Cutmanmike wrote:If the monster is constantly calling A_Chase then it will change the angle every time. It's a tricky one.
ReX wrote:Actually, this is a static actor (a model of a tram that runs on tracks), that does not have an A_Chase function built in. Using an ActorMover, I have set it in motion on a path along the track. It's when the track curves that I'm having this problem.Cutmanmike wrote:If the monster is constantly calling A_Chase then it will change the angle every time. It's a tricky one.
ReX wrote:I tried the SectorSetAngle method, but it doesn't materially affect the angle of the model. The model still only assumes angles that are multiples of 45 degrees, but now it occasionally flickers, as if it is trying to assume the angles defined in the scripts via SectorSetAngle.
script 1 (void)
SetActorAngle (1, GetActorAngle (1) - 0.02);
Cutmanmike wrote:For cinematics and such I tend program it hackily myself for reasons such as this one. If you have a huge track that may not be desirable but can't think of any cleaner way to do this.
Enjay wrote:If this works, it might be possible to stop the tram and rotate it when it gets to certain junction points or whatever. That may not be as satisfying as a curved track but it is not inconsistent with how the tram in the original HL intro behaved.
Graf wrote:This should work. Needs some investigation so please don't use any hacks. If it's really an engine bug chances are that if the bug gets fixed the hacks stop working.
Graf Zahl wrote:This should work. Needs some investigation so please don't use any hacks. If it's really an engine bug chances are that if the bug gets fixed the hacks stop working.
Cutmanmike wrote:I know Graf said no hacks but I think this could work for the time being. Instead of just having the actor mover, have two. One should be a dummy actor that does nothing but follows the track JUST in front of the actor with your model. Now have the actor with the model hate the actor in front (using Thing_Hate, may need to make it shootable too.) and give it repeated calls for A_FaceTarget. This should make the actor ALWAYS look at the thing in front of it, not restricting it to A_Chase calls and such.
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