Demeggy Posted June 5, 2011 Share Posted June 5, 2011 Hi all, well I'm trying something a little different here. I'm aiming to get a series of static objects to 'face' the player. Now I'm not entirely such the logical way to go about this. Any suggestions? Have mulled over setAngle and getAngle on both player and object, but not having much luck. The code I'm using falls into a doOnce statement; set angle to myObject.GetAngle Z + myObject.GetHeadingAngle player myObject.SetAngle Z angle Thanks. NB. Do they have to be movable static objects to be able to do this? Kris Link to comment Share on other sites More sharing options...
pintocat Posted June 5, 2011 Share Posted June 5, 2011 Setangle/getangle, are the direction the object is facing in its current location. So if you're looking due east, and your angle was thus like 90, then by setting its angle to the same, you're also rotating the object to face east. You're not MOVING the object, only spinning it to face the same way you are. Doesn't have to be movable static, you can move anything pretty much. I'm not sure if moveto has a way to assign translation based on player heading... placeatme does; it has an optional flag for position relative to the player (like 1 is in front of). Placeatme needs to be used with caution since it could cause savegame bloat. http://geck.bethsoft.com/index.php/PlaceAtMe http://geck.bethsoft.com/index.php/MoveTo Link to comment Share on other sites More sharing options...
rickerhk Posted June 5, 2011 Share Posted June 5, 2011 GetHeadingAngle works great for actors to make them face a reference. Now I'm wondering if you are doing the opposite, after setting the computed angle on the object, you may have to rotate (SetAngle Z) the object 90, 180, or 270 to make it actually 'face' the actor. Since many objects face in different directions when their Angle 'Z' is zero, compared to an actor. Link to comment Share on other sites More sharing options...
Demeggy Posted June 5, 2011 Author Share Posted June 5, 2011 I get what youre both saying, but the code I've posted doesn't even move myObject at all. It's meant to be facing the player, and should work by that code, but I can't fathom why it won't. Link to comment Share on other sites More sharing options...
Demeggy Posted June 7, 2011 Author Share Posted June 7, 2011 Hate to bump, but having no joy. Anyone else experience issues like this? Link to comment Share on other sites More sharing options...
rickerhk Posted June 7, 2011 Share Posted June 7, 2011 Just trying SetAngle Z on a static object at the console returns an error: cant move.It does work on a car, though. So you will probably need to use moveable statics. Link to comment Share on other sites More sharing options...
Demeggy Posted June 12, 2011 Author Share Posted June 12, 2011 Mhm, I'm trying it on an activator now as neither works, and it still isn't doing it. Basically, the moment the player hits a trigger, it's supposed to run that code in a doOnce and have the object facing the player... Link to comment Share on other sites More sharing options...
Demeggy Posted June 18, 2011 Author Share Posted June 18, 2011 Hate to *bump*, but... *bump*. Okay, so i've tried everything. When the player enters the trigger, SETTING the angle manually (i.e. by 45, 180 etc) works, but the given code doesn't. Not sure what I'm doing wrong here. To clarify. When player is the trigger, the object must be facing the player's location. Link to comment Share on other sites More sharing options...
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