In need of a good goto
Blitz3D Forums/Blitz3D Programming/In need of a good goto
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Here's the code:If KeyDown(200) Then MoveEntity player,0,0,-2 MoveEntity cam,0,0,-2 MoveEntity sphere,0,0,-4 For e=1 To MAX_ENEMIES MoveEntity enemy[e]\pivot,2,0,2 PointEntity enemy[e]\pivot,player PositionEntity enemy[e]\pivot,EntityX(enemy[e]\pivot)+Rnd(1,4),tery+6,EntityZ(enemy[e]\pivot)+Rnd(1,2) Next EndIf If KeyDown(208) Then MoveEntity player,0,0,2 MoveEntity cam,0,0,2 MoveEntity sphere,0,0,4 For e=1 To MAX_ENEMIES ;MoveEntity enemy[e]\pivot,-2,0,2 PointEntity enemy[e]\pivot,player ;PositionEntity enemy[e]\pivot,EntityX(enemy[e]\pivot)+Rnd(1,4),tery+6,EntityZ(enemy[e]\pivot) Next EndIf What I'm trying to do is get my sprite soldiers to follow the player. In the actual game they won't do this automatically like in this example I just left it that way for testing. Also you'll notice the cam is not parented to the player and that's because I'm using a smooth follow cam. But anyways. The problem is the sprites either all bunch up or when I'm not going directly in the X direction they don't follow so well. Any ideas? Thanks |
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I don't know if I understand well, but try by having first the "PointEntity" command and then the "movements" command, I mean, first you should align and then move. PointEntity enemy[e]\pivot,player MoveEntity enemy[e]\pivot,2,0,2 if it is not, then I don't know... Paolo. |
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Aw fer cryin' out loud... I can't believe I hadn't even noticed I did that. Yep, that pretty much solved it 'cept that I still need to make adjustments for when the player is moving at intermediate angles...Thanks for your help. |