Difference between revisions of "User:DavidJCobb/Rotation Library Tutorial"

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imported>DavidJCobb
(draft)
 
imported>DavidJCobb
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<pre>Scriptname CobbOrientationTest extends ObjectReference
<pre>Scriptname CobbOrientationTest extends ObjectReference


Import AtronachCrossingRotationLibrary
Import AtronachCrossingLibraryRotations
Import Utility
Import Utility


;
; These arrays define the position and rotation of the child object RELATIVE
; to this object. These would be the child's position and rotation if this
; object were placed at (0, 0, 0) and set to rotation (0, 0, 0).
;
Float[] Property pfPositionOffset Auto
Float[] Property pfPositionOffset Auto
Float[] Property pfRotationOffset Auto
Float[] Property pfRotationOffset Auto
ObjectReference Property pkChildObject = None Auto Hidden
;
; This is the object that we'll be placing.
;
ObjectReference Property pkChildObject = None Auto


Event OnInit()
Event OnInit()
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Function RunTest()
Function RunTest()
   SetAngleZ( RandomInt(0, 359) as float )
{Randomize this object's rotation, and then reposition and rotate the child object to match it.}
  SetAngleY( RandomInt(0, 359) as float )
   SetAngle( RandomInt(0, 359) as float, RandomInt(0, 359) as float, RandomInt(0, 359) as float )
  SetAngleX( RandomInt(0, 359) as float )
   UpdateChildPosition()
   UpdateChildPosition()
EndFunction
EndFunction


Function UpdateChildPosition()
Function UpdateChildPosition()
{Disable physics on the child object, and then position and rotate it to keep it in line with this object.}
   If pkChildObject
   If pkChildObject
       pkChildObject.SetMotionType(4)
       pkChildObject.SetMotionType(4)
       MoveObjectRelativeToObject(pkChildObject, Self, fPosition, fRotation)
       MoveObjectRelativeToObject(pkChildObject, Self, pfPositionOffset, pfRotationOffset)
   EndIf
   EndIf
EndFunction</pre>
EndFunction</pre>
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Now go to any cell (or make your own) and add the new statue to it; place the statue at (0, 0, 0) and do not rotate it. Then, add a Dragon Priest Mask to the cell, and position and rotate it so that it rests on top of the statue's face. Write down the mask's coordinates and rotation.
Now go to any cell (or make your own) and add the new statue to it; place the statue at (0, 0, 0) and do not rotate it. Then, add a Dragon Priest Mask to the cell, and position and rotate it so that it rests on top of the statue's face. Write down the mask's coordinates and rotation.


Edit the placed statue's script properties. Set ''pfPositionOffset'' to an array containing the mask's coordinates; set ''pfRotationOffset'' to an array containing the mask's rotation; and set ''pkChildObject'' to the placed mask itself.
Edit the base activator's script properties. Set ''pfPositionOffset'' to an array containing the mask's coordinates; set ''pfRotationOffset'' to an array containing the mask's rotation. Edit the placed activator's properties as well: set ''pkChildObject'' to the placed mask itself.

Revision as of 00:26, 24 August 2014

Creating the Dibella Statue

In the Object Window, filter to Activators. Right-click in the list pane and select "New." Fill out the dialog box as shown below:

Name
Orientation Demo
Model
Clutter\Statues\StatueDibella.nif
Activate Text
Perform Random Test
Obstacle
Checked.
Ignored by Sandbox
Checked.

Now, add the following script to it:

Scriptname CobbOrientationTest extends ObjectReference

Import AtronachCrossingLibraryRotations
Import Utility

;
; These arrays define the position and rotation of the child object RELATIVE 
; to this object. These would be the child's position and rotation if this 
; object were placed at (0, 0, 0) and set to rotation (0, 0, 0).
;
Float[] Property pfPositionOffset Auto
Float[] Property pfRotationOffset Auto
;
; This is the object that we'll be placing.
;
ObjectReference Property pkChildObject = None Auto

Event OnInit()
   UpdateChildPosition()
EndEvent

Event OnActivate(ObjectReference akActionRef)
   RunTest()
EndEvent

Function RunTest()
{Randomize this object's rotation, and then reposition and rotate the child object to match it.}
   SetAngle( RandomInt(0, 359) as float, RandomInt(0, 359) as float, RandomInt(0, 359) as float )
   UpdateChildPosition()
EndFunction

Function UpdateChildPosition()
{Disable physics on the child object, and then position and rotate it to keep it in line with this object.}
   If pkChildObject
      pkChildObject.SetMotionType(4)
      MoveObjectRelativeToObject(pkChildObject, Self, pfPositionOffset, pfRotationOffset)
   EndIf
EndFunction

Now go to any cell (or make your own) and add the new statue to it; place the statue at (0, 0, 0) and do not rotate it. Then, add a Dragon Priest Mask to the cell, and position and rotate it so that it rests on top of the statue's face. Write down the mask's coordinates and rotation.

Edit the base activator's script properties. Set pfPositionOffset to an array containing the mask's coordinates; set pfRotationOffset to an array containing the mask's rotation. Edit the placed activator's properties as well: set pkChildObject to the placed mask itself.