Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Thanks inbeforehand
Böb
var p = mult(localAxis[0], x(lP)) + mult(localAxis[1], y(lP)) + mult(localAxis[2], z(lP))
+ radar.GetPosition();
and in function getGridData():
//Get world coordinates of the center block
var tO = centerBlock.GetPosition();
//Get world coordinates for positions, that are shifted in all three axes aroud the center block.
var tX = tO + veci(10, 0, 0);
var tY = tO + veci(0, 10, 0);
var tZ = tO + veci(0, 0, -10);
Thanks!
If the turret is [radarX] on the ships' sensor then write [radar+X] into the torpedos' sensor. Hopefully this will work ;-)