Difference between revisions of "GetAngle"

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'''Syntax:'''
GetAngle axis
'''Example:'''
GetAngle Z


Link to TES4 Construction Set Wiki: [http://cs.elderscrolls.com/constwiki/index.php/GetAngle GetAngle].
 
Returns the current world rotation angle of the object on the selected axis (X, Y, or Z) in float.
 
== Notes ==
*'''Special Notes (relative to GetAngle called upon the player)'''
**Z angle returns a value from 0 to 360 depending on the player's current heading. Z angle is measured with the positive ''y''-axis as 0 and increasing clockwise from there. In the Wasteland worldspace, this is North, however, the same is not true of interiors (other exterior worldspaces have not been tested) - GetAngle is based on the game's coordinate system and the Compass is based on the NorthMarker object in each cell. Therefore, GetAngle Z is only useful for determining compass directions in the exterior Wasteland worldspace.
**Trigonometry with the Z angle could be done using the following conversion formula:
float GetAngleZ  ;the game's version
float TrigAngleZ ;the rest of the world's interpretation of the same
set GetAngleZ to player.GetAngle Z
if ( GetAngleZ < 90 )
  set TrigAngleZ to 90 - GetAngleZ
else
  set TrigAngleZ to 450 - GetAngleZ
endif
**X angle returns a value (theorically) from -90 to 90.  The true in-game range is -89 to 89, with -89 if the player is looking above himself, and 89 if player is looking at his feet. Note that the player actually ''is'' looking 89 degrees above or below horizontal - you cannot look exactly up or exactly down in game.




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[[Category:Movement Functions]]
[[Category:Movement Functions]]
[[Category:Condition Functions]]
[[Category:Condition Functions]]
<!-- Begin Search Terms
Get
Angle
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Revision as of 14:35, 9 April 2009

Syntax:

GetAngle axis 

Example:

GetAngle Z 


Returns the current world rotation angle of the object on the selected axis (X, Y, or Z) in float.

Notes

  • Special Notes (relative to GetAngle called upon the player)
    • Z angle returns a value from 0 to 360 depending on the player's current heading. Z angle is measured with the positive y-axis as 0 and increasing clockwise from there. In the Wasteland worldspace, this is North, however, the same is not true of interiors (other exterior worldspaces have not been tested) - GetAngle is based on the game's coordinate system and the Compass is based on the NorthMarker object in each cell. Therefore, GetAngle Z is only useful for determining compass directions in the exterior Wasteland worldspace.
    • Trigonometry with the Z angle could be done using the following conversion formula:
float GetAngleZ  ;the game's version
float TrigAngleZ ;the rest of the world's interpretation of the same

set GetAngleZ to player.GetAngle Z
if ( GetAngleZ < 90 )
  set TrigAngleZ to 90 - GetAngleZ
else
  set TrigAngleZ to 450 - GetAngleZ
endif
    • X angle returns a value (theorically) from -90 to 90. The true in-game range is -89 to 89, with -89 if the player is looking above himself, and 89 if player is looking at his feet. Note that the player actually is looking 89 degrees above or below horizontal - you cannot look exactly up or exactly down in game.