Hello! I have an object which uses the rotational bundle code from the seagulls in DC:
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ObjectTemplate.create Bundle SSN_Rotational
ObjectTemplate.geometry Nothinghere
ObjectTemplate.setHasCollisionPhysics 0
ObjectTemplate.cullRadiusScale 0.42
ObjectTemplate.aiTemplate SSN_RotationalAI
ObjectTemplate.addTemplate SSN_Rotational_rotating
ObjectTemplate.setPosition 0/0/0
ObjectTemplate.create RotationalBundle SSN_Rotational_rotating
ObjectTemplate.geometry SSN_Rotational
ObjectTemplate.setHasCollisionPhysics 0
ObjectTemplate.setMinRotation 0/0/0
ObjectTemplate.setMaxRotation 0/0/0
ObjectTemplate.setMaxSpeed 1.0/0/0
ObjectTemplate.setAcceleration 1.0/0/0
ObjectTemplate.setContinousRotationSpeed 1.0/0/0
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This makes the object rotate clockwise. However, I want it to rotate counter clockwise. I've tried changing the MaxSpeed, Acceleration, and ContinuousRotationSpeed values to -1.0/0/0, but that doesn't seem to work, the object still rotates clockwise. Any ideas on how to solve this?
-Regards, Jimbo
Counter Clockwise Rotational Bundles?
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Re: Counter Clockwise Rotational Bundles?
Hmm. That one might be hard-coded unfortunately. Not too sure though, maybe f0ok/freddy would know?
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Re: Counter Clockwise Rotational Bundles?
I don't recall such a limitation with rotational bundles. I think the issue is you are using negative values for too many things. Try using positive values for everything except the setContinousRotationSpeed.
For non continuous rotation objects it's usually the setAcceleration that you use a negative value on to alter if it counter rotates in relation to engine/player input. But setContinousRotationSpeed acts a bit differently I think so you don't do that here. You can also try using a positive value on setContinousRotationSpeed but use a negative value on setAcceleration.
For non continuous rotation objects it's usually the setAcceleration that you use a negative value on to alter if it counter rotates in relation to engine/player input. But setContinousRotationSpeed acts a bit differently I think so you don't do that here. You can also try using a positive value on setContinousRotationSpeed but use a negative value on setAcceleration.
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