Difference between revisions of "Useful Scripts"
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→Forced Relative Orientation
imported>Illyism (added FOSE script) |
imported>Cipscis |
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<small>For a Quest or Object script, use a [[GameMode]] block. For an Effect script, use a [[ScriptEffectUpdate]] block.<br />In order to use the EditorRefID of your reference in a script like this, it must be a persistent reference.</small> | <small>For a Quest or Object script, use a [[GameMode]] block. For an Effect script, use a [[ScriptEffectUpdate]] block.<br />In order to use the EditorRefID of your reference in a script like this, it must be a persistent reference.</small> | ||
<pre>float | <pre>float fAngle | ||
float fRelativePos | float fRelativePos | ||
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myREF.setPos z fRelativePos | myREF.setPos z fRelativePos | ||
set | set fAngle to player.GetAngle Z + <ANGLE OFFSET> | ||
myREF.SetAngle Z | myREF.SetAngle Z fAngle | ||
set fRelativePos to player.GetPos Y + <PLAYER OFFSET> * cos | set fRelativePos to player.GetPos Y + <PLAYER OFFSET> * cos fAngle | ||
myREF.SetPos Y fRelativePos | myREF.SetPos Y fRelativePos | ||
set fRelativePos to player.GetPos X + <PLAYER OFFSET> * sin | set fRelativePos to player.GetPos X + <PLAYER OFFSET> * sin fAngle | ||
myREF.SetPos X fRelativePos | myREF.SetPos X fRelativePos | ||
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<ul> | <ul> | ||
<li><Z OFFSET> determines the reference's z offset from the player's feet. The higher this is, the further above the player's feet the reference will appear. | <li><Z OFFSET> determines the reference's z offset from the player's feet. The higher this is, the further above the player's feet the reference will appear. If <Z OFFSET> should be determined by where the player is looking, this should be used:<pre>set fAngle to player.GetAngle X | ||
set fRelativePos to player.GetPos Z - <PLAYER OFFSET> * sin fAngle | |||
</pre> | |||
</li> | </li> | ||
<li><ANGLE OFFSET> determines the reference's position relative to the players. As <ANGLE OFFSET> increases, the reference's position will move around the player in an anti-clockwise direction. When <ANGLE OFFSET> is 0, the reference will appear directly in front of the player.</li> | <li><ANGLE OFFSET> determines the reference's position relative to the players. As <ANGLE OFFSET> increases, the reference's position will move around the player in an anti-clockwise direction. When <ANGLE OFFSET> is 0, the reference will appear directly in front of the player.</li> |