#how do you tell the character to move to
1 messages · Page 1 of 1 (latest)
can't tell much without a screenshot of the blueprint setup
So the default behavior is that you have your character in, e.g., the center of the screen. You click above it and it moves to the point you found navigational above it?
And now you wish to have that same behavior generate some mirrored point below the character instead for some kind of "inverse controls" debuff?
correct..
I'm using Action RPG multiplayer Starter Templet. I need some time for picks, need to clean my failed attempts
So, I mean in theory you could simply take that location and math out the mirrored point, and check if that is navigational (there should already be some node be used to ensure the original point is on the NavMesh).
It was my way to go but i could not figure math out
Vector Math is important. You can go over to #game-math and ask peeps there, or try to watch some basic videos on it.
I can math it out for you, but I'm not sure that leaves a lasting effect.
If you understand how Vector Math works, this would be somewhat as simple as addition and multiplication with normal numbers.
Fwiw, you can take the OriginalPoint and Subtract the CharacterLocation from it. That makes the OriginalPoint relative to the CharacterLocation. You can then multiply the result by -1 to flip it and add back the CharacterLocation to it. That gives you your MirroredPoint. You do want to make sure that this point can be reached by navigation though. Maybe do some trace from somewhere above it to somewhere below it if your game has different Z heights, like hills and platforms.
ok i'm idiot. i had multiply to actor location not add.. and i could not see mistake for 2 hrs 😄 anyway big thanks.. Also can't see Game-math on left panel on discord