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Try this pseudo code, I think it should work:


Vector vecDifference = vecPosition - vecAbsOrigin;
QAngle angToTarget;

VectorAngles( vecDifference, &angToTarget );

flYaw = angToTarget[YAW];
flPitch = angToTarget[PITCH];

SetPoseParameter ( "yaw" , flYaw );
SetPoseParameter ( "pitch" , flPitch );

----- Original Message -----
From: "Adam Maras (memzero)" <[EMAIL PROTECTED]>
To: "hlcoders" <[email protected]>
Sent: Monday, January 21, 2008 7:27 PM
Subject: [hlcoders] Vector math is simply beyond me.


> Hello, everybody. I'm having a headache with a model entity I'm writing,
> and I need your help.
>
> To start off, the entity is a turret. It has a model, the model has
> pitch and yaw pose parameters I use to "point" the model at the player
> it's shooting at. That being said, I can't get the math right for the
> yaw to come out right at all. Here's what I have:
>
>    * Vector vecAbsOrigin( GetAbsOrigin() ); // the absolute center of
>      the model
>    * QAngle angAbsAngles( GetAbsAngles() ); // the absolute angles of
>      the model
>    * Vector vecPosition; // the absolute position of what's being shot at
>
> I've tried everything I know, but I cannot put these three values
> together in any way that will give me a pitch and yaw for my
> SetPoseParameter calls that will result in this turret pointing at its
> target. I'm not versed in vector math, which doesn't help either. Can
> someone help me out?
>
> //   Adam Maras (memzero)
>
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>

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