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TheDoctorWho

Moving entity forward thats constantly spinning?

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TheDoctorWho

I am making a spaceship mod and have already coded the flying, but I though It would look a lot cooler if the spaceship is spinning while its flying.

 

I got this to work pretty easy, but now since its always spinning, the direction the entity is facing is constantly changing, making the ship just fly in circles.

 

I was doing the forward movement like this, but now since its spinning, GET_ENTITY_FORWARD_X / Y is always changing.

ENTITY.SET_ENTITY_VELOCITY(playerVehicle, ENTITY.GET_ENTITY_FORWARD_X(playerVehicle)*30, ENTITY.GET_ENTITY_FORWARD_Y(playerVehicle)*30, 0)

I have no idea how I could get the ship to move forward now. Maybe I could get the direction the camera is facing and move it that direction (no idea how to do this...)?

 

Anyone have any ideas?

Edited by TheDoctorWho

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Harry11223344

No idea how this would work with flying objects but maybe try using

ENTITY::APPLY_FORCE_TO_ENTITY

isRel - specifies if the force direction is relative to direction entity is facing (true), or static world direction (false).

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roto

Here's a LUA example I used to spawn a rock and shoot it forward of the camera, might be helpful to you (1000.0 is speed in float, varies by mass of object and in case of my rock needs to be high):

local object_to_spawn = "prop_rock_4_c"streaming.RequestModel(natives.GAMEPLAY.GET_HASH_KEY(object_to_spawn)) local obj = natives.OBJECT.CREATE_OBJECT(natives.GAMEPLAY.GET_HASH_KEY(object_to_spawn), vehicle_pos.x, vehicle_pos.y, vehicle_pos.z, true, true, false)natives.ENTITY.SET_ENTITY_HEADING(obj, natives.ENTITY.GET_ENTITY_HEADING(LocalPlayer().ID))natives.ENTITY.APPLY_FORCE_TO_ENTITY(obj, 1, 0, 1000.0, 0, 0, 0, 0, 0, true, true, true, false, true)

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Fireboyd78

Well the 2 posts above clearly missed the point of the thread. Good job, guys.

 

Anyways, what you're asking to do is actually not something a flying saucer does. Correct me if I'm wrong, but the spinning motion you desire is actually the outer "ring" spinning while the cockpit stays stationary. This would be better achieved by playing the animation the stationary UFO uses (doesn't the "ring" spin on that one?)

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Neutrinobeam

Have you tried

 

Vector3 camFacing = CAM::GET_CAM_ROT(CAM::GET_RENDERING_CAM(), BOOL p2)?

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Harry11223344

Well the 2 posts above clearly missed the point of the thread. Good job, guys.

 

Anyways, what you're asking to do is actually not something a flying saucer does. Correct me if I'm wrong, but the spinning motion you desire is actually the outer "ring" spinning while the cockpit stays stationary. This would be better achieved by playing the animation the stationary UFO uses (doesn't the "ring" spin on that one?)

 

Those are just some suggestions the OP could try.

If you can't comprehend what was posted that is fine.

 

How does your post even help the OP.

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