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Rotate a spawned model?

Posted: Sun Mar 25, 2007 5:40 pm
by Altusi
Hello, it's me again! :)
(i am curious because i try to understand how it work, so sorry for my multiple topics)

So now i spawn and delete a model with a script (i learn it alone! lol Thanks again jv_map!)
And my problem now it's i can't find the command to rotate a model, because my model is not in the good orientation. (see picture: the green is my actual model. And i want that the model spawn in the same position like the red on the picture).
Image

How i can do that in the script?
Thanks

Al

edit:
i can put a part of my script:

Code: Select all

main:

    // set scoreboard messages
setcvar "g_obj_alliedtext1" "Southern France"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" "mohdm1"

	// call additional stuff for playing this map round based is needed
	if(level.roundbased)
		thread roundbasedthread
		
	level waitTill prespawn

	//*** Precache Dm Stuff
	exec global/DMprecache.scr

	level.script = maps/dm/mohdm1.scr
	exec global/ambient.scr mohdm1

	//exec global/ambient.scr mohdm2

	//$world farplane 5000
	//$world farplane_color (.333 .333 .329)

	level waittill spawn
	
wait 5
 local.panzer = spawn models/human/flowerpainting.tik
 local.panzer.origin = ( -82.91 201.41 -43.35 )
 local.panzer.angle = 180
 local.panzer solid
 local.panzer immune bullet
 local.panzer immune fast_bullet
 local.panzer immune bash
 local.panzer immune mg
 local.panzer immune explosion
 local.panzer nodamage

end

Posted: Sun Mar 25, 2007 8:35 pm
by jv_map
Try

local.panzer.angle = 90

Posted: Sun Mar 25, 2007 9:24 pm
by Altusi
jv_map wrote:Try

local.panzer.angle = 90
-yes un think it's work with it, but if what i have to write in my script for rotate in the others angles?

-Oh the command local.panzer.angle = 90 work with the model:
models/human/allied_oss_man_m1.tik
but not with the model:
models/static/flowerpainting.tik
What is going on? i don't understand why the second doesn't worked, because the first work!
Why it do that?

Posted: Mon Mar 26, 2007 12:58 pm
by jv_map
Altusi wrote:-yes un think it's work with it, but if what i have to write in my script for rotate in the others angles?
Try nother number :wink:
-Oh the command local.panzer.angle = 90 work with the model:
models/human/allied_oss_man_m1.tik
but not with the model:
models/static/flowerpainting.tik
What is going on? i don't understand why the second doesn't worked, because the first work!
Why it do that?

Hmm well you shouldn't spawn static models via script anyway, just place them in radiant.

Posted: Mon Mar 26, 2007 1:58 pm
by Altusi
jv_map wrote:
Altusi wrote:-yes un think it's work with it, but if what i have to write in my script for rotate in the others angles?
Try nother number :wink:
Yes :wink: , but i mean in others angles like up and down for example.
Because nothing happen when try to put "( 90.12 45.15 40.12 ) in the angle field.

Plus i can see the model move to 90? :shock: Why i can see the movement of my model? (because i need to spawn this model a lot's of time ingame, so the player will see the model flip to 90?...)

Like you say maybe i shoudn't use static model. (maybe static mean... static! :)

And thanks to be here and help me Jv_map!

Al

Posted: Mon Mar 26, 2007 3:26 pm
by jv_map
No problemo :) , if you see a visual flip then move the angle command into the spawn line:

local.panzer = spawn models/human/flowerpainting.tik angle 90

To rotate over different axes, use the angles command:

local.panzer = spawn models/human/flowerpainting.tik angles ( 90.12 45.15 40.12 )

or

local.panzer.angles = ( 90.12 45.15 40.12 )

Posted: Mon Mar 26, 2007 4:31 pm
by Altusi
jv_map wrote:No problemo :) , if you see a visual flip then move the angle command into the spawn line:

local.panzer = spawn models/human/flowerpainting.tik angle 90

To rotate over different axes, use the angles command:

local.panzer = spawn models/human/flowerpainting.tik angles ( 90.12 45.15 40.12 )

or

local.panzer.angles = ( 90.12 45.15 40.12 )
Thanks for this.
But i am really sorry because i still see the visual flip! (and i am sure to did what you say) I think about an other thing. Is it possible to set the speed of this model? maybe i can set it, so the player will not see the flip, because of the high speed.

Al

wait

Posted: Mon Mar 26, 2007 5:06 pm
by tltrude
You have "wait 5" seconds in the script. To make it happen faster, remove that line, or reduce the time "wait .02".

Posted: Sat Apr 07, 2007 10:02 pm
by Altusi
Hello,

Thanks for your help.
And i find the problem. It's not the wait command. I had to change something in the model file (.tik).
I am not so skill, so i change some things in this file (past some line of other model for try).
And i am not sure that what i changed :(
So sorry to don't explain more.

Just one thing: it's work now without flip rotation!

PS: if i find something i will write here.

Thanks