Thanks Rob!
Question: why did you not make the rocket a child of the physics pivot? i was thinking you could turn the pivot 20% towards your target, and turn the rocket another 20% more. rocket faces target more than pivot, but pivot does the movement, so the rocket appears to slide into its turn. this has other benefits for me because i am going to have more than just rockets but a spinning model on a straight moving pivot for example. easy code - move pivot, spin model, it'll look cool.
More importantly: the question about child/parent is because I just turned my rockets into pivot parented to model instead of just model, and i lost all my collision detection. is there something i don't understand about child/parent that collisions on the child aren't detected?
when i make a new bullet. b\piv is new bullet, w\piv is 'weapon' which stores the original.
b\piv = CopyEntity(w\piv)
b\model = CopyEntity(w\model) ; child of piv
EntityType(b\Model,T_BULLET)
all my movement routines use b\piv. bullets behave same as when i was moving just the model itself.
collision routines still use b\model, which makes sense to me. but the bullets no longer detect collisions :(
am i missing something everyone else knows?
Question: why did you not make the rocket a child of the physics pivot? i was thinking you could turn the pivot 20% towards your target, and turn the rocket another 20% more. rocket faces target more than pivot, but pivot does the movement, so the rocket appears to slide into its turn. this has other benefits for me because i am going to have more than just rockets but a spinning model on a straight moving pivot for example. easy code - move pivot, spin model, it'll look cool.
More importantly: the question about child/parent is because I just turned my rockets into pivot parented to model instead of just model, and i lost all my collision detection. is there something i don't understand about child/parent that collisions on the child aren't detected?
when i make a new bullet. b\piv is new bullet, w\piv is 'weapon' which stores the original.
b\piv = CopyEntity(w\piv)
b\model = CopyEntity(w\model) ; child of piv
EntityType(b\Model,T_BULLET)
all my movement routines use b\piv. bullets behave same as when i was moving just the model itself.
collision routines still use b\model, which makes sense to me. but the bullets no longer detect collisions :(
am i missing something everyone else knows?