11.11.2014, 10:22
Hello again!
okay one more time, i've tried to make a new way of calculating the the spawns with trigonometrical functions like this:
And it SHOULD look like this when testing it out;
But instead I end up with the results such as below:
How can i edit the formula to make it match the coordinate-system used in sa-mp ?
Thanks guys!
okay one more time, i've tried to make a new way of calculating the the spawns with trigonometrical functions like this:
pawn Код:
stock GetXYForRacer(Float:xs, Float:ys, &Float:x, &Float:y, Float:angle, position, columns, Float:sDistance, Float:rDistance)
{
// we assume the index is starting at = 0 (Then we will get (0,0) as a start pos,
//because of the calculations for I and J below) which is forwarded to the "calc_point"
//Defs: xs & ys Should be the reference X&Y and
//rDistance and sDistance is particularly the sideDistance (side offset) and rearDistance (rear offset)
// x and y is forwarded to the arrays i added to hold the info.
new i = position%columns;
new j = floatround(position, floatround_floor) / columns;
Calc_Point(xs, ys, Resultx, Resulty, sDistance, rDistance, angle, i, j);
x = Resultx;
y = Resulty;
}
stock Calc_Point(Float:xs, Float:ys, &Float:x, &Float:y, Float:sDistance, Float:rDistance, Float:angle, i, j)
{
//rDistance = offset behind the front column
//sDistance = side offset
// X and Y gets sent back.
//xs and ys is the position i am calculating this from. (xStock and yStock)
//I og J is from the other funct
x = xs - i * sDistance * floatcos(angle) + j * rDistance * floatsin(angle);
y = ys + i * sDistance * floatsin(angle) + j * rDistance * floatcos(angle);
}
But instead I end up with the results such as below:
How can i edit the formula to make it match the coordinate-system used in sa-mp ?
Thanks guys!