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Inside the while/timer you will want to use the "Change Rotation Z" event, the direction must be set using the "Geometry > Direction" use-value.
The "Source X/Y" should be the X/Y location of the player (Actor("this").X and Actor("this").Y) and the "Destination" needs to be the "Cursor > Targetted X of Z" and "Cursor > Targetted Y of Z" use-values. You can leave the "Z" option as "0" in the cursor use-values.
This should make the player continuously face the direction of your cursor!
it the button in the purple square https://www.engine001.com/community/uploads/using.PNG
it lets you acesss TONS of engine data, from actors stats and variables, to mouse position, how long the game is running, ect.
if you need more help, just say so, i am making sure i am subscribed to this discussion
https://www.engine001.com/cache/thumbnails/550x0-community_uploads_Comparison%20Branch.jpg.png
at the top of the screen you will see "Script Mode Tools Help" under one of those headers, i think script or tools, you will find a share script option.
or because the character only faces 4 ways regardless?
update: full rotation using "Effects" as the body.. weapons not showing.. will update further
update: for an item, under the "equipped" trigger, attaching a sprite will have the item appear, but not rotate. Tried using an effect like with the player but no luck. tried copying the rotate script but that causes a string of conflicts.
update: I literally didn't click "rotate with chracter" for the items "equipped - attach sprite" lol.
It's clearly time for bed. Will continue working tomorrow and update further!
I've checked all collisions and sprite placements but nothing should be interfering.. Any ideas?
updaTE: i lied, Z collision was high. set it to 0 and all is well