OK, this is very weird :/
That doesn't work as is, I had to add a rotate on it because it was facing 180 degs from where it should have been facing. So I now have this code:
This works fine where the collisions Z normal (nz#) is zero however if it is not zero then it just totally disappears! My current test level was done in Maplet and all the walls are all axis aligned, so collision normals only occur at right angles (a normal of 1 or -1 on the relevant axis).
The entities are all native blitz sprites so no funny proprietory stuff is being used. Any ideas anyone?
That doesn't work as is, I had to add a rotate on it because it was facing 180 degs from where it should have been facing. So I now have this code:
;nx#,ny#,nz taken from collision normal PositionEntity bp,x#,y#,z# AlignToVector bp,nx#,ny#,nz#,3 MoveEntity bp,0,0,0.1 ;turn entity right way around TurnEntity bp,0,0,180,True
This works fine where the collisions Z normal (nz#) is zero however if it is not zero then it just totally disappears! My current test level was done in Maplet and all the walls are all axis aligned, so collision normals only occur at right angles (a normal of 1 or -1 on the relevant axis).
The entities are all native blitz sprites so no funny proprietory stuff is being used. Any ideas anyone?