pra Posted June 15, 2020 Share Posted June 15, 2020 I have an activator. This activator has a certain position and orientation. Now I want spawn a bubble turret, aligned to said activator. For position, this works fine. Placeatme'ing the turret's ActorBase creates a turret at the proper coordinates. However, rotation isn't as easy. After the placeatme, it points upwards, no matter the activator's orientation. turret.SetAngle() using the activator's angles doesn't work as expected (or doesn't work at all, not sure). turret.translateTo/translateToRef KINDA works, but has unexpected results. Usually the (global) Z angle is not what I'd expect. I suspect that this uses a different coordinate system than setAngle would. Local to the turret itself maybe? Any idea how to recalculate the activator's angles in that case? The context of this is SimSettlements. I can't hardcode any positions or angles here. I could make 3 different forms with 3 different scripts for floor/wall/ceiling turrets, if that makes it easier. Link to comment Share on other sites More sharing options...
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