I agree with hpgbproductions, feel free to try using the target variables, you can use the scalar product to help find directionality, distance is the easy bit.
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its easier to nab someones stuff, make sure to credit them though
If your plane always remains level:
Easy to do with TargetHeading, TargetElevation, TargetDistance, TargetSelected. The heading and elevation variables are in world space, and can easily be converted to local space.
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If your plane can pitch and roll (i.e., is actually a plane or something):
Probably just nick an auto-aim code to convert those world space angles into local space.
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Once you have local space angles, they can drive horizontal and vertical pistons.
@hpgbproductions Thanks :)
@Axartar Thank you
I agree with hpgbproductions, feel free to try using the target variables, you can use the scalar product to help find directionality, distance is the easy bit.
.
its easier to nab someones stuff, make sure to credit them though
If your plane always remains level:
Easy to do with TargetHeading, TargetElevation, TargetDistance, TargetSelected. The heading and elevation variables are in world space, and can easily be converted to local space.
.
If your plane can pitch and roll (i.e., is actually a plane or something):
Probably just nick an auto-aim code to convert those world space angles into local space.
.
Once you have local space angles, they can drive horizontal and vertical pistons.