SetAngle Blink out woes

Post » Tue Jun 19, 2012 2:31 pm

I am trying to get a quest script (only way I know of to make a 'gameMode' block) to update the angle of two objects every second.
The quest and script works great for this. The objects are pointing the correct direction every second.

Unfortunately, on every SetAngle update, the object vanishes and fades back in. So you get a 'blinking' effect on the objects.

I tried to fix this by placing an xmarker, and linking the enable state of the objects to the xmarker, with the 'pop in' check box checked. But that had no effect on the object blinking.

Does anyone know of a way to stop the blinking, or perhaps know of another way to change the Z angle of the objects?


EDIT: Nevermind.
It looks like SplineTranslateTo will rotate the object without blinking it out.
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kitten maciver
 
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Post » Tue Jun 19, 2012 9:07 pm

Unfortunately, you can ONLY rotate an object accurately if it is in a strict N/S/E/W orientation, neither pitched or rolled in any way...Try making something angle upward and downward as it rotates horizontally, and you will feel my pain from my http://www.gamesas.com/topic/1351348-rotation-really-weird-issue/ - this is even more frustrating than the target-able projectile problem was.

come on Bethesda, make the local rotation functions accessable directly from Papyrus...trying to script my own local rotation functions is going to give me a stroke...
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Bad News Rogers
 
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Post » Tue Jun 19, 2012 9:14 pm

For my purposes, the object only rotates on the Z angle, everyting else is set in stone. I now have the first clock in Skyrim that works, giving the proper 'in-game' time. No matter what you have your timescale set to.

Clock pic: http://tesalliance.org/forums/index.php?app=gallery&module=images&img=19028
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KRistina Karlsson
 
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Post » Tue Jun 19, 2012 5:17 pm

For my purposes, the object only rotates on the Z angle, everyting else is set in stone. I now have the first clock in Skyrim that works, giving the proper 'in-game' time. No matter what you have your timescale set to.

Clock pic: http://tesalliance.org/forums/index.php?app=gallery&module=images&img=19028

Z angle, so it's on the floor? interesting...a shame you can't put it on the wall...at a 45 degree angle...heh.
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Cathrin Hummel
 
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Post » Tue Jun 19, 2012 12:39 pm

It is on the wall at a 90 deg angle. You just have to adjust the X and Y angle to do this. I made the 'Clocks of Cyrodiil' mod (with over 120K downloads), so I have 'some' experience with clocks in Beth games. :wink:
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Ebony Lawson
 
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Post » Tue Jun 19, 2012 2:14 pm

It is on the wall at a 90 deg angle. You just have to adjust the X and Y angle to do this. I made the 'Clocks of Cyrodiil' mod (with over 120K downloads), so I have 'some' experience with clocks in Beth games. :wink:

So I don't suppose you have any functions lying around that can solve my Roll/Pitch/Yaw problem from the other thread? You know, getting local rotation values from the XYZ rotations and converting them to Roll/Pitch/Yaw rotations so you can rotate an object up and down, or rotate it along it's front-to-back axis, accurately without affecting the other two?

For example, let's say you wanted to have a clock that was on a rotating post, making it visible from all directions as it slowly rotates...you would want to be able to keep the hands in the correct positions and rotations as the entire assembly rotates...
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Charles Mckinna
 
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Post » Tue Jun 19, 2012 9:07 pm

I had looked at that, but found it impossible (for me) to do. All of my clocks must be on a strick 45/90 degree angle to get it to rotate correctly on that Z axis. Messing with any of the others caused the hand to angle in strange directions.
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Juanita Hernandez
 
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