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  1. #1
    berlinermauer's Avatar Master Sergeant
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    Player Looking Direction?

    Hi Guys,

    I want to get the Player Locking Direction to improve the walking of my bot.

    Now is there an Offset in the Player Structure?

    Or are there any other ways to do this like moving a step forward and then check if the x was in/decreased etc.

    Thank you!

    Player Looking Direction?
  2. #2
    Jadd's Avatar 🐸 Premium Seller
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    Base + 0x7A8 if I remember correctly is horizontal rotation in radians... If you'd rather use degrees for some reason though just remember that the radians to degrees formula is radians * 180 / Pi.
    Last edited by Jadd; 03-07-2010 at 06:01 AM.

  3. #3
    berlinermauer's Avatar Master Sergeant
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    WoW thank you it works.

    Great that you wrote the Transformation formula too, because i didnt have it in the scool yet.

    Now what i did is to form it into degree and use tangens.

    +rep

  4. #4
    lanman92's Avatar Active Member
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    Someone needs to write a basic trig tutorial in the programming section, imo. I know for a long time, I just copy-pasted atan2(...) not having any clue what it did.

  5. #5
    pendra's Avatar Active Member
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    Originally Posted by lanman92 View Post
    Someone needs to write a basic trig tutorial in the programming section, imo. I know for a long time, I just copy-pasted atan2(...) not having any clue what it did.
    [ame=http://www.amazon.com/Primer-Graphics-Development-Wordware-Library/dp/1556229119#reader_1556229119]Amazon.com: 3D Math Primer for Graphics and Game Development (Wordware Game Math Library) (9781556229114): Fletcher Dunn, Ian Parberry: Books[/ame]

  6. #6
    SKU's Avatar Contributor
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    Originally Posted by lanman92 View Post
    Someone needs to write a basic trig tutorial in the programming section, imo. I know for a long time, I just copy-pasted atan2(...) not having any clue what it did.
    Or you know.. you could ****ing go to school. :P

  7. #7
    Robske's Avatar Contributor
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    Originally Posted by SKU View Post
    Or you know.. you could ****ing go to school. :P
    Outrageous
    "Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live." - Martin Golding
    "I cried a little earlier when I had to poop" - Sku

  8. #8
    berlinermauer's Avatar Master Sergeant
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    I fail with my mathematical formulars :[

    Perhaps its just because i dont know how long a turn about 360 degreees takes.

    Does anyone know?

  9. #9
    flo8464's Avatar Active Member
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    Originally Posted by berlinermauer View Post
    I fail with my mathematical formulars :[

    Perhaps its just because i dont know how long a turn about 360 degreees takes.

    Does anyone know?
    Movement Shynd’s WoW Modification Journal
    Hey, it compiles! Ship it!

  10. #10
    lanman92's Avatar Active Member
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    Not everyone here has taken trig. I'm in honors classes, and my school insists on me learning every damn thing about algebra before even touching trig/circles/calc.

  11. #11
    Jens's Avatar Contributor
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    I was actually playing around with this the other day
    Code:
    RotationRadians = Read<float>(Base + 0x7A8);
    
    // radians to degrees
    RotationDegrees = (RotationRadians * 180) / PI;
    // degrees to radians
    RotationRadians = (RotationDegrees * PI) / 180;
    in case you want to calculate the new rotation in degrees, you have to write it back as radians, also is seems like you can simply write a new rotation at the address without being disconnected, unlike nudging x, y or z

    Mind you that the wow calculates degrees from north, unlike the unit circle.

    The map set up like this:


    Originally Posted by lanman92 View Post
    Not everyone here has taken trig. I'm in honors classes, and my school insists on me learning every damn thing about algebra before even touching trig/circles/calc.
    which is a good idea

  12. #12
    Jadd's Avatar 🐸 Premium Seller
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    Originally Posted by SKU View Post
    Or you know.. you could ****ing go to school. :P
    School is poo.

    On topic: To see how long it takes to turn... well... don't use that method. Just make a while loop until you turn to the right amount.


    Edit: Shit, just realised how old this thread was xD

  13. #13
    Cromon's Avatar Legendary


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    keep in mind that orientation 0 means that the player looks at (1/0). So create a matrix rotating orientation radians and multiply it with 1/0. Then you have the vector you are facing at.

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