First off, neither command seems to control the players rotation whatsoever. I've tried with looking enabled and disabled, and no matter what it only moves my position. It says on the wiki that it should control rotation. Am I messing something up, or is the wiki wrong?
I made a simple small cell to test this in. I have three triggers. One that simply tests a TranslateToRef from point A to B:
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[size="1"]Scriptname AlexTestScript1 extends ObjectReference [/size][size="1"]ObjectReference Property Point1 Auto[/size][size="1"]ObjectReference Property Point2 Auto[/size][size="1"]Event OnTriggerEnter(ObjectReference akActionRef)[/size][size="1"]If akActionRef == Game.GetPlayer()[/size][size="1"]Game.GetPlayer().SetAlpha(0)[/size][size="1"]Game.GetPlayer().SetGhost(True)[/size][size="1"]Game.DisablePlayerControls(True, True, True, False, True, False, True)[/size][size="1"]Utility.Wait(0.5)[/size][size="1"]Game.GetPlayer().TranslateToRef(Point1, 100)[/size][size="1"]Utility.Wait(3.0)[/size][size="1"]Game.GetPlayer().TranslateToRef(Point2, 100)[/size][size="1"]Utility.Wait(5.0)[/size][size="1"]Game.GetPlayer().SetAlpha(1)[/size][size="1"]Game.GetPlayer().SetGhost(False)[/size][size="1"]Game.EnablePlayerControls()[/size][size="1"]EndIf[/size][size="1"]EndEvent[/size]
One that tests a simple Spline move from point A to B:
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[size="1"]Scriptname AlexTestScript2 extends ObjectReference [/size][size="1"]ObjectReference Property Point1 Auto[/size][size="1"]ObjectReference Property Point2 Auto[/size][size="1"]Event OnTriggerEnter(ObjectReference akActionRef)[/size][size="1"]If akActionRef == Game.GetPlayer()[/size][size="1"]Game.GetPlayer().SetAlpha(0)[/size][size="1"]Game.GetPlayer().SetGhost(True)[/size][size="1"]Game.DisablePlayerControls(True, True, True, False, True, False, True)[/size][size="1"]Utility.Wait(0.5)[/size][size="1"]Game.GetPlayer().SplineTranslateToRef(Point1, 500, 100)[/size][size="1"]Utility.Wait(4.0)[/size][size="1"]Game.GetPlayer().SplineTranslateToRef(Point2, 500, 100)[/size][size="1"]Utility.Wait(4.0)[/size][size="1"]Game.GetPlayer().SetAlpha(1)[/size][size="1"]Game.GetPlayer().SetGhost(False)[/size][size="1"]Game.EnablePlayerControls()[/size][size="1"]EndIf[/size][size="1"]EndEvent[/size]
And one that tests are more complex Spline move from point A, to B, to C, to D. I wanted to see what would happen if you interrupted it and how the movement would behave:
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[size="1"]Scriptname AlexTestScript3 extends ObjectReference [/size][size="1"]ObjectReference Property Point1 Auto[/size][size="1"]ObjectReference Property Point2 Auto[/size][size="1"]ObjectReference Property Point3 Auto[/size][size="1"]ObjectReference Property Point4 Auto[/size][size="1"]Event OnTriggerEnter(ObjectReference akActionRef)[/size][size="1"]If akActionRef == Game.GetPlayer()[/size][size="1"]Game.GetPlayer().SetAlpha(0)[/size][size="1"]Game.GetPlayer().SetGhost(True)[/size][size="1"]Game.DisablePlayerControls(True, True, True, False, True, False, True)[/size][size="1"]Utility.Wait(0.5)[/size][size="1"]Game.GetPlayer().SplineTranslateToRef(Point1, 200, 100)[/size][size="1"]Utility.Wait(1.0)[/size][size="1"]Game.GetPlayer().SplineTranslateToRef(Point2, 200, 100)[/size][size="1"]Utility.Wait(3.0)[/size][size="1"]Game.GetPlayer().SplineTranslateToRef(Point3, 200, 100)[/size][size="1"]Utility.Wait(3.0)[/size][size="1"]Game.GetPlayer().SplineTranslateToRef(Point4, 200, 100)[/size][size="1"]Utility.Wait(4.0)[/size][size="1"]Game.GetPlayer().SetAlpha(1)[/size][size="1"]Game.GetPlayer().SetGhost(False)[/size][size="1"]Game.EnablePlayerControls()[/size][size="1"]EndIf[/size][size="1"]EndEvent[/size]
None of those control rotation. In addition, the movement seems odd at times. The player will stop moving and abruptly shift or continue moving in the same direction shortly. I can't tell if it's because I'm issuing another command so it pauses to calculate or something, or what's going on. Also, the splines seem very odd and I'm having trouble understand how those work and what values will work. Is a spline a single curved trajectory, or does it wave?
Someone please explain this to me.

Thanks,
Alexander J. Velicky


