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locqust

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Reply with quote  #1 
Hi all,

Having a bit of trouble with placing my ships after they've scrolled to a new sector using a generic mesh as a beacon point to assemble them near.
Idea is borrowed from Xaviers excellent sandpit script using a nav point but im using named nav points like nav mars, nav terra, rather than n1, n2 etc.
Players are at Earth, they fly to the nav luna generic mesh and it activates, wiping the map and redrawing it as the Moon, as there was a flag in the Earth map build it should dump the players a distance away from nav terra as to stop them jumping right back to Earth and looping.

That seems to work but my issue is the command "set position of x, z metres away, v degrees starboard relative to the direction and position of y." I can't quite get my head around it, probably because of the way it's worded in the editor. Is 0.0 degrees in this context dead ahead of the "front" of the nav point generic mesh? Or is it actually taking into account the degree wheel as used on the helm console?
Arrew

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Are you making it relative to the position of the nav point or the player ship?

My suggestion is to set it to a specific location in the sector.
locqust

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Reply with quote  #3 
Placing the player ships relative to the position of the nav point.
Xavier Wise

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Ok,

Set Artemis, 1000 away [whatever value] degrees to starboard of nav luna.

All objects have a degrees value when created. As long as you havent altered he generic mesh one it should be set automatically to 0.

Now, the values int the set statement (using compass points for clarity) should be as follows:
0 degrees - south
90 degreez - east
180 degrees - north
270 degrees - west

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locqust

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Reply with quote  #5 
Ah! I think I see now,

So if the mesh was set to 180 degrees then the set command would be....

0 degrees = north
90 degrees = west
180 degrees = south
270 degrees = east

?
Xavier Wise

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Reply with quote  #6 
Yes. That should be correct. To keep things simple, I don't change the facing angle of my generic meshes like nav points as there is no need to.

Another command I add too is to 'set angle of artemis to...' that way, you can set the player moving in a particular direction after transition. It means that, if the player is moving in the wrong direction (ie they got around behing the nav point) they are not going accidentally move back through the nav point after transition as you can set them so they will always be moving away. The tricky bit is working out the value though! It is measured in radians, not degrees, and from memory, I think 0 radians is north and 3.142 (ie. 180 degrees) is south. To covert, just google 'degrees to radians'.

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Nighthawk

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Reply with quote  #7 
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