[Closed] Matching Mesh rotation to Particle Rotation
Thanks bobo, once I get my new computer working, i’ll be able to look at that asteroids script. For now, i’m hosed with max 6 for the time being. I’m sure i’ll have questions when i try to assimilate it into my space battle.
Alright, i finally got max 7 up and running on my new computer…
This scene helps alot bobo, I’m still confused about a bit of the scripting, but I haven’t had a chance to look at it in-depth yet. I’m sure i’ll have lots of question soon enough. Thanks for the script!
Ok i’ve been working on making the script support multiple ships. This is what I changed in the Script Operator for generating the ships’ TM’s
on Proceed pCont do
(
Asteroids_Ship = #()
count = pCont.numParticles()
for i in 1 to count do
(
pCont.particleIndex = i
if pCont.particleTM.row4 != [0,0,0] do
Asteroids_Ship[i] = pCont.particleTM
–print Asteroids_Ship TM’s
)
)
The area i’m having problems with is looping the bullets through each ship, like you said. This is what I have so far for the bullets’ birth script:
on Proceed pCont do
(
t1 = pCont.getTimeStart() as float
t2 = pCont.getTimeEnd() as float
for i in asteroids_Rocks do
(
theCount = pCont.NumParticles()
if theCount < 10 then
(
theShipTM = copy Asteroids_Ship[i]
theShipTM.row4 = [0,0,0]
theShipLookVector = normalize ([0,1,0] * theShipTM)
theShipToRockVector = normalize (i.row4 – asteroids_ship.row4)
theAngle = acos (dot theShipLookVector theShipToRockVector)
if theAngle < 10.0 do
(
pCont.AddParticle()
pCont.particleIndex = theCount + 1
pCont.particleTime = t1/TicksPerFrame
pCont.particleAge = 0
pCont.particleTM = asteroids_ship
–pCont.particlePosition = asteroids_ship.row4
–print pCont.particleTM
pCont.particleSpeed = [0,0.05,0] * theShipTM
)
)
)
)
…I gather that somehow I need to run theShipTM through for each ship-particle, but I’m not entirely sure how to do that… In any case, the problem seems easily fixable, then having multiple ships should be no big thing…