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Posted

Hi ,not sure if im right here but the wikia command for "get rotation" is:

 

entity:GetRotation( global ) 

 

Yet i cant seem to get that to compile but what i can get to compile is:

 

MeshAngles = EntityRotation(mesh,1)

 

Is that wrong... right or am i just confused?

 

Thanks

Andy

The good news about computers is that they do what you tell them to do. The bad news is that they do what you tell them to do.

 

Leadwerks Game-Ready 3D Models:https://sellfy.com/gib3d

Posted

I think that command was missing internally. I am going through the docs and I find a few missing methods that I fill in as I document it. So sync in a couple days and it will be available.

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

I think that command was missing internally. I am going through the docs and I find a few missing methods that I fill in as I document it. So sync in a couple days and it will be available.

 

lol. you joking... so at the moment.. there is no way in lua of retriveing the angles of a mesh?

 

Andy

The good news about computers is that they do what you tell them to do. The bad news is that they do what you tell them to do.

 

Leadwerks Game-Ready 3D Models:https://sellfy.com/gib3d

Posted

You can use the procedural command, just as you did above.

 

 

Ok, so then to retreive the actual X Y Z in lua i would use

 

(from the command i posted)

 

meshAngles.X , meshAngles.Y ETC?

 

thanks

Andy

The good news about computers is that they do what you tell them to do. The bad news is that they do what you tell them to do.

 

Leadwerks Game-Ready 3D Models:https://sellfy.com/gib3d

Posted

Yes. Or if you just want the local rotation use this:

entity.rotation.x

 

These members should be treated as read-only.

My job is to make tools you love, with the features you want, and performance you can't live without.

Guest Red Ocktober
Posted

yes... i can confirm that that should work Andy...

 

i did something like this... rot=light.rotation after setting the rotation with light:SetRotation(Vec3(45,45,45))... then printed it out with DrawText(rot.y,20,20)...

 

 

--Mike

Posted

yes... i can confirm that that should work Andy...

 

i did something like this... rot=light.rotation after setting the rotation with light:SetRotation(Vec3(45,45,45))... then printed it out with DrawText(rot.y,20,20)...

 

 

--Mike

 

Sorry Should of got back to you, i confirm it works just fine.

 

Thanks

Andy

The good news about computers is that they do what you tell them to do. The bad news is that they do what you tell them to do.

 

Leadwerks Game-Ready 3D Models:https://sellfy.com/gib3d

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