Hi!
here is the code im using for my tankbody:
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action player_tank()
{
ANGLE temp;
my.group = 2;
player = me;
ent_create("player_turret.mdl", vector(player.x, player.y, player.z + 10), player_turret);
while(1)
{
temp.tilt = 0;
temp.roll = 0;
temp.pan = -my.pan;
vec_rotate(normal, temp);
temp.tilt = -asinv(normal.x);
temp.roll = -asinv(normal.y);
my.tilt += 0.1 * ang(temp.tilt - my.tilt);
my.roll += 0.1 * ang(temp.roll - my.roll);
if (key_w || key_s)
{
var distance = (key_w-key_s)*5*time_step;
c_move(me, vector(distance,0,0), NULL, IGNORE_PUSH | GLIDE);
}
if (key_a && key_w)
{
my.pan += 1.1;
}
if (key_d && key_w)
{
my.pan -= 1.1;
}
if (key_a && key_s)
{
my.pan -= 1.1;
}
if (key_d && key_s)
{
my.pan += 1.1;
}
wait(1);
}
}
--------------------------------------------------------------------------------
and here is the code im using for the turret:
-------------------------------------------------------------------------------
action player_turret()
{
my.group = 2;
ent_create("player_one_barrel.mdl", vector(player.x, player.y, player.z), player_one_barrel);
ent_create("player_one_barrel_holder.mdl", vector(player.x, player.y, player.z), player_one_barrel_holder);
while(1)
{
vec_set(camera.x,vector (-500, 0, 230));
vec_rotate(camera.x,my.pan);
vec_add (camera.x, my.x);
camera.pan = my.pan;
camera.tilt = -20;
my.x = you.x;
my.y = you.y;
my.z = you.z;
if (key_cur)
{
my.pan -= 1;
}
if (key_cul)
{
my.pan += 1;
}
wait(1);
}
}
-------------------------------------------------------------------------------
thanks for the helps!!!
- Muhsin Kaymak
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