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Scripting setAngles glitch workaround


Fidcal

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There seems to be a glitch in the doom3 script event setAngles. If you start at 0,0,0 and increment y or z then it works OK. When the value exceeds 180 then it automatically wraps around to the negative. So, say you increment a value by 45 you'd get 0, 45, 90, 135, 180, -135, -90 etc. But if you try this with the x vector then it wraps at +90 and -90 so it's impossible to go full circle.

 

However, this seems to be relative to the model orientation so the combo lock script as it stands will still work if you turn the number wheels because the script still uses the model's z vector. But if you use setAngles on some other model or brushwork etc. it will not work if you need the x vector.

 

The solution is to rotate your brush in the map and export it as a model from DR. Then create the model and pre-rotate it in the map to how you had it originally. Now you can use the z vector and it should be OK.

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I guess this counts as an unwanted bug?

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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