Hey Mastahg,
I am looking into a writing a personal solution, but I wanted to ask if it might be within the scope of RB to add GameObject.AboutFace();, literally the exact opposite of GameObject.Face();
It would be exceptionally handy for a certain number of spells in the end-game and beyond into 4.0 to be able to add a call to CurrentTarget.AboutFace(); and wait for the cast to end before re-engaging.
Thank you!
Edit: Possibly with an overload with a certian amount of degrees you wish to overload for an InView check?
From Ultima's Code for example:
I am looking into a writing a personal solution, but I wanted to ask if it might be within the scope of RB to add GameObject.AboutFace();, literally the exact opposite of GameObject.Face();
It would be exceptionally handy for a certain number of spells in the end-game and beyond into 4.0 to be able to add a call to CurrentTarget.AboutFace(); and wait for the cast to end before re-engaging.
Thank you!
Edit: Possibly with an overload with a certian amount of degrees you wish to overload for an InView check?
From Ultima's Code for example:
Code:
public static bool InView(Vector3 PlayerLocation, float PlayerHeading, Vector3 TargetLocation) {
var d = Math.Abs(MathEx.NormalizeRadian(PlayerHeading
- MathEx.NormalizeRadian(MathHelper.CalculateHeading(PlayerLocation, TargetLocation)
+ (float)Math.PI)));
if (d > Math.PI)
{
d = Math.Abs(d - 2 * (float)Math.PI);
}
return d < 0.78539f;
}
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