Hey Mastahg, I am looking into a writing a personal solution, but I wanted to ask if it might be within the scope of RB to add GameObject.AboutFace();, literally the exact opposite of GameObject.Face(); It would be exceptionally handy for a certain number of spells in the end-game and beyond into 4.0 to be able to add a call to CurrentTarget.AboutFace(); and wait for the cast to end before re-engaging. Thank you! Edit: Possibly with an overload with a certian amount of degrees you wish to overload for an InView check? From Ultima's Code for example: Code: public static bool InView(Vector3 PlayerLocation, float PlayerHeading, Vector3 TargetLocation) { var d = Math.Abs(MathEx.NormalizeRadian(PlayerHeading - MathEx.NormalizeRadian(MathHelper.CalculateHeading(PlayerLocation, TargetLocation) + (float)Math.PI))); if (d > Math.PI) { d = Math.Abs(d - 2 * (float)Math.PI); } return d < 0.78539f; }
Nope. Make one your self. MovementManager.SetFacing(float rotation) MovementManager.SetFacing(Vector3 target) MovementManager.SetFacing2D(Vector3 target)