Page 1 of 1
flypath problem
Posted: Thu Apr 29, 2004 5:42 am
by fuhrer
ok this is really strange, ive made a script object and some splinepaths, then told the object to follow that path but for some reason the object flips 180 before moving...its pissing me off
Code: Select all
train_prep:
$train moveto $train_start
$train speed 200
thread go
end
go:
$train_trigger waittill trigger
$train flypath $train_path
$train waitmove
end
angles
Posted: Thu Apr 29, 2004 7:02 pm
by tltrude
Have you tried setting the angles for each path node? Not "angle", "angles.
Key: angles
Value: 0 0 0
if it is a train, then only the center number (yaw) needs to be set--unless it pitches up a hill, or rolls on a curve. You can also set angles on your train object, but "flypath" will make it use the angles of the path nodes. It will also "lookahead" 256 units for the next node and start changing its angles before it get to it.
Posted: Thu Apr 29, 2004 9:21 pm
by fuhrer
what exactly does the angles of the pathnode do?
Posted: Fri Apr 30, 2004 9:10 am
by bdbodger
If you are useing info_splinepath nodes the angles key is the angles the object flying the path will use at that node . It is used to do as TlTrude said to set the pitch yaw and roll of the object .
script_object
Posted: Fri Apr 30, 2004 10:43 am
by tltrude
I'm not sure it works for script_objects, but it does for models that fly the path. Maybe the script_object just needs key/value "lookahead 256" to make the node angles work, but not sure.
Posted: Sat May 01, 2004 11:40 am
by bdbodger
Well the plane in the global/bomber.scr and my strafeing script are both script_ models and my strafeing script lets you use a script_object as the plane they all use this system of node angles .
Posted: Sat May 01, 2004 11:52 am
by jv_map
Yes, but if you use a script_object you must be aware the game doesn't know what is the front of the plane and what is the back. Hence, you should design your plane in such a way (in Radiant) that the front of the plane is pointing to the right (angle 0). Alternatively, you could build it in an arbitrary direction and then add an 'angles' key pointing to the forward direction, i.e. if the front of your plane is at the 'top', then add key / value angles / 0 90 0.
