0 Hi,i wan't to make a minimap like GTA 4 and Red Dead Redemption i have the script already written but i hava a qeastion,The Blips for a MissionObjective or Missionstartingpoint i wan't it that if the player is out of a specific range the blip will draw but on the edge of the radar.If you don't know what i'am talking about watch this sample video of RDR begin at min 2.20 klik the linktext belowvideo RDRThis is part of the script that draws the GUI blip; ``````enter function drawBlip(go,aTexture){ centerPos=centerObject.position; extPos=go.transform.position; // first we need to get the distance of the enemy from the player dist=Vector3.Distance(centerPos,extPos); dx=centerPos.x-extPos.x; // how far to the side of the player is the enemy? dz=centerPos.z-extPos.z; // how far in front or behind the player is the enemy? // what's the angle to turn to face the enemy - compensating for the player's turning? deltay=Mathf.Atan2(dx,dz)*Mathf.Rad2Deg - 270 - centerObject.eulerAngles.y; // just basic trigonometry to find the point x,y (enemy's location) given the angle deltay bX=dist*Mathf.Cos(deltay * Mathf.Deg2Rad); bY=dist*Mathf.Sin(deltay * Mathf.Deg2Rad); if(dist>=distnce){ bX=bX*mapScale; // scales down the x-coordinate so that the plot stays within our radar bY=bY*mapScale; // scales down the y-coordinate so that the plot stays within our radar // this is the diameter of our largest radar circle GUI.DrawTexture(Rect(mapCenter.x+bX,mapCenter.y+bY,25,25),aTexture); } `````` more ▼ asked Jun 01 '11 at 07:20 PM StarrockGames 1 ● 2 ● 2 ● 3 Hehe >:] The link dose not work. ;) Jun 01 '11 at 07:27 PM OrangeLightning yes i know editing it Jun 01 '11 at 07:32 PM StarrockGames add new comment (comments are locked) 10|3000 characters needed characters left ▼ Viewable by all users

 0 Thanks man! it worked more ▼ answered Jun 03 '11 at 03:28 PM StarrockGames 1 ● 2 ● 2 ● 3 add new comment (comments are locked) 10|3000 characters needed characters left ▼ Viewable by all users
 0 If you just want to do a kind of "round clamp" in order to bring bx and by to the border of your round radar, do something like this: `````` if (dist*mapScale>radarRadius){ var k:float = radarRadius/(dist*mapScale); bx *= k; by *= k; } GUI.DrawTexture(... ``````where radarRadius is (obviously) the radius of your radar screen. more ▼ answered Jun 01 '11 at 09:41 PM aldonaletto 41.2k ● 16 ● 42 ● 195 add new comment (comments are locked) 10|3000 characters needed characters left ▼ Viewable by all users

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asked: Jun 01 '11 at 07:20 PM

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Last Updated: Jun 03 '11 at 03:28 PM