Mktavish Posted April 21, 2018 Share Posted April 21, 2018 Offended, not so much, but certainly confused. I'm glad ... but sorry to confuse ... and the fact that my script that wasn't working was exactly the same as yours but using rotation instead of motion. You can't mix those scripts. The rotate code is what works for it.And the sliding along an axis works for it , but could be simplified. Are you just saying you can't get those commands to work in console ? for particular refs ? Link to comment Share on other sites More sharing options...
Mktavish Posted April 21, 2018 Share Posted April 21, 2018 Oh I almost forgot ... try making a SCOL to rotate or move ... But all statics. If you are gona resize stuff within it.And pick a good center piece ... Link to comment Share on other sites More sharing options...
EPDGaffney Posted April 21, 2018 Author Share Posted April 21, 2018 @Uhmattbravo:I agree 100%. And the truth is that animation is more or less the final skill in which I need to become proficient in order to be able to do literally any type of game development. Not necessarily great, but enough that besides animating, everything else is something I feel I can do at least passably, but generally much better than passably if I put in the time. What I'm saying is that whilst I'm putting it off for now, I have that link saved now as I do intend to go back to it at some point. I just...I'm at this one area for a month now and I kind of can't take it anymore. I just need to power through it and probably work on some other people's stuff for a bit. I don't think I mentioned it but that UFO mod, whilst something I would probably not put in my own game, looks flipping brilliant. Very impressive. I'm tempted to download it just to see it in action, even if I don't keep it in when I play (if I ever play anything again in my life, if I ever finish this mod). @mktavish:What I'm saying is that my script was using SetAngle instead of SetPos, because what I wanted to do was to rotate it. It works perfectly when the object isn't scaled. When I asked about a hypothetical 'Slide' function, it was a separate question entirely. The console commands were just things I tested once the script didn't work; the console commands were never intended to be used in my mod or anything like that. I went round attempting to use the commands on every scaled object, and all of them gave that error message ('Cannot be moved'). The reason doing a PlaceAtMe of the same objects allows the console commands to work is that they are spawned with their base scale. Literally the only problem here is that the engine doesn't operate the same on scaled objects as it does on objects that use their base scale. It demolished my frame rate with the small roaches a while back, no matter the poly count and texture resolution, and now it can't move scaled statics. I think a SCOL would be expected to have some scaled objects, so you may have something there. Fortunately, I'm long past this now, but I'll keep it in mind and maybe test it at some point. Link to comment Share on other sites More sharing options...
Mktavish Posted April 21, 2018 Share Posted April 21, 2018 @mktavish:What I'm saying is that my script was using SetAngle instead of SetPos, because what I wanted to do was to rotate it. It works perfectly when the object isn't scaled. Oh I see ... yes in theory SetAngle could be used like SetPos ... but I wouldn't attempt it with the script I made for moving water. What did you make it look like ?The rotate function is just an indefinite command (1 time) for it to move in arc seconds , setangle would continually need angle data telling it where to move. What setpos and setangle basically do , is create snapshots ... that you string together ... to create a shutter effect , like old timey motion picture. So yes very tedious compared. I however have no experience with setangle ... and I trust Uhmatts experience with it ... telling me something is off with it , not doing what it should do in theory. When I asked about a hypothetical 'Slide' function, it was a separate question entirely. Yes I knew it was different ... but same ... since they are both motion with scripting.But how would a theoretical slide function work in your vision ? How would it know what to do indefinitely with a one time input?I guess there is some hard coding to accomplish this with a package inducing travel ... tells the actor to move to a certain destination , one frame at a time ??? How would an easy button for straight line movement work similar to rotate function ? The console commands were just things I tested once the script didn't work; That's what I thought ... but in retrospect got confused since I confused you :pinch: I think a SCOL would be expected to have some scaled objects, so you may have something there. Fortunately, I'm long past this now, but I'll keep it in mind and maybe test it at some point. Oh no you're not ... It's just on the back burner ... for whatever that's worth :devil: But ya SCOLing it , is an awesome facet of using the geck ... just dump a bunch of interesting pieces in the render window ... then try to fit them together :thumbsup: Link to comment Share on other sites More sharing options...
EPDGaffney Posted April 21, 2018 Author Share Posted April 21, 2018 Matt's experience with SetAngle had to do with attempting something extremely complex. What I was trying to do was much simpler and works fine with a non-scaled static. My script was: scn CrankQuestScript float fAngle Begin GameMode if CrankRef.GetAngle Y > 25 let fAngle := (GetAngle Y - .1) SetAngle Y fAngle else StopQuest CrankQuest endif End My script did a bunch of other stuff, but that was the rotating portion. The quest delay like .01 or something. It runs for about two seconds, so that was fine for me. Using Rotate, it's the same except I don't need that fAngle variable. And it's grown to cause the building to collapse and all that, so instead of stopping the quest, I just set the quest delay to 1, and end the quest when the player dies or exits the cell. Rotate seems to be a one-time command only in a GameMode block, as it stops rotating once my quest stops issuing the command. And it had the snapshot effect as well when I raised the quest delay. So, my hypothetical 'Slide' function is meant to work like that: slide a specified number units (ideally) or a set amount of time, along any specified axis, and then stop. I don't think I've ever wished I could use it for more than a couple of seconds at a time. It's like a way to make a simple cut-scene-like event without doing any new animations and exporting new objects that are the same as the vanilla ones besides the animation. I've never made a SCOL. I've had problems with other mods that used them, so I've not felt compelled to try. But I know it's available if I need it. Link to comment Share on other sites More sharing options...
Mktavish Posted April 22, 2018 Share Posted April 22, 2018 But that is rather different than my script ... so not sure what you meant then ? Link to comment Share on other sites More sharing options...
Mktavish Posted April 22, 2018 Share Posted April 22, 2018 EPDGaffney said "Were some comments deleted here? I'm not sure what's going on since the last time I posted. I've reread my post and I don't see anything that I would expect to offend anyone." What? nobody is editing posts here ... only making place holders so I don't have to increase my post count with worthless drivel. :sick: This is the thread where Uhmatt was discussing his use of SetAngle ... but now I see ... it was GetAngle.And then I went on about some drivel suggesting GetDistance ... https://forums.nexusmods.com/index.php?/topic/5972068-tracking-tilt-on-a-creature/&do=findComment&comment=53381488 Link to comment Share on other sites More sharing options...
uhmattbravo Posted April 22, 2018 Share Posted April 22, 2018 (edited) To be fair, the trouble I had was more with the physics engine than the actual script...... Edit: on another note, don't leave the window open for extended periods of time between reading and posting..... stuff might happen. Edited April 22, 2018 by uhmattbravo Link to comment Share on other sites More sharing options...
EPDGaffney Posted April 22, 2018 Author Share Posted April 22, 2018 Were some comments deleted here? I'm not sure what's going on since the last time I posted. I've reread my post and I don't see anything that I would expect to offend anyone. To be fair, the trouble I had was more with the physics engine than the actual script......I did know this. I'm not sure that that was clear from my posts, but I could tell that your script looked like something that would work if not for the dodgy physics in this game. Link to comment Share on other sites More sharing options...
Mktavish Posted April 22, 2018 Share Posted April 22, 2018 To be fair, the trouble I had was more with the physics engine than the actual script...... Edit: on another note, don't leave the window open for extended periods of time between reading and posting..... stuff might happen. But in theory ... you could animate a static for motion by using that gunner script on an actor object ... dragging the static along with it , and even change the offset by some external factor.But then have the creature invisible , therefore not noticeable it was getting kicked around ? Could just put chameleon effect on it if setting it with no texture was a problem also , but very small mesh so that effect would be less noticeable. Eyebot or Bloatfly would probably be good to use ? Add edit ^above^ : Ahhh ya ... the forum gremlins :ninja: And speaking of re-reading posts ... Sorry dubious when I said there was no such flag on a static ... I was confusedly thinking you meant there is a flag to set it immobile , like on a creature. Link to comment Share on other sites More sharing options...
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