Scripts / Rotate entity

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Tingalls
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Posted: 19th Dec 2014 14:13
I wrote a script to rotate a bridge. The script works fine except it rotates the material not the mesh. I'm using --> setRotation(e,x,y,z). After the rotation of say 90 degrees I can walk right through the bridge that I see and fall into the river. But when I go to where the original bridge was I can walk across it but cant see it.
I've tried other items and many settings but they all do the same thing. Any ideas???

Experiencing a cool Game --> Tingalls



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DVader
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Posted: 19th Dec 2014 19:13
Whenever you move or rotate an object you normally lose collision. I have found it works fine afterwards though. Perhaps try CollisionOff(e) before rotating and CollisionOn(e) afterwards? Not entirely sure this will have any effect, but is all I can think of off the top of my head.



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Teabone
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Posted: 19th Dec 2014 20:08
Interesting, this might explain some issues I've been having with the command.

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Tingalls
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Posted: 19th Dec 2014 22:27
Quote: "Perhaps try CollisionOff(e) before rotating and CollisionOn(e) afterwards?"


@DVader
That was my first thought with the collision, but that didn't work. I hope that it works correctly with v1.009.
I'm still trying to figure it out

Experiencing a cool Game --> Tingalls



Win 7 Home Premium, 64bit(srvPack 1),AMD FX 4100 Quad-core 3.8Ghz @ 8Gb Ram - NVIDIA GeForce GTX 750 Ti @ 2GB Ram
Tingalls
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Joined: 5th Nov 2013
Location: Great Northwest, USA
Posted: 20th Dec 2014 17:25 Edited at: 20th Dec 2014 23:20
I finally got it resolved -- Example:



CollisionOff(e)

GravityOff(e)

SetRotation(e,0,90,0)

CollisionOn(e)

GravityOn(e)



Seems to work fine now....



Thanks DVader for getting my brain to click...)



UPDATE: With Beta v1.009 it works DVader's way - CollisionOff then CollisionOn - not sure why - but it works now

Experiencing a cool Game --> Tingalls



Win 7 Home Premium, 64bit(srvPack 1),AMD FX 4100 Quad-core 3.8Ghz @ 8Gb Ram - NVIDIA GeForce GTX 750 Ti @ 2GB Ram

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