Dice Posted June 15, 2013 Share Posted June 15, 2013 trigonometry is not my thing anyone know wats uP? It does a slight curve but not in a circle for sure. function cycle() a, b, c, d, e, f = getCameraMatrix() local px, py, pz = getElementPosition(localPlayer) if not startAngle then startAngle = math.atan2 ( lx, ly ) end newAngle = startAngle + math.rad ( 360 ) nAx = math.sin ( newAngle ) * 0.2 + a nAy = math.cos ( newAngle ) * 0.2 + b setCameraMatrix(nAx, nAy, c, lx, ly, lz, 0, 0) sX, sY, wX, wY, wZ = getCursorPosition () hit, Bx, By, Bz, elementHit = processLineOfSight ( a, b, c, wX, wY, wZ ) setElementPosition ( targetMarker, Bx, By, Bz ) end Link to comment
DiSaMe Posted June 15, 2013 Share Posted June 15, 2013 Since you add a and b (which you got from getCameraMatrix) to nAx and nAy and then pass these values as arguments to setCameraMatrix, you are basically adding the previous position to the new one. I guess you were going to add the player coordinates instead, something like this: nAx = math.sin ( newAngle ) * 0.2 + px nAy = math.cos ( newAngle ) * 0.2 + py By the way, math.rad(360) means a full turn, so the camera doesn't actually get turned. You need to put some smaller value instead of 360. And last, you pass 0 as the last argument (FOV) to setCameraMatrix. It's not a valid value and it's 70 by default. 0 means that you infinitely zoom in. Link to comment
Dice Posted June 16, 2013 Author Share Posted June 16, 2013 OK i cant figure this out..I been at it for awhile lol Link to comment
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