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GoToPoint Rotation Speed


tjheldna
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what exactly you mean? to turn the entities smoothly to the directions?

 

I if yes

 

http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/math/mathcurveangle-r603

 

http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/math/mathdeltaangle-r593

 

but you have to calculate the angle to the GoToPoint-Point from the entity

It doesn´t work... why? mhmmm It works... why?

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then use CurveAngle. I used it also for smooth turn rotation but there is maybe some kind of bad behavior (depends what you are doing)

 

eg.

 

if you have a line between 2 points (lol obvious) the entity will face B if A is startpoint. this is right and working well but if you have walls or a labyrinth the entity is facing the endpoint all the time by walking to trough the labyring (it looks like the entity is using wallhack biggrin.png ). So if your entity is moving into the labyrinth you have to create more points because your GoToPoint == LookAtPoint. you can also seperate both points and calculate the look to directions with the MoveDirectionAngle

It doesn´t work... why? mhmmm It works... why?

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You could override each physic loop the rotation of character made by controller character, if you manage yourself rotation with SetRotation(). Once you called GotoPoint, apply SetRotation()

Actually on Speed max and acceleration are parameters, would be great to have rotation speed.

Stop toying and make games

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