Okay I'm playing with creating a simple weapon that launches a projectile that after 2 seconds releases 6 other projectiles in a kind of star pattern. To do this I need to rotate an offset rotation around the spawner's rotation angle. I've almost got it working correctly. The subprojectiles do launch in a star pattern, but around the wrong axis. I haven't figured out which axis this is, it seems to differ.
local int i;
local Rotator OffsetR;
local Vector OffsetV;
For (i = 0; i < 6; i++)
{
OffsetR.Pitch=4000;
OffsetR.Yaw=0;
OffsetR.Roll=0;
OffsetV = QuatRotateVector(QuatFromAxisAndAngle(Vector(Rotat ion), i*(65536/6)), Vector(OffsetR));
p = Spawn(class'WeaponL.RocketSSSubProj',,,,Rotation+R otator(OffsetV));
}



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. The solution turned out to be to add the orignial direction before calculating the offset.

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