newiy 0 Posted June 8, 2004 I wrote a small script that would cause units to "orbit" a desired object (it works with moving units too, but not very well ), but I have two problems with it... 1) I'm not sure how to modify the delay I put in the script so the unit would move continuously (for faster units) and without distorting the circle too much (for slower units)... I tried the good ol' t = d/s but it only made it worse. 2) The unit will just stand still when the radius of the circle is small. (Ingame limitation?) Here's the script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _Performer = _this select 0 _Radius = _this select 1 _Ascension = _this select 2 _Reference = _this select 3 _t = 0 _deg = 0 _Point = "logic" createVehicle (getPos _Performer) #PerformLoop ?(!Alive _Performer) : goto "End" ;change this delay? ~1 _t = _t + (pi / 12) _deg = _t * (180 / pi) _r = _radius _Relx = _r * (cos _deg) _Rely = _r * (sin _deg) _Obsx = _Relx + ((getPos _Reference) select 0) _Obsy = _Rely + ((getPos _Reference) select 1) ;Doesn't seem to work :( _Obsz = ((getPos _Performer) select 2) + _Ascension _NewPos = [_Obsx, _Obsy, _Obsz] _Point setPos _NewPos _Performer doMove _NewPos goto "Performloop" #End deleteVehicle _Point exit Actually I have something to confess... the only reason I wrote this script was so I could watch units move according to my favourite graphs in polar coordinates... I'm strange like that. Thanks in advance for any help I might receive. Share this post Link to post Share on other sites