The angle_hud variable currently displays the angle to the objective, relative to the player's current view angle. The only thing I am missing now is how to correctly translate that angle integer into a compass.
Code: Select all
        angle_to_monster = FindTIDAngle(0, 999) / 182; //finds angle to objective
        angle_player = GetActorAngle(0) / 182; //finds player angle
        
        angle_hud = (angle_player - angle_to_monster); //final result, angle to obj relative to player viewangle
        
        if (angle_hud < 0)
        {
        	angle_hud += 360;
        }
        SetHudSize(640,480,1);
       //for test purposes. up to here, everything works fine
        hudmessage (s: "ANGLE: ", d: angle_hud;
        HUDMSG_PLAIN,
        998,
        CR_WHITE,
        160.0,
        120.1,
        0.0);
       
		
			//======================= BEGIN DRAW RADAR ==========================================
			int drawdist = 88; //how large to draw the compass
			int radians = angle_hud * (3.1415926 / 180);
	
			drawx = sin(radians) * drawdist;
			drawy = cos(radians * drawdist;
			
			drawx = (drawx + 320); //compass is in center of screen (640 / 2)
			drawy = (drawy + 240); //compass is in center of screen (480 / 2)
	
			SetFont("h_pack"); //the objective icon
	        
			hudmessage (s:"a";
	        HUDMSG_PLAIN,
	        910,
	        CR_UNTRANSLATED,
	        drawx,
	        drawy,
	        0.0);
	        //========================== END DRAW RADAR ==========================================


 I can't wait to see this thing in the game.
  I can't wait to see this thing in the game.




