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Author Topic: rotation along z-axis...  (Read 463 times)

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Offline bedges

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rotation along z-axis...
« on: 09 Feb 2005, 00:41:13 »
mkay, well gubes has indicated this is a complex scripting problem, so permit me to repeat the question here.

i'd like to alter the z-rotation of an object, for example standing a car on end.

i've had a wee look through some trajectory scripts, but i'm not seeing anything which will change the orientation of the actual object beyond the horizontal axis.

help?  :-\

Offline Triggerhappy

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Re:rotation along z-axis...
« Reply #1 on: 09 Feb 2005, 04:52:10 »
only way i can think of to do this is by making 2 "pushers"(some object) at either end of said car, one over and one under, kinda like this cheap drawing i'm going to...type *change drawing to typing (not a noun?)*
            ()
front    --------   back
                  ()

() = pusher
---------- = car

give the pushers velocities in z dir towards car (opposotie of each other) and they flip the car


frame 1:
()
----------
          ()

frame 2:
()/
  / ()  


frame 3:
    |  ()
() |

your car has had its Z rotation changed

 ;D

dirty, but no clue how you can really do it
« Last Edit: 09 Feb 2005, 04:52:33 by Triggerhappy »

Offline h-

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Re:rotation along z-axis...
« Reply #2 on: 09 Feb 2005, 09:51:11 »
I think it's impossible, and only because OFP lacks that function... >:(

Triggerhappy is on the right tracks, there's actually a script that utilizes a bit similar idea, but it's just for tipping cars over, and can't be used when player has sight of the car that is being tipped over...
What it does it creates a duplicate of the car you want to tip and drops (not drop[]) that duplicate car on top of the original car so that it tips over...
It works quite well, altough it's not 100% sure the car will tip over...
I think it's somewhere in the EdDepot, most likely made by General Barron (ok, who else ;) )...

But, for that thing Triggerhappy explained you would need two invisible objects with geometry LOD (and probably mass) and we all know what happens when two objects get too close each other in OFP... ::)
The other either becomes orbital or there's 'some' shaking present...
Not to mention the sounds of car hitting a wall in 100km/h...
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Offline dmakatra

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Re:rotation along z-axis...
« Reply #3 on: 09 Feb 2005, 16:41:40 »
No need to create two (EDIT: Excuse me, three threads...) threads mate. :)

:beat: *Gets Shot* :beat:
« Last Edit: 09 Feb 2005, 16:51:08 by dmakatra »