but using rotateentity was not working properly, and setting a pivot, and using pointentity is so simple to make sure the player is rotated properly, then just do a moveentity 0,0,1 to move forward or -1 to move backwards as long as the player is rotated correctly.
No you shall not write the game for me, since I already have a beta of it done, like I said, I have it working, I just want a better way to do it..
Here is some pseudo code I came up with today, gonna finish it off, and convert it to real code tonight.
No you shall not write the game for me, since I already have a beta of it done, like I said, I have it working, I just want a better way to do it..
Here is some pseudo code I came up with today, gonna finish it off, and convert it to real code tonight.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; NEW PLAYER SHOOT FUNCTION ;; INCLUDES MULTI-HIT COMBO CHECKING ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; function PlayerShoot(p.player) if p\direction = 4 then setup pivot rotate player mycounter = 1 repeat Move Player mycounter = mycounter + 1 until count collisions > 0 or mycounter > 3. if meshesintersect(p\bubble,fruitlevel(x,z)\item)=true then check multi if multi then ;remove items listed in multi array add points from multi array set all items from multi array in fruitlevel to hidden=1 clear multi array else ;remove single item collided with add points from that item set that item in fruitlevel as hidden=1 endif for x = 1 to 8 for z = 1 to 8 if fruitlevel(x,z)\hidden = 1 then hideentity fruitlevel(x,z)\item endif next next endif return player to original location. return ;return back to main game loop. endif ;do same for other 3 directions. end function