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ForumsCog Forum → Is it possible to...
Is it possible to...
2002-06-29, 4:46 PM #1
Is it possible to do one of the following:

1.)Rotate a thing with cog?

2.)Move a thing that has physics flags using MoveToFrame()?

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Script Warehouse
The Jedi's Saber
2002-06-29, 5:23 PM #2
1) Rotatepivot();

2) Not really. Movetype either equals path or physics. Cant have bolth.

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I used to believe that we only want what we can't have. I was wrong. The truth is, the wonderful truth is, we only want what we think we can't have.

JK editing resources.
And when the moment is right, I'm gonna fly a kite.
2002-07-03, 11:57 AM #3
Is there a way that I can rotate a thing without a frame?

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Script Warehouse
The Jedi's Saber
2002-07-03, 12:25 PM #4
RotatePivot is very good for this.
Code:
. <------- This rotates around
     . <-- this
You could do this, Frame0 PYR is 0/0/0, and Frame1 PYR is 0/180/0 and use MoveToFrame() in the cog instead. Other then that, there's keys and AngVel in the template, for a frameless, more work, method.

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The Sniper Missions. Current project, The Sniper Missions
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2002-07-03, 1:10 PM #5
I have used RotatePivot, frames may not work for this, and I do know cog pretty fluently. [http://forums.massassi.net/html/smile.gif]

According to JKSpecs RotatePivot() works with frames....

I was thinking I might be able to do this with vectors...is that possible?

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Script Warehouse
The Jedi's Saber


[This message has been edited by SG1_129 (edited July 03, 2002).]

[This message has been edited by SG1_129 (edited July 03, 2002).]
2002-07-03, 5:15 PM #6
Vectors can make it move in a direction, don't think you can use vectors to rotate a thing. GBK, any wisdom?

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The Sniper Missions. Current project, The Sniper Missions
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2002-07-03, 6:13 PM #7
Setthinglook(); ?

------------------
I used to believe that we only want what we can't have. I was wrong. The truth is, the wonderful truth is, we only want what we think we can't have.

JK editing resources.
And when the moment is right, I'm gonna fly a kite.
2002-07-03, 6:21 PM #8
hmmmm... never saw that. There's your answer, right from GBK.

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The Sniper Missions. Current project, The Sniper Missions
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2002-07-03, 8:39 PM #9
[http://forums.massassi.net/html/biggrin.gif]

------------------
I used to believe that we only want what we can't have. I was wrong. The truth is, the wonderful truth is, we only want what we think we can't have.

JK editing resources.
And when the moment is right, I'm gonna fly a kite.
2002-07-04, 3:34 AM #10
SetThingLook() is bad for rotation because you can't make things turn over with it. SetThingRotVel() would be better. But if you just want to make some yaw around, SetThingLook() can do it.

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Author of the JK DataMaster, Parsec, and the EditPlus Cog Files.
Visit Saber's Domain.

[This message has been edited by SaberMaster (edited July 04, 2002).]
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2002-07-04, 5:07 AM #11
I was thinking I could use SetThingRotatVel(); but I'm not sure on what vector to use for it. Could someone give me a sample of what a rotational vector looks like? [http://forums.massassi.net/html/smile.gif]

SetThingLook(); sets the looking vector of a thing...I'd have to loop it in order to get something to rotate wouldn't I?
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Script Warehouse
The Jedi's Saber

[This message has been edited by SG1_129 (edited July 04, 2002).]
2002-07-04, 5:44 AM #12
A rotation velocity is in the form of 'pitch yaw roll.' Some more information:
Quote:
<font face="Verdana, Arial" size="2">
Rotation velocities make a thing pitch, yaw, and roll at a certain velocity. Rotvels use higher numbers than regular velocities; for example, a rotvel of 400 will rotate a healthpack 360 degrees in about a second. They may be measured in degrees per second.

*********

Rotation velocities use (pitch, yaw, roll) to give direction to a thing's rotation. These directions are relative to the lookvector of the thing they are used with.

Pitch: Pitch is the up/down direction. If the player were given a rotvel of (50 0 0), his body would begin to turn upwards. This is the same direction that the player looks in with the page-down key.

Yaw: This is the sideways direction. When the player looks from side to side with the arrow keys, he is yawing to one side.

Roll: Imagine that the player strafes to one side and does a cartwheel. The turn that the player made in the cartwheel is an example of roll.
</font>


Hope that explains it well enough. [http://forums.massassi.net/html/wink.gif]

Quote:
<font face="Verdana, Arial" size="2">I'd have to loop it in order to get something to rotate wouldn't I?</font>


Yes, you'd need a loop or pulse.


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Author of the JK DataMaster, Parsec, and the EditPlus Cog Files.
Visit Saber's Domain.

[This message has been edited by SaberMaster (edited July 04, 2002).]
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2002-07-04, 5:38 PM #13
Ok, thanks. [http://forums.massassi.net/html/smile.gif]

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Script Warehouse
The Jedi's Saber

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