| 08-13-2006, 07:52 PM | #1 |
Hi. I'm using a custom missile function. So, a function for moving a unit through the air just like a normal blizzard missile. Now ofcourse the missile shouldn't always look straight forward- when it goes down, it has to look down. I'm using the LookAt function to change where the missile points(looks) at. I use it (the lookat function) in a timer callback function. The timer expires every 0.02 seconds. So every 0.02 seconds I call the LookAt function. Now the problem is that the missile on which I use this lookat function just doesn't get effected by it. It keep looking straight forward. Now I know this has to do with that I repeat the LookAt function so often (every 0.02 sec), but I don't know how else I should use it then. Tnx for help. |
| 08-13-2006, 08:34 PM | #2 |
Suggest you use a dummy model like the one in the caster system to get angles for projectiles (lots of animations for each angle). |
| 08-13-2006, 09:44 PM | #3 | |
Quote:
But we are against the dummy BJ functions that just swap the arguments or just call the natives, also against those bj functions that have memory leaks |
| 08-13-2006, 10:38 PM | #4 |
Yep. I have to admit, some BJs can come extremly handy sometimes, to polish your code, such as "OrderId2StringBJ". But i myself am against the worthless, useless, slowing, memory leaking, indirect BJ's |
| 08-14-2006, 12:23 AM | #5 |
Make sure you're using bone_head or bone_chest, lookat works with nothing else. It also, from what I understand, jitters if you call it multiply. So call it once and move the target around to tilt. |
| 08-14-2006, 08:43 AM | #6 | |
Quote:
Em. I am usign that model- but I it doesn't display any animations when I look at it in the WE...? Also through SetAnimationById I can't get it to change it's angle... uhm.. :S. |
| 08-14-2006, 11:26 AM | #7 |
Why would it display any animations? It has no mesh, or anything! It is just an attachment point with animations for various angles! |
