might be a bit off though.
--
Jesse J
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W3R3W00F Drum and Bass Fueled Psycho
Registered 08/11/2008
Points 374
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19th December, 2008 at 18:21:31 -
Originally Posted by JesseJohHavoc You should be able to accomplish this with Sin() and Cos()
I believe the formula was
X = X + (Sin(angle) x pixelamount)
Y = Y + (Cos(angle) x pixelamount)
Might be a bit off though.
I'm not terribly familiar with Sin() and Cos(), but I'll try that. Thanks!
An old and washed up once-kid
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