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Actor roll scripting is annoying


Skemech

Question

Can Anyone explain why when scripting...

script 1 (void) {
	SetActorRoll (1, 180);
}

... Doesn't roll the actor a full 180/upside down. I'm more specifically referring to the thing labeled "Aiming camera" (type 9073).

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ok, wow. I feel a little stupid. but one other question, how would I continuously add to the roll? A mock up example\/...

 

script 1 ENTER {
	SetActorRoll (1, +0.1);
	Delay (20);
	Restart;
}

 

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script 1 ENTER 
{ 
	while (true)
	{
		SetActorRoll (1, +0.1); 
		Delay (20);
	}
}

Be sure to keep that delay function in an ACS while loop, otherwise that script will freeze your source port.

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Is the plus sign actually meant to work? cause it doesn't... by all means I will (If I have to) write out...

script 1 (void){
	setactorroll (1, 0.01);
	delay (10);
	setactorroll (1, 0.02);
	delay (10);
	setactorroll (1, 0.03);
	delay (10);
	setactorroll (1, 0.04);
	delay (10);
	ect.
}

... but god do I not really wanna

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18 minutes ago, Skemech said:

Is the plus sign actually meant to work?

 

No. It just explicitly states that the value is positive. What you probably want to do is to get the current roll value and then add a small value to it.

Edited by boris

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2 hours ago, Skemech said:

Is the plus sign actually meant to work? cause it doesn't... by all means I will (If I have to) write out...


script 1 (void){
	setactorroll (1, 0.01);
	delay (10);
	setactorroll (1, 0.02);
	delay (10);
	setactorroll (1, 0.03);
	delay (10);
	setactorroll (1, 0.04);
	delay (10);
	ect.
}

... but god do I not really wanna

 

https://zdoom.org/wiki/Loops

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Here is the exact script I'm using in my wad...

 

bool penis = true;

script 56 ENTER {
	while (penis == true) {
		ChangeActorRoll (92, GetActorRoll (92)+0.001, false);
		delay (1);
	}
}
Edited by Skemech

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