Asbtract of course.
Thinking about it, how would one put in a hardpoint on your virtual ship.
What I did was create the coordinates which the projectile originates from originally.
So I have two missiles flying out from two different parts.
and created the start point of each by going.
hardpoint1= ship.x -15
hardpoint2= ship.y -15
hardpoint3= ship.x + 15
hardpoint4= ship.x -15
missile1.x= hardpoint1
missile1.y= hardpoint2
missile2.x= hardpoint3
missile2.y= hardpoint4
so according to the ship graphic, while its flying straight from bottom to top and facing that orientation it comes out. But If i rotate the ship, obviously the missiles fire from another area of the ship graphic. Because theres nothing making it remain on the area of the ship I wanted the weapons to originate from.
how would one going about getting a physical hardpoint on the area of the ship, or can it still be done abstract like what I was trying.
Thinking about it, how would one put in a hardpoint on your virtual ship.
What I did was create the coordinates which the projectile originates from originally.
So I have two missiles flying out from two different parts.
and created the start point of each by going.
hardpoint1= ship.x -15
hardpoint2= ship.y -15
hardpoint3= ship.x + 15
hardpoint4= ship.x -15
missile1.x= hardpoint1
missile1.y= hardpoint2
missile2.x= hardpoint3
missile2.y= hardpoint4
so according to the ship graphic, while its flying straight from bottom to top and facing that orientation it comes out. But If i rotate the ship, obviously the missiles fire from another area of the ship graphic. Because theres nothing making it remain on the area of the ship I wanted the weapons to originate from.
how would one going about getting a physical hardpoint on the area of the ship, or can it still be done abstract like what I was trying.