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show help - rotate ? ? ?


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the help button on some rotate doesn't make any sense.

 

on a atdm:switch_flip its - Defines the rotation angle the mover should use. This values will be multiplied by 1 or -1 depending on whether the mover should be opened or closed.

 

what are the rotate 0 0 0 on the atdm:switch_flip are they x y z or like on the door y z x

 

on a atdm:mover_door its - Set Y Z X rotation axes (world for brush door, origin if model), eg, 0 90 0 rotates 90 clockwise (default) 0 -90 0 rotates 90 anti-clockwise.

 

this needs anti-clockwise/counter-clockwise.

 

 

on a atdm:mover_door_sliding translate is - Defines the translation vector applied to the origin of the mover, from start state to end state. This vector moves the mover on (t)he axis as specified. If you want to have a sliding mover only, with no rotation, you must set rotate to 0 0 0 as the default is to rotate it 90 degree.

 

what the reference to rotate for, the default is 0 0 0 on rotate on this entity, and its a translating door what do the 0 0 0 represent in the translation is it x y z or like on rotating door is it y z x

 

assuming that someone knows the answer for values that exist as 0 0 0 for x y z or z x y or y z x on a help button is no help what so ever.

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I don't think doors use yzx. I always though they use Euler rotation, so yzy. Although I could be wrong on this.

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on a atdm:mover_door_sliding translate is - Defines the translation vector applied to the origin of the mover, from start state to end state. This vector moves the mover on (t)he axis as specified. If you want to have a sliding mover only, with no rotation, you must set rotate to 0 0 0 as the default is to rotate it 90 degree.

 

what the reference to rotate for, the default is 0 0 0 on rotate on this entity, and its a translating door what do the 0 0 0 represent in the translation is it x y z or like on rotating door is it y z x

 

assuming that someone knows the answer for values that exist as 0 0 0 for x y z or z x y or y z x on a help button is no help what so ever.

I believe in this case, the one who wrote the entity definition is assuming that someonea regular door entity is used and turned into a sliding door. In this case "rotate" would still be set to 0 90 0; and hence, the change is necessary. If the comment on the regular door also applies here, the coordinates depend on wether you have used a model as the basis for the door (in this case it's y x z), or you have used a worldspawn (in this case it's x y z) as basis of the door.

 

For the flip switch I am almost certain that the coordinates are also y z x, because the x-axis runs through the base of the switch, where it is supposed to turn around. However, in which direction it will turn, I am not sure. When you create a switch and take a look at it in side view, you can see that it has a slight "offset" in one direction, which I assume is the direction it will turn into. In the side view this would be counter-clockwise. The comment with the 1 and -1, I don't really get either. I think it is the same as with doors. If it is closed, the regular rotation takes place, when it is activated; if it is open the rotation is multiplied with -1, so it rotates in the opposite direction.

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but for people new to darkradiant they wouldn't know these things and the help options are there to cover this, and some of the help option are written for experts and experts wouldn't really need to use the help options, or are just so obscure as to not really make much sense.

 

so for the rotate help why doesn't it just say that rotate 0 0 0 is x y z, instead of going off on a strange tangent about something that has nothing to do with what the help is suppose to cover.

 

anyway I was using darkradiant at the time and changing a rotating door to a translating door resets rotate in the default hidden section to 'rotate 0 0 0' which is what the help is suppose to cover not the sections where you've changed it already.

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I agree that documentation is never up to date enough. If anybody can provide better descriptions, just go ahead and fact-check your text and post it somewhere in these forums, the help texts are defined through the editor_* spawnargs in the *.def files (that's what makes this issue also a non-DarkRadiant one, since the .def files are shipped with the mod itself).

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