Nope, couldn't get it yet. Haven't had time to work on it lately, but I still do need it in the future. Just got to fix that one thing I mentioned above and it's good to go.
@progammer: Go
oops, mustve overlooked it, but i did stop it from going in circles and every thing was set up to move based on the units facing. then i adding the camera...
say for example, i have the unit facing the same angle as the yaw. when i make the unit move left, my camera faces 0 and the unit goes towards 90, but if i quick switched it to go right, i expected to be going 270 but since it was facing 90. right would be at 0.
if i could keep the unit permanently facing the yaw then it could work, but when i try the unit stutters. would there be a way to have the unit move without turning?
hmm has anyone figure how to work this system with a tps/fps camera yet? ive been picking at it and cant get the unit to move relative to the yaw of the camera.
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@gamemore: Go
Nope, couldn't get it yet. Haven't had time to work on it lately, but I still do need it in the future. Just got to fix that one thing I mentioned above and it's good to go.
@progammer: Go oops, mustve overlooked it, but i did stop it from going in circles and every thing was set up to move based on the units facing. then i adding the camera... say for example, i have the unit facing the same angle as the yaw. when i make the unit move left, my camera faces 0 and the unit goes towards 90, but if i quick switched it to go right, i expected to be going 270 but since it was facing 90. right would be at 0.
if i could keep the unit permanently facing the yaw then it could work, but when i try the unit stutters. would there be a way to have the unit move without turning?
hmm has anyone figure how to work this system with a tps/fps camera yet? ive been picking at it and cant get the unit to move relative to the yaw of the camera.