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RockingSkyZoneInfo

Posted: Mon 19. Dec 2016, 20:15
by Cat1981England
Spank has kindly given us permission to edit his map SpankJox, but i'm having problems trying to get this actor to behave in the way we want.

The first problem is that it only seems to work when the player is facing in a certain direction. Is it even possible for this to work? Secondly, when i make changes to the RotationRate pitch, roll and yaw, some random numbers do work while others don't seem to and i can't work out why.

Any help would be appreciated :dammit:

Re: RockingSkyZoneInfo

Posted: Wed 21. Dec 2016, 11:26
by unkorix
Cat1981England wrote:Secondly, when i make changes to the RotationRate pitch, roll and yaw, some random numbers do work while others don't seem to and i can't work out why.
What exactly numbers did you try? I've just used different sets (pitch/roll/yaw) of RotationRate. All was looking good and predictable.

Re: RockingSkyZoneInfo

Posted: Wed 21. Dec 2016, 18:52
by Cat1981England
If i try and half(ish) the numbers to pitch -139 roll 57 yaw 25, there's no movement. If i increase the numbers to pitch -553 roll 233 yaw 105 it does have an affect but only if i'm looking in a north west direction :dunnosoz:

Re: RockingSkyZoneInfo

Posted: Wed 21. Dec 2016, 21:44
by unkorix
In my case both sets of numbers are going well - a skybox is rotating, nevertheless in which direction I'm looking. With -139/57/25 it is rotating very slow and with -553/233/105 faster.

Re: RockingSkyZoneInfo

Posted: Wed 21. Dec 2016, 22:29
by Cat1981England
Would you be kind enough to send me an edit?

Re: RockingSkyZoneInfo

Posted: Thu 22. Dec 2016, 08:29
by unkorix
Yeah, no problem. Check your PM for the link.

Re: RockingSkyZoneInfo

Posted: Thu 22. Dec 2016, 18:34
by Cat1981England
Thank you, but it's still doing it.

Could someone else try please. Just so i know it isn't a problem at my end.

Re: RockingSkyZoneInfo

Posted: Sat 24. Dec 2016, 08:17
by Wormbo
The problem with rotation rates is that they use only integer calculations. That may or may not work out as intended, depending on how small the length of a frame is on average. Generally, the higher your framerate the less reliably small rotation rates will work. For example, if your average frame rate is 140fps, any rotation rate values below 140 will straight up do nothing and all values between 140 and 280 will likely have the same results.
(For reference: A rotation rate of about 1000 is about one rotation per minute.)

Re: RockingSkyZoneInfo

Posted: Mon 26. Dec 2016, 19:54
by Cat1981England
Ahh i see. So it's relative to each user. That would explain why we're all seeing different things.

Thank you