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| AimRange on ACrab http://45.55.195.193/viewtopic.php?f=1&t=17374 | Page 1 of 1 | 
| Author: | MaximDude [ Fri Dec 18, 2009 9:23 pm ] | 
| Post subject: | AimRange on ACrab | 
| Ok, so i'm making a ceiling turret and I have some issues with AimRange. I need my turret's AimRange to be 90 degrees (The value being 0.785) but AimRange Works like this:  Here the gray line is 0 degrees and each red line is 45 (or 45 and 315, what ever suits you best) . I need my turret to work like this:  With the gray line being 45 degrees and the red ones being 0 and 90. Is there a way to do this without too much headache? I know I can just set it to 1.57 for 180 degree AimRange but I don't want my turret to be able to aim up... | |
| Author: | dragonxp [ Sat Dec 19, 2009 1:22 am ] | 
| Post subject: | Re: AimRange on ACrab | 
| didnt darkstorm's drone flying things and the ceiling turret not able to shoot up? Maybe you should look at it or i will volunteer to look for the variable. | |
| Author: | Grif [ Sat Dec 19, 2009 1:35 am ] | 
| Post subject: | Re: AimRange on ACrab | 
| Not possible without Lua, and even then not perfect, mostly because human control overrides lua settings (I'm pretty sure). | |
| Author: | Geti [ Sat Dec 19, 2009 5:31 am ] | 
| Post subject: | Re: AimRange on ACrab | 
| Nah, you can disable firing when above the angle easily. I think you can adjust AimAngle to change this more easily though. | |
| Author: | MaximDude [ Sat Dec 19, 2009 2:59 pm ] | 
| Post subject: | Re: AimRange on ACrab | 
| Hmmm... Well, that blows balls. Would something like 'if angle > 45 then angle = 45' work? | |
| Author: | Grif [ Sat Dec 19, 2009 9:22 pm ] | 
| Post subject: | Re: AimRange on ACrab | 
| well, it's in radians, so you'd be using actor:GetController():GetAimAngle(false) the false argument means that hflipped is irrelevant; thus, you're only ever going to have an aimrange from 0 to math.pi. | |
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