# Rotate and Shoot

**URL:** <https://forum.kirupa.com/t/rotate-and-shoot/279955>\
**Category:** flash\
**Created:** [January 21, 2009, 12:27am UTC](https://forum.kirupa.com/t/rotate-and-shoot/279955 "2009-01-21T00:27:47Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![DanDaMan](https://avatars.discourse-cdn.com/v4/letter/d/b19c9b/32.png) [@DanDaMan](https://forum.kirupa.com/u/DanDaMan)\
**Post date:** [January 21, 2009, 12:27am UTC](https://forum.kirupa.com/t/rotate-and-shoot/279955/1 "2009-01-21T00:27:47Z")

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Okay, so I’m using something similar to a tank in a .fla project of mine. There is one MovieClip that is moved using the arrow keys, and a turret that is placed on top of the moving MovieClip that rotates with other keys. The rotating turret must create more instances of a specific class upon the pressing of the space bar. So far so good. Now here’s my problem. The spot where I want the new instances to be created does not a a constant set of x and y coordinated. I want it to be located at the edge of the turret, as far away from the rotation point as possible.

Here’s an example:

O–  
I want the instances’ starting x and y coordinates to match that of the end of the long stick in the turret MovieClip.

|  
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0  
Now the coordinates of the end of the turret are different.

How can I make it so that no matter what the rotation of the turret is, the instances’ starting x and y coordinates will be the same as the end of the turret’s stick.

I’m not sure I explained that too well, but, can someone please help me? Thanks in advance =D
