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Forum: All Forums : Call of Duty 4
Category: CoD4 Scripting
Scripting and coding with Call of Duty 4.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: How do I make my angle-specific script.... generic?
cskiller86
General Member
Since: Nov 23, 2009
Posts: 528
Last: Oct 25, 2011
[view latest posts]
Level 6
Category: CoD4 Scripting
Posted: Tuesday, Jan. 25, 2011 09:06 am
The thing is that self.bridge.angles == 0 isn't correct. The angles of an object is a 3 dimension vector.
That's why I wrote that in pseudocode, because I'm not sure how to get the angles in one direction. I mean I know that anglesToRight(self.bridge.angles) returns the bridge's angles on Y axis, but I'm not sure if the value returned is in degrees. What I mean is, I'm not sure this
Code:
if (anglesToRight(self.bridge.angles) == 180)
{
...
}
is correct.
Or maybe you could use if (self.bridge.angles) == (0, 0, 0).

On another note, by else do nothing I meant that if the bridge is not aligned on the 2 horizontal axes, the script should not continue. So you should add a iprintln("The bridge is not correctly aligned.") to let you know of the problem and also maybe a return to end the script.
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.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
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Level 8
Category: CoD4 Scripting
Posted: Tuesday, Jan. 25, 2011 05:30 pm
@ 9837265498
You can either set the bridges angle OR use if elseif rotateroll / pitch and doing test against something other than the angle.
You mustn't use both.
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novemberdobby
General Member
Since: Sep 17, 2006
Posts: 1965
Last: Oct 13, 2013
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Level 8
Forum Moderator
Category: CoD4 Scripting
Posted: Tuesday, Jan. 25, 2011 05:41 pm
You could make a prefab with an extra script_origin which is at the final drawbridge angle and make the scripts rotate the bridge to those. Then you could rotate it in any way (even 45 degrees) and it'd still work
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