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 | 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 | ; | ||
; 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() | ||
{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() | 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, | 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 | 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.