Game Modding | Call of Duty: Black Ops 3 | Scripting
ModmeBot:
Thread By: eDeK
Im trying to move a model like the "clockwise", i need use "RotateTo" ?
Script_model/Origin: "1583750, -800.250, 573.250"
ModmeBot:
Reply By: Harry Bo21
eDeK
Im trying to move a model like the "clockwise", i need use "RotateTo" ? Script_model/Origin: "1583750, -800.250, 573.250"
ModmeBot:
Reply By: mathfag
x RotateYaw(<yaw angle="">,<time>,[acceleration time],[deceleration time]);
x RotatePitch(<pitch angle="">,<time>,[acceleration time],[deceleration time]);
x RotateRoll(<roll angle="">,<time>,[acceleration time],[deceleration time]);</time></roll></time></pitch></time></yaw>
ModmeBot:
Reply By: eDeK
I have the movement working perfect now, the model is linked with a script_origin, but in Radiant the scale of the model is "44" and the scale of the model is "1" inside the game, wtf?
function relojprincipal()
{
segundos = getEnt( "segundos", "targetname" );
segundos enableLinkTo();
movimientosegundos = getEnt( "movimientosegundos", "targetname" );
movimientosegundos enableLinkTo();
segundos linkTo( movimientosegundos );
while(1)
{
movimientosegundos RotatePitch(-360,60);
wait(1);
}
}
ModmeBot:
Reply By: Harry Bo21
e_model setScale( scale_amount );
because its a script_model
ModmeBot:
Reply By: eDeK
I write "setscale" inside the function, inside the loop, and the model still very small, the model size is little more big, but still very small, looks like the model have a limit size, i dont know why, and i cant increase it.
function relojprincipalsegundos()
{
segundos = getEnt( "segundos", "targetname" );
segundos enableLinkTo();
movimientosegundos = getEnt( "movimientosegundos", "targetname" );
movimientosegundos enableLinkTo();
segundos linkTo( movimientosegundos );
while(1)
{
segundos SetScale( 40 );
movimientosegundos RotatePitch(-360,60);
wait 1;
}
}
ModmeBot:
Reply By: Harry Bo21
limit is 10 so your code is doing nothing