Call of duty bo3: spinning models: Difference between revisions
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*Then this at end of the scripts: | *Then this at end of the scripts: | ||
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function rotate_fans() | function rotate_fans() | ||
{ | { | ||
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} | } | ||
} | } | ||
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== Extra == | == Extra == |
Revision as of 01:43, 28 December 2023
Radiant
- In radiant, place your model then turn it into a script_model and add some KVPs:
- targetname value: rotate_model
- script_noteworthy and value x y or z - depending on the axis of rotation (testing required)
- speed value: from 0 to 10 (0.5 is default)
Scripting
- Place in your Main function in MAP GSC:
level thread rotate_fans();
- Then this at end of the scripts:
function rotate_fans()
{
rotate_obj = getentarray("rotate_model","targetname");
if(isdefined(rotate_obj))
{
for(i=0;i<rotate_obj.size;i++)
rotate_obj[i] thread rotate();
}
}
function rotate()
{
if (!isdefined(self.speed))
self.speed = 0.5;
while(true)
{
if (self.script_noteworthy == "z")
self rotateYaw(360,self.speed);
else if (self.script_noteworthy == "x")
self rotateRoll(360,self.speed);
else if (self.script_noteworthy == "y")
self rotatePitch(360,self.speed);
wait ((self.speed)-0.1);
}
}
Extra
If you want to have a dynamic light behind a rotating object, the shadow option must be changed to "always" in order for the model shadow to update in RealTime