Difference between revisions of "GetAngleX - ObjectReference"
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imported>Chesko (The note about actors not being able to rotate about the X axis is incorrect; this should refer to the Y axis instead.) |
imported>Verteiron m (→Notes: Added notes about NPC head-tracking and Player's angle restrictions while mounted.) |
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Line 24: | Line 24: | ||
* The X angle for Actors is a value from -90 to 90. | * The X angle for Actors is a value from -90 to 90. | ||
* The X angle for Actors capable of head-tracking generally follows their gaze: below zero is looking up, above zero is looking down. | |||
* The X angle for the Player matches the camera's angle in first person mode, but follows gaze (like NPCs) in third person mode. | |||
* While mounted, the Player's X angle is clamped to a value between -25 and 40, determined by the the camera's Z position. | |||
* While mounted, the Player's mount will have an X angle between -90 and 90, determined by the camera's Z position. | |||
== See Also == | == See Also == |
Latest revision as of 15:45, 4 December 2013
Member of: ObjectReference Script
Gets this object's rotation around the x axis.
Syntax[edit | edit source]
float Function GetAngleX() native
Parameters[edit | edit source]
None.
Return Value[edit | edit source]
This object's rotation around the x axis, in degrees.
Examples[edit | edit source]
Debug.Trace("We are rotated " + GetAngleX() + " degrees around the X axis")
Notes[edit | edit source]
- The X angle for Actors is a value from -90 to 90.
- The X angle for Actors capable of head-tracking generally follows their gaze: below zero is looking up, above zero is looking down.
- The X angle for the Player matches the camera's angle in first person mode, but follows gaze (like NPCs) in third person mode.
- While mounted, the Player's X angle is clamped to a value between -25 and 40, determined by the the camera's Z position.
- While mounted, the Player's mount will have an X angle between -90 and 90, determined by the camera's Z position.