Difference between revisions of "GetAngle"
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m
+s, tweak to example script
imported>JT (I really hated the "world standard interpretation of angles" concept; bearings are more commonly understood (particularly by gamers), while trigonometric angles are esoteric to math only) |
imported>JT m (+s, tweak to example script) |
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**'Player.GetAngle X' 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. | **'Player.GetAngle X' 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. | ||
**'Player.GetAngle' Z 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. | **'Player.GetAngle' Z 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. | ||
**The angles returned are the common layman's understanding of angles, properly termed ''bearings''. They increase clockwise, from 0 at the north to 90 in the east. These are not the same as the standard mathematical/trigonometric " | **The angles returned are the common layman's understanding of angles, properly termed ''bearings''. They increase clockwise, from 0 at the north to 90 in the east. These are not the same as the standard mathematical/trigonometric "angles", which increase counterclockwise, from 0 at the east to 90 at the north. Trigonometry with the Z angle could be done using the following conversion formula: | ||
float GetAngleZ ; | float GetAngleZ ;bearing | ||
float TrigAngleZ ; | float TrigAngleZ ;standard trigonometric angle | ||
set GetAngleZ to player.GetAngle Z | set GetAngleZ to player.GetAngle Z |