Btw did you managed to find a workaround for the limited turning boats usualy had? I can't test them now so..
function eulerToAxis(%euler){ %euler = VectorScale(%euler,$pi / 180); %matrix = MatrixCreateFromEuler(%euler); return getWords(%matrix,3,6);}function axisToEuler(%axis){ %angleOver2 = getWord(%axis,6) * 0.5; %angleOver2 = -%angleOver2; %sinThetaOver2 = mSin(%angleOver2); %cosThetaOver2 = mCos(%angleOver2); %q0 = %cosThetaOver2; %q1 = getWord(%axis,3) * %sinThetaOver2; %q2 = getWord(%axis,4) * %sinThetaOver2; %q3 = getWord(%axis,5) * %sinThetaOver2; %q0q0 = %q0 * %q0; %q1q2 = %q1 * %q2; %q0q3 = %q0 * %q3; %q1q3 = %q1 * %q3; %q0q2 = %q0 * %q2; %q2q2 = %q2 * %q2; %q2q3 = %q2 * %q3; %q0q1 = %q0 * %q1; %q3q3 = %q3 * %q3; %m13 = 2.0 * (%q1q3 - %q0q2); %m21 = 2.0 * (%q1q2 - %q0q3); %m22 = 2.0 * %q0q0 - 1.0 + 2.0 * %q2q2; %m23 = 2.0 * (%q2q3 + %q0q1); %m33 = 2.0 * %q0q0 - 1.0 + 2.0 * %q3q3; return mRadToDeg(mAsin(%m23)) SPC mRadToDeg(mAtan(-%m13, %m33)) SPC mRadToDeg(mAtan(-%m21, %m22));}
%eX = getWord(axisToEuler(%obj.gettransform()),0);%eY = getWord(axisToEuler(%obj.gettransform()),1);%eZ = getWord(axisToEuler(%obj.gettransform()),2);
if(%eY > %this.maxYaw) { %eY = %eY - 0.8;}
%obj.setTransform(%obj.getPosition() SPC eulerToAxis(%eX SPC %eY SPC %eZ));
What's up with the magical rowboats that move by themselves?
Because I'm curious, where did you end up going for so long Strat?
Please please please adjust your battle ships and PT boat for this