Hey Snail,
Considering more options for sure, thanks for that! :)
I think the problem is you don't know what you don't know, haha. I had no idea that Clickteam Movement Controller was using integers. I just assumed since this was my first small game, that the problem was my knowledge and I needed to figure it out. I'm not sure I would have ever put together the "why the missile sometimes misses" with "I'll test the angles to see if they are down to the decimal for improved accuracy". The Clickteam Movement Controller did have a help file that I read through, and for the Vector section it stated:
It should probably state "...value is in whole integer degrees". Oh well, lessons learned.Quote:
Direction: The direction (or angle) the object will initially move in, value is in degrees.
Alterable Variables...
Yeah, I basically right clicked to add an event (under the missile object), went down to Alterable Values, saw "Set", "Add to", "Subtract From", "Spread Value"... and started thinking, umm...how did he create new ones in his list? It never occurred to me they could be added / set on the properties of the item, otherwise, why have A-Z available right? lol. Oh well, another lesson learned.Quote:
Click your object
In the Properties pane, click the "A-Z" icon (variables)
Under Alterable Values, click "New"
Double-click "Alterable Value A" and then rename it to whatever you like
Thanks for sharing the reasoning on the distance variable. I thought to myself...why do that, isn't that intensive mathematically / cpu wise? I'll have to search around for the Move Safely extension examples to see how to implement that one. I did try your example and changed mine up a bit. It works pretty good, it still misses a couple times (not nearly as often as before), but I think its because the missile comes out always pointing at 3 oclock, not like before where it was in direction of turret. I'll have to see what I'm missing because I assumed (incorrectly obviously) that the targetAngle variable was being used to store the angle at which the missile needed to leave the turret at. Apparently its not, or it is and I just implemented it wrong. Its not visible in your example because both Active and Active3 are just small squares.
As far as methods, I'm in to what is "accurate". So if it takes 10 lines of code / events / conditions to make it hit the X, I'm gonna do it. If its a simple solution, I won't make it harder either though, lol :D
Thanks again for your thoughts! I'm gonna take a look at the Move Safely and also tinker around and see why the missile's angle is still stuck.
