i am trying to build a tower defense game from First person view,i tried using maths for spawning actors in grids
but it doesnt works correctly,i dont know why
should i use a volume instead of maths ?
i am trying to build a tower defense game from First person view,i tried using maths for spawning actors in grids
but it doesnt works correctly,i dont know why
This is some very simple math, the reason your setup is not working is that rounding is rounding in a range of 1, let me make a macro for you that will input a vector and output a rounded number for a grid:
This macro will input a vector, and a multiplier (spacing between grid placements in your case), and it will output a rounded vector (rounded to the nearest multiplier that you inputted), and it will also output a Bias to the upper round, the bias vector will help tell you the bias of your vector to the nearest grid placement area, here is an example:
If I round 487 to a multiple of 100, the rounded vector will be 500, but the bias vector will be 87, which means your vector was 87% of the way to it’s round. Another example:
If I round (123x, 167y, 220z) to a multiple of 50, the rounded vector will be (100x, 150y, 200z), and the bias vector will be (46x, 34y, 40z), which represents 46%, 34%, and 40%.
If you have any questions about this macro, just ask, I know it may look like a lot, but it should only take you 2 mins to replicate it.
Nowhere, that is just for your own convenience in case you want to know the original location’s % between grid spaces. By the way, the Grid Size/Multiplier input needs to be how many units are between each grid space, not the grid’s actual size as in width/height.