 If anybody knows how I can do this, please tell me lol, I've tried using sine/cosine, but since you can only do a max of sin(1), which prettymuch is "jitter" mode, I don't understand the math needed to calculate it....
 If anybody knows how I can do this, please tell me lol, I've tried using sine/cosine, but since you can only do a max of sin(1), which prettymuch is "jitter" mode, I don't understand the math needed to calculate it.... 
 If anybody knows how I can do this, please tell me lol, I've tried using sine/cosine, but since you can only do a max of sin(1), which prettymuch is "jitter" mode, I don't understand the math needed to calculate it....
 If anybody knows how I can do this, please tell me lol, I've tried using sine/cosine, but since you can only do a max of sin(1), which prettymuch is "jitter" mode, I don't understand the math needed to calculate it.... 
double ang = degtorad(direction(0, 0, x, y) + 1); // assuming the center is 0, 0
// not the above has a +1 to set the angular velocity to be 1 degree per frame
double radius = distance(0, 0, x, y);
x = 0 + cos(ang)*radius; // the 0 is the center x coordinate
y = 0 - sin(ang)*radius; // the reason for minus sin instead of plus is up in gE is negative, unlike normal math coordinates

 My version is quite long lol
 My version is quite long lolUsers browsing this forum: No registered users and 1 guest