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Forum: All Forums : Call of Duty 2
Category: CoD2 Scripting
Scripting and coding with Call of Duty 2.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: movex-problem
Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
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Level 8
Category: CoD2 Scripting
Posted: Monday, Oct. 8, 2007 03:46 pm
origin = rotation axis

Quote:
rotatepitch( [pitch angle], [time], [acceleration time], [deceleration time] )

Rotate this entity to the given pitch


Quote:
rotateroll( [roll angle], [time], [acceleration time], [deceleration time] )

Rotate this entity to the given roll angle


Quote:
rotateto( [angles], [time], [acceleration time], [deceleration time] )

Rotate this entity to the given world rotation value


Quote:
rotatevelocity( [rotate velocity], [time], [acceleration time], [deceleration time] )

Rotate this entity at a particular velocity for a given time


Quote:
rotateyaw( [yaw angle], [time], [acceleration time], [deceleration time] )

Rotate this entity to the given yaw
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kalieck
General Member
Since: Aug 9, 2006
Posts: 161
Last: Feb 14, 2009
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Level 4
Category: CoD2 Scripting
Posted: Monday, Oct. 8, 2007 06:23 pm
yes thats what i read in the cod2 mod tools documantation ... what you mean with origin = rotation axis? can you maybe be a little bit more exacter cause i tried all those rotate commands [confused]
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoD2 Scripting
Posted: Tuesday, Oct. 9, 2007 05:47 am
> Breakable Windows - mp, Tutorial, script, and efx for breakable windows.

Quote:
1. The triggers must have an origin brush in the center (see attached thumbnail). Select both the trigger brush and the origin brush, then turn them into a trigger_damage. Retexture the origin brush.


if you have no origin brush (or script_origin?) i suppose it is the center of the brushmodel (width / 2, height / 2, depth / 2 -> the middle)
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(VM)Monkey
General Member
Since: Jul 31, 2006
Posts: 113
Last: Mar 24, 2008
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Level 4
Category: CoD2 Scripting
Posted: Wednesday, Oct. 10, 2007 06:19 am
If I remember exactly, rotateyaw rotates around the Z axis, rotateroll rotates around the Y axis, and rotatepitch rotates around the X axis.

If you do not have an origin brush as part of your script brushmodel, it considers the origin to be (0,0,0), so it will rotate around that origin, causing what you're trying to rotate to usually fly off the screen.
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playername
Preferred Member
Since: Aug 24, 2006
Posts: 821
Last: Apr 15, 2011
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Level 7
Forum Moderator
Im a fan of MODSonair
Category: CoD2 Scripting
Posted: Wednesday, Oct. 17, 2007 01:53 am
Look at the CoD tutorial called Getting Started Scripting Things. It explains a lot. All CoD coding can be used in CoD2.
nullFew tips for coding.
1. Keep the script as short as possible.
2. Don't comment every line. Only comment portions where they may be needed to point something out.
3. Don't over complicate the script, keep it organized and easy to read.

These help you find simple errors and makes it easy to make changes.
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kalieck
General Member
Since: Aug 9, 2006
Posts: 161
Last: Feb 14, 2009
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Level 4
Category: CoD2 Scripting
Posted: Friday, Oct. 19, 2007 01:39 pm
i already fixed that problem but i think your answer helps anyway
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