I made an Boolean attribute and called it Rotate Camera then i made 2 actors in the first one i made a rule when touch is pressed constrain attribute rotate camera to true then put the 2nd actor on to the scene and create a rule when attribute game.rotate camera is true constrain attribute scene.camera.rotation to scene.camera.rotation+1
For the actors that you want to fall give it an accelerate behaviour and make the direction of acceleration scene.camera.rotation -90 Pretty sure that's right, might need to check it when I am able to get to my computer later.
This is what i did from the beginning but when i rotate the camera to the right it goes to the left and when i rotate the camera to the left it goes to the right
This is what i did from the beginning but when i rotate the camera to the right it goes to the left and when i rotate the camera to the left it goes to the right
This is what i did from the beginning but when i rotate the camera to the right it goes to the left and when i rotate the camera to the left it goes to the right
Too ambiguous for me.
What I'm trying to say is that it's not working for me any other idea on how to make it work
Good grief this is getting confusing, you say "if the camera is rotating clockwise i want the actor to fall to the right" - but in the video the camera rotates counterclockwise and you have a red arrow pointing to the right saying you want the actor to fall this way ?
You can get the actor to move in whichever direction you want in relation to the camera by adjusting the direction in the accelerate behaviour.
Good grief this is getting confusing, you say "if the camera is rotating clockwise i want the actor to fall to the right" - but in the video the camera rotates counterclockwise and you have a red arrow pointing to the right saying you want the actor to fall this way ?
i have it on 90 but when i put it to 90 the screen goes black
That might be the most mysterious post yet ! (
It really takes a tiny amount of extra effort to state your terms, personally I try to avoid words like 'it' when there is more than one element involved.
"When I rotate the camera the actor rotates in the opposite detection" . . . . is useful.
"When I rotate it it 'goes' the wrong way" . . . . is less useful.
i have it on 90 but when i put it to 90 the screen goes black
That might be the most mysterious post yet ! (
It really takes a tiny amount of extra effort to state your terms, personally I try to avoid words like 'it' when there is more than one element involved.
"When I rotate the camera the actor rotates in the opposite detection" is useful.
"When I rotate it it doesn't work" is less useful.
Answers
Pretty sure that's right, might need to check it when I am able to get to my computer later.
i dont want to to go flying i want to to come down
That's my bet because it's just doing the opposite.
You can get the actor to move in whichever direction you want in relation to the camera by adjusting the direction in the accelerate behaviour.
It really takes a tiny amount of extra effort to state your terms, personally I try to avoid words like 'it' when there is more than one element involved.
"When I rotate the camera the actor rotates in the opposite detection" . . . . is useful.
"When I rotate it it 'goes' the wrong way" . . . . is less useful.
http://www.sendspace.com/file/bqec2l