Hi, could somebody please elaborate on this?:
gotomarker <targetname> <speed> [accel/deccel] [turntotarget] [wait] [relative <position>]
I know the basic gotomarker marker 100 wait, but I’m trying to give a chunk of debris a spin as it flies through the air, instead of just going there. Using a spline path and control splines looked better(arcing), but using setrotation and/or faceangles to spin it didn’t work. it would execute the faceangles/then execute the follow path, or vice versa. So how do I use the [turntotarget]? thnx in advance.
Loffy- Posted: Nov 03, 2005 - 07:38 AM
Hi!
I would try:
a) get the piece rotating
b) then move it thru the air, and
c) then let it land and stop its rotation.
Script
setrotation 50 100 100 // or whatever
gotomarker <targetname> <speed> [wait]
stoprotation
Maybe it would work?
//L.
S14Y3R-Posted: Nov 04, 2005 - 04:25 AM
D’oh! Sorry, posted in wrong forum.
Yeah Loffy, I set it up like:
setrotation 90 50 50
gotomarker path2 250 wait
setrotation 0 0 0
That didn’t work, the setrotation didn’t call at all, so I tried:
faceangles 180 180 180 250 //no wait! k, then
gotomarker path2 250 wait
But the gotomarker only runs after the faceangles has finished rotating, like it rotates first then moves. Its kinda weird 'cause it’ll move in place and then fly off, instead of rotating while flying… heh heh. I dunno, I’ve tried faceangles and setrotation on a spline path too but it does the same thing. So is the turntotarget (in gotomarker) a degree variable? eg. “gotomarker path2 250 360 wait” a full rotation? Or do I still need an accel/deccel variable for it to work? So far the best luck I’ve had is with the spline controls to give it a nice arc.
I’ll repost in ET Level design forum

be kind!
