I noticed that the Direction Calculator has the feature "Rotate to Direction". However, this only works with the in-built animation directions. Is there a way to do this, either with an extension or expression, with angles?
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I noticed that the Direction Calculator has the feature "Rotate to Direction". However, this only works with the in-built animation directions. Is there a way to do this, either with an extension or expression, with angles?
*11.25
Wait, I'm confused. I multiply the direction using the direction calculator and then find the angle with that? Seems weird. It doesn't sound like that would be smooth.
HWA has no problem with float point numbers.
I don't think anyone's reading me clearly. I want an item to be able to add or subtract 1 to an angle in a loop depending on where the mouse is.
Also, I don't want to use HWA because I use extensions that are not supported.
I haven't checked so I could be wrong (if so, someone correct me please) but the Advanced Direction object might help. It has a similar rotate towards feature and with the ADO you can specify how many directions it has so you could use the full 360.Quote:
Originally Posted by wizkidweb
unfortunantly, that feature is indipendant of it's direction mode.
I (sort of) made something similar. I don't know how to make it more intuitive though.
• Angle("Active") <> LongDir("Advanced Direction Object", XMouse, YMouse, X("Active"), Y("Active"))
- Active: Set Angle to Angle("Active")-1
I want it to be able to rotate in a certain direction based on which way is faster.
for your action, instead of set angle to angle("active")-1, just use:
Active: Set Angle to Rotate("Advanced Direction Object",Angle("Active"),LongDir("Advanced Direction Object", X("Active"), Y("Active"),XMouse, YMouse),1)(Quality 1)
Just tested it, works fine
AnglePoints( "Clickteam Movement Controller", XMouse, YMouse, X( "Active" ), Y( "Active" ))
Or if you use the Clickteam Movement Controller. But I think that the Advanced Direction object has something along those lines thats exactly the same.