Rotate World

Post » Sat Nov 21, 2009 10:36 am

In MWSFD there is a small section on Rotate it says:

Making an object spin
Similar to the movements described above, you can also rotate objects, around either their
local or the world axis and determine the current angle:
Rotate , axis, angle/sec_enum
RotateWorld, axis, angle/sec_enum
Rotate, z, -30; rotate counterclockwise, 30° per second, around objects z axis
Object_ID->Rotate, Y, 100
Axis can be x, y, or z. Notice that like the move functions the value you are giving Rotate or
RotateWorld is a speed setting (not an angle), if you want to turn an object by 90% either use
set angle (for an instantaneous change) or use Rotate together with GetAngle to check how far
the object has already been turned. These functions can not be used with Actors.


There are no examples of these functions in action and seeing as I only seem to learn by reverse engineering another person's script I wondered if someone could give me an example of Rotateworld in action

What I'm trying to do is have an invisible platform that the player is positioned on and temporarily disabled and then spin them around an npc - or they stand on and it spins on it's axis so you get a 360 view of the room
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x_JeNnY_x
 
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Post » Fri Nov 20, 2009 9:16 pm

There are no examples of these functions in action

The UESP http://www.uesp.net/morrow/editor/mw_cscommands.shtml#rotate often lists some examples.

If you want to try http://code.google.com/p/mlox/wiki/Tes3cmd, you could use a command line like this in your "Data Files" to find examples from your current set of plugins:

tes3cmd dump --type scpt --match rotate *.esm *.esp > rotate_scripts.txt

(This would output a bunch of script records to the file "rotate_scripts.txt")
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Sheeva
 
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Post » Sat Nov 21, 2009 10:04 am

The UESP http://www.uesp.net/morrow/editor/mw_cscommands.shtml#rotate often lists some examples.

If you want to try http://code.google.com/p/mlox/wiki/Tes3cmd, you could use a command line like this in your "Data Files" to find examples from your current set of plugins:

tes3cmd dump --type scpt --match rotate *.esm *.esp > rotate_scripts.txt

(This would output a bunch of script records to the file "rotate_scripts.txt")


:) Nothing like a good plug for tes3cmd :goodjob:

However I can do that by just using Find Text under the edit menu in the CS :)

For MW esm I found a rotateworld for Shishi - which moves the velothi platform but if I'm reading the script correctly it moves the platform down - I've never seen it move in game before - also there is a test script for rotate - i think I can work out what it is trying to do or at least try attaching it to a platform and see what happens - I do like the variable in it called goNuts

Wow your version of UESP is old school web - quite nostalgic looking at it - I've never checked the scripting part of UESP before and its a real treasure trove.

Thanks for the links they''ll be helpful for starting me off.
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krystal sowten
 
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Post » Sat Nov 21, 2009 8:53 am

:) Nothing like a good plug for tes3cmd :goodjob:

I am shameless.

However I can do that by just using Find Text under the edit menu in the CS :)

I find it easier and quicker to use tes3cmd, as it can scan all your plugins at once.

For MW esm I found a rotateworld for Shishi - which moves the velothi platform but if I'm reading the script correctly it moves the platform down - I've never seen it move in game before

The shishi_door script is attached to the skull on the desk, so the rotateworld command rotates the skull, in addition to moving the platform down. You can see the platform move if you run downstairs real quick.
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мistrєss
 
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