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04-24-24 03:08 AM |
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0 users reading MapParts and Path Variable Testing | 1 bot |
Main - Archived forums - SMG documentations and tutorials - MapParts and Path Variable Testing | Hide post layouts | New reply |
mibts |
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Panser =Josh65536 (Programmer) Level: 39 Posts: 2/331 EXP: 375502 Next: 29269 Since: 08-31-13 Last post: 1946 days ago Last view: 221 days ago |
I decided to test some variables under MapParts and here's what I found:
MapPartsInfo: [1A691A84]=Activation (0=normal, 1=stepped on) [D1DFFB8C]=Speed (higher=faster) [D0E17418]=Degrees of rotation per stop (higher=more rotation) [7217EFBC]=Axis of rotation (0=X, 1=Y, 2=Z) [86AC8907]=Smoothness (0=sharp start/end, 1=smooth start/end) [4558808A]=Wait time (higher=more wait between rotations) [72209755]=Rotation controller (0=stops after rotating, 1=swings back and forth, 2=rotates in one direction) [39FCC89A]=??? (2 for FlipTurnMoveStep) [6D3E35CD]=Shaking (0=none, 1=shakes before each rotation) [4137EDFD]=??? (Seems to be an integer) CommonPathInfo: path_arg2=Path outlined with orange dots (-1=No, 1=Yes) CommonPathPointInfo.1: 1st field = speed of movement 6th field = wait time Hope this helps. ____________________ Current hack: Excerpt from Super Mario 256 |
shibboleet |
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Fire Mario DROP TABLE users; Level: 123 Posts: 1963/4661 EXP: 20887407 Next: 343859 Since: 07-07-12 Last post: 1347 days ago Last view: 360 days ago |
Ah. Nice findings for this.
I'll put this stuff in for Whitehole. When you hover over the property it will show a box showing the possible values. ____________________ a |
mibts |
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Panser =Josh65536 (Programmer) Level: 39 Posts: 4/331 EXP: 375502 Next: 29269 Since: 08-31-13 Last post: 1946 days ago Last view: 221 days ago |
Thanks! ____________________ Current hack: Excerpt from Super Mario 256 |
shibboleet |
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Fire Mario DROP TABLE users; Level: 123 Posts: 1969/4661 EXP: 20887407 Next: 343859 Since: 07-07-12 Last post: 1347 days ago Last view: 360 days ago |
Actually, scratch that. I'll use a Combo Box for the choices and it'll put the value in there. Much more organized. ____________________ a |
PaperplateismGuy |
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Member Shpayshe Toads: YAY! Level: 52 Posts: 30/654 EXP: 1045793 Next: 38047 Since: 08-10-13 From: Paperplate Land Last post: 1585 days ago Last view: 1598 days ago |
Great find! What about negative values? Would the object spin the opposite way? ____________________ Remember, every user has to start out somewhere,- Every time I look back at my old posts, I cringe. |
shibboleet |
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Fire Mario DROP TABLE users; Level: 123 Posts: 1990/4661 EXP: 20887407 Next: 343859 Since: 07-07-12 Last post: 1347 days ago Last view: 360 days ago |
umm
I've actually never tested Negative arguments for an object. ____________________ a |
mibts |
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Panser =Josh65536 (Programmer) Level: 39 Posts: 22/331 EXP: 375502 Next: 29269 Since: 08-31-13 Last post: 1946 days ago Last view: 221 days ago |
Posted by PaperplateismGuy Yes. A negative value for the speed variable makes it spin the other way. To convert it to hex, though, you need to add 2^32 to it first. Example: -8 = FFFFFFF8 ____________________ Current hack: Excerpt from Super Mario 256 |
Main - Archived forums - SMG documentations and tutorials - MapParts and Path Variable Testing | Hide post layouts | New reply |
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