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Senior Member
object positioning event, rotation
i wanted to make a heat seaking misile and i got the movement down
now i just need to make it "point" in the right directions
anyone knows the basics for this i need to know what corners i have to give in where
so basicly if its jaws : artan(x/y) or whatever order x y and z shoud be
pitch: artan(y/z)
3th one: artan(z/x)
and if i have to calculate x by taking (x of target - x misile) or the other way around
tried a bit through trial and error but that didn't work
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Re: object positioning event, rotation
I tried this out too , X,Y,Z co-ords everywhere , measuring distances and using trigonometry to work out a vector, but I saved it to work out later.
You could glue a directional force to the rocket, and have the force target an object (or rider) , but doing it this way it would need to stay within the physics bubble.
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Senior Member
Re: object positioning event, rotation
hmm might have found a way to solve it in a harder way
add a cosutom game camera to my misile and let it point to my target
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Re: object positioning event, rotation
Ahh I see then set your missiles rotation to the same rotation as the custom camera. Lt me know if you get it working.
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Senior Member
Re: object positioning event, rotation
i got it kinda to work in a different way just with 2 angles but it depends on location so i added some logic to make it work everywhere)
not perfect but close because i notice some flaws sometimes
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Re: object positioning event, rotation
I'm struggling to recall my 3d translation matrixes
anyone got a few handy rotation shortcuts giving FPS near camera offsets for example.
pretty much any repository of this kind of info would be invaluable round about now.
Suppose I should just go work it out but if someone has tidy maths solution nevr hurts to ask.
Many thanks