The easiest way i found is to make a dummy weapon (with turret) that always auto attacks smth - and so it rotates to the "smth". (like a crosshair or whatever)
Sure there might be some other way to do it, but it depends on what you are up to.
Also interested in Eiviyn's way
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@Kalekin: Go
Well it does not work because the Host is setting the rotation ...
Try it out with Immortal Turret,
and the turret is facing 90° in the sky (but is lying around like a dead one)
so you have to find a method to cut of the connection of Turret & Unit
@Kalekin: Go
simple ...
AttachSetRotation 1,0,0 0,1,0
and as i stated that aint rotation-matrices that are 2 3d-vectors ... and it calculates the angle between them
@Eiviyn: Go
so it's exactly what i said :x
@Kalekin: Go
have you tried matrices with AttachSetRotation ?
2D-Rotation matrices or even affine ones
as there are different Turret points ( TurretY, TurretZ )
Just tested by myself
They are matrices or 2 vectors generating a angle
ie (1,0,0) (0,1,0) = angle((1,0,0),(0,1,0)) = 90°
resulting in this:
@Kalekin: Go
The easiest way i found is to make a dummy weapon (with turret) that always auto attacks smth - and so it rotates to the "smth". (like a crosshair or whatever)
Sure there might be some other way to do it, but it depends on what you are up to.
Also interested in Eiviyn's way