Difference between revisions of "SetAngle"

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*SetAngle X on the player tilts the camera view up/down. It is possible to set the player's X angle beyond the limits of the mouse movement (-89 to 89). Note that the values are counterintuitive: negative angles force the player look up, positive angles, down.
*SetAngle X on the player tilts the camera view up/down. It is possible to set the player's X angle beyond the limits of the mouse movement (-89 to 89). Note that the values are counterintuitive: negative angles force the player look up, positive angles, down.
*Some objects will 'forget' the X angle, setting it back to zero every few frames.




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[[Category:Functions]]
[[Category:Functions]]
[[Category:Functions (GECK 1.0)]]
[[Category:Functions (GECK 1.1)]]
[[Category:Movement Functions]]
[[Category:Movement Functions]]
[[Category:Movement Functions (GECK 1.0)]]
[[Category:Movement Functions (GECK 1.1)]]

Latest revision as of 19:16, 26 January 2013

< [[::Category:Functions|Category:Functions]]

Link to TES4 Construction Set Wiki: SetAngle.

A function included in the GECK version 1.1.0.36.

Description

Sets the angle of the calling object relative to the world on the specified axis (X, Y, or Z).

Syntax

[help]
[Object].SetAngle Axis:char{X, Y, Z} Angle:float

Example

ActorRef.SetAngle Z 270
Player.SetAngle X 28.8

Notes

When called on the player and actors:

  • SetAngle Z rotates the player/actor as it rotates any object in game. It can be used to force the player or actor face a certain direction. E.g. In an exterior cells, "Player.SetAngle Z 45" forces the player face NE.
  • Player and actors cannot be tilted forward, backward or sideways like most other objects, therefore changing their X and Y angles has no effect, with the following exception.
  • SetAngle X on the player tilts the camera view up/down. It is possible to set the player's X angle beyond the limits of the mouse movement (-89 to 89). Note that the values are counterintuitive: negative angles force the player look up, positive angles, down.
  • Some objects will 'forget' the X angle, setting it back to zero every few frames.


See Also