how to make a pawn fly away...

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GMer
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how to make a pawn fly away...

Post by GMer » Tue Mar 16, 2010 2:25 am

How would I go about getting the yaw and pitch from the Player and use it so an entity can move using those?
Over 3 years (has it been that long?) and just now I noticed the day and month of my birthday were switched. Whoops!

Some 2d games I made, haven't made anything in a year though O.o
http://www.yoyogames.com/users/GMer56

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QuestOfDreams
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Re: how to make a pawn fly away...

Post by QuestOfDreams » Tue Mar 16, 2010 7:23 am

self.player_yaw
Returns the current player yaw

self.enemy_yaw
A read-only variable that contains the yaw angle, in radians, the Pawn must face to be pointing at the target.

self.enemy_pitch
A read-only variable that contains the pitch angle, in radians, the Pawn must face to be pointing at the target.

Look at the flock.s script in the script/sample folder

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GMer
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Re: how to make a pawn fly away...

Post by GMer » Tue Mar 16, 2010 4:01 pm

There is a self.player_pitch variable too, right?
I can't check right now, on a mac at school :(
Over 3 years (has it been that long?) and just now I noticed the day and month of my birthday were switched. Whoops!

Some 2d games I made, haven't made anything in a year though O.o
http://www.yoyogames.com/users/GMer56

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darksmaster923
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Re: how to make a pawn fly away...

Post by darksmaster923 » Fri Mar 19, 2010 6:04 am

GMer wrote:There is a self.player_pitch variable too, right?
I can't check right now, on a mac at school :(
No, there is only camera pitch. I did make a pawn fly away from the player in the tactical game demo I made, but I forgot how I did it. I've been away for too long. If you get the demo, check for the fireteamamarker.s script
Herp derp.

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