Sure, but it does have so much variables and object and limb numbers so I thought it is hard to understand what rotates what.
So I need to explain how my player is constructed. I have full player body, not just the arms.
I rotate player horizontally by rotating the whole player model(55) to YAngPlayer#
I have 2 arm limbs LimbRUpperArm-1 and LimbLUpperArm-1 which I use for
vertical angle.
There must be something wrong with the code order, but I don't get it how glue object works without delay then.
I've tried 100's of different combinations.
rotate object 55, 0, YAngPlayer#, 0
position object 55, XPosPlayer, YPosPlayer, ZPosPlayer
position object ObjTRG42,limb position x(55,25),limb position y(55,25),limb position z(55,25)
rotate object ObjTRG42,limb direction x(55,25),limb direction y(55,25),limb direction z(55,25)
position object 688, limb position x(55,LimbRUpperArm-1), limb position y(55,LimbRUpperArm-1), limb position z(55,LimbRUpperArm-1)
rotate object 688, limb direction x(55,LimbHead)+XAngPlayer#, limb direction y(55,LimbHead), limb direction z(55,LimbHead)
rotate limb 55,LimbRUpperArm-1, GunXAng,-XAngPlayer#-GunYAng,0
rotate limb 55,LimbLUpperArm-1, GunXAng,-XAngPlayer#-GunYAng,0
Here is screenshot how the player works:
http://i160.photobucket.com/albums/t187/TuPP3/player.png?t=1291228748
Gun(ObjTRG42) is positioned and rotated according the right hand limb(limb number 25).
688 is the head, ignore that. I had delay between the head and body too but I managed to prevent that by changing the command execution order.