Difference between revisions of "SetAngle"
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imported>Geckbot m (Robot: Automated text replacement (-\[\[Category:(.*?)Functions\]\] +Category:\1Functions\nCategory:\1Functions (GECK 1.0))) |
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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. | [[Category:Functions (GECK 1.1)]] | ||
[[Category:Movement Functions]] | [[Category:Movement Functions]] | ||
[[Category:Movement Functions (GECK 1. | [[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
[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.