well isometric doesnt rotate in a circle (like 8 directions), its an oval with a width its height. so the current rts movement wouldnt work out too well, in iso if you want a tank to move foward, scale to the view angle (2x=1y right?) you need to do
set position
set X to
- RTStank.x+((cos(RTStank.angle))*2)*('speed')
set Y to
- RTStank.y+(sin(RTStank.angle))*('speed')
this moves you in an oval, meaning youll move twice as fast X wise as you would Y wise.
its not right for a tank to move in 8 directions, since that uses a circular method of rotation where (1x=1y)
i think the best way to make an iso rts would be to have an actual setting in the rts movement, or 2 code your own speed limiter based on angle,
8 directions is not the way to go
i never actually tried the rts behaviour but its pretty good now that i looked at it, my only problem is
units shouldnt be able to rotate while moving, it makes it look like they're bumper cars, and they run into obstacles because of this