your welcome! everything you ask for is certainly achievable… here’s a few thoughts:
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the reason your Rinterp is only working for a moment, when you click on it… is because it only fires ONCE… you need your Rinterp to be on a running thread (i.e. like Tick) so that it will do the full rotation in a normal smooth sequence. Personally, I’d set up a boolean on event key pressed, and move the remainder of the function to a Branch on Tick… (yes, there are more performance-efficient ways to do it, but this is just to get the logic sorted out first as a prototype). So when key pressed = true… perform the following operations
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your second question, just get the distance between your character and actor and Branch, when < your intended distance, perform the rotation as above