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Whereami Troubles


TheProphet

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Hey everyone, I am having troubles with the whereami armband. Now i haven’t tried this on any official maps but on my own maps i always have this problem. When I do the whereami thing, the output for the X Y Z coordinates work just fine, but the Bearing and the Orientation stay the same for every location. Bearing is always at 3.14159 (surprisingly the digits of PI) and the Orientation is always at 180 (surprisingly a semicircle). Can anyone help me out with this problem?

 

-GSCCC

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No its deffinetly the PC, my only guess is that it is due to the fact that it is a custom module and not one of the actual ones, though its mostly the same, it just has different stuff in it. I will try the older version and see what that does, if all else fales, I can just open the real module and move into the places i need, because bearing is key for doors and i need to block some areas off in Yavin Jungle(402DXN), I could just use triggers, doors would be nicer though.

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The dialog is at fault here, the script gets the Bearing and the Orientation from the direction that the PC is facing and when you trigger the armband script it forces the PC into a default conversation angle.

 

One thing you could try is to simply rename d3_getloc.ncs to d3_location.ncs, this will skip the dialog and just give you the coords, Bearing and the Orientation. Note you will not be able to open doors when you do this so back up a copy of both files. ;)

 

I can just open the real module and move into the places i need, because bearing is key for doors and i need to block some areas off in Yavin Jungle(402DXN), I could just use triggers, doors would be nicer though.

 

a better solution might be to use a placable called "Invisible" or something similar, its basically a 30 foot box thats not rendered which can be used to block off any passageway. imo it would be better than dropping doors in the middle of the jungle. :p

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Oh now that I remember, the .dlg in the older version has only one line of .dlg so the pc does not enter into a conversation: only one string gets printed on the screen so it didn't caused any problems. If you use version 2.02, you still can attach the open door script to the 2nd script field in the .dlg and you won't have this problem :)

 

I'll post a new version this evening with an optional door opener.

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The dialog is at fault here, the script gets the Bearing and the Orientation from the direction that the PC is facing and when you trigger the armband script it forces the PC into a default conversation angle.

 

One thing you could try is to simply rename d3_getloc.ncs to d3_location.ncs, this will skip the dialog and just give you the coords, Bearing and the Orientation. Note you will not be able to open doors when you do this so back up a copy of both files. ;)

 

 

 

a better solution might be to use a placable called "Invisible" or something similar, its basically a 30 foot box thats not rendered which can be used to block off any passageway. imo it would be better than dropping doors in the middle of the jungle. :p

 

THANKS A BUNCH T7! This solves 2 problems of mine, see (not that its not a nice little affect) but i didnt like gettling all that information every time i used the whereami armband, whne you are placing about 29 guys in a level it can get tedious to go through, so that shouldnt be a problem anymore, thanks a bunch, ill try it right away.

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