I said I would NOT use it, so why give an example in which it is used?
So like I said, what you could do is check the distance to the currentdestinationnode (actually there is already an event doing that) and instead of setting the angle directly rotate 1 degree counterclockwise untill the new angle is reached..
Should be pretty easy to make..
Okay, I wasn't entirely sure if you meant it should be used or not, sorry. Why counterclockwise? What if the "bullet" is going from, say, 90° angle to 0°, wouldn't that be a clockwise rotation?
I'm trying to figure out how these expressions work, but it's slightly confusing to me how it's been written with distances and destinations, as I said, I'm okay with the basics, but detailed expressions are a bit difficult for me to manage, which is why I put this in the beginner's section, it's really not my strong point yet. Most things I try in C2 that aren't from the context menus tend to not work anyways, I usually forget to wait 0.1 seconds and events cancel each other out, so I'm sorry if I'm slow but I am trying to comprehend how these more advanced (to me) algorithms work.
As you say, there is the currentdestinationnode check (Turt.Pathfinding.NodeCount-1) but I have no idea how to gradually rotate the bullet when it's a) using a bullet behaviour and b) it's angle seems controlled by variables. I can probably get it if you can hint whereabouts I should put these events/conditions.