have entity move where i aim at.
public AIM(id)
{ if (is_valid_ent(id)) { new Float:Velocity[3] VelocityByAim(pev(id,pev_owner), 1000, Velocity) entity_set_vector(id, EV_VEC_velocity, Velocity) new Float:NewAngle[3] entity_get_vector(id, EV_VEC_v_angle, NewAngle) entity_set_vector(id, EV_VEC_angles, NewAngle) } } currently i use that...........dont find any other good examples.... i am sure i need to use "get user origin" thing is....i spawn a entity form another player...........that entity should fly to the position i aim at. right now i only takes my angles..... but i want it that i look at the ground and it flys there. anyone has a snippet for me? |
Re: have entity move where i aim at.
no one?
stock fm_get_aim_origin(index, Float:origin[3]) { new Float:start[3], Float:view_ofs[3]; pev(index, pev_origin, start); pev(index, pev_view_ofs, view_ofs); xs_vec_add(start, view_ofs, start); new Float:dest[3]; pev(index, pev_v_angle, dest); engfunc(EngFunc_MakeVectors, dest); global_get(glb_v_forward, dest); xs_vec_mul_scalar(dest, 9999.0, dest); xs_vec_add(start, dest, dest); engfunc(EngFunc_TraceLine, start, dest, 0, index, 0); get_tr2(0, TR_vecEndPos, origin); return 1; } --------------------------------------------------- ? new Float:AimOrigin[3]; new Float:EntityAngles[3]; new Float:EntityOrigin[3]; new Float:Direction[3]; xs_vec_sub( AimOrigin, EntityOrigin, Direction ); xs_vec_normalize( Direction, Direction ); vector_to_angle( Direction, EntityAngles ); set_pev( Entity, pev_angles, EntityAngles ); ? which one would be better? |
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