Yeap.. sorted ! :)
3 pivot points + the main body shell
(Ya need the extra third pivot to counter the angle in all directions)
Here's my external functions if it helps:
Eventually I'll do away with the line picks, I know the Y height of quad patches - so I'll find out the vertexes of the nearest quad to the car, find out the difference between the height of the 2 points.. do a calculation to find the car position:
finally times the remainder (how far the car has travelled across a quad) by the height difference per width unit.
Should work... I think !
3 pivot points + the main body shell
(Ya need the extra third pivot to counter the angle in all directions)
Here's my external functions if it helps:
Function fixentity_height(ent,ofx,ofy,ofz) Pick=LinePick(EntityX#(ent,1),EntityY#(ent,1)+20,EntityZ#(ent,1),0,-30,0) offset#=-(EntityY#(ent,1)-PickedY#()) MoveEntity ent,ofx,offset#+ofy,ofz End Function Function fixentity_rotation_height(ob1,ob2_f,ob3_s,ob4) fixentity_height(ob1,0,0,0) fixentity_height(ob2_f,0,0,0) fixentity_height(ob3_s,0,0,0) yo3#=ATan2 ( EntityY#(ob1)-EntityY#(ob2_f,1),0.4) yo4#=ATan2 ( EntityY#(ob1)-EntityY#(ob3_s,1),0.2) RotateEntity ob4,yo3#,0,-yo4# End Function
Eventually I'll do away with the line picks, I know the Y height of quad patches - so I'll find out the vertexes of the nearest quad to the car, find out the difference between the height of the 2 points.. do a calculation to find the car position:
finally times the remainder (how far the car has travelled across a quad) by the height difference per width unit.
Should work... I think !