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-   -   angle_vector (https://forums.alliedmods.net/showthread.php?t=40863)

GHW_Chronic 07-05-2006 03:11

angle_vector
 
http://www.amxmodx.org/funcwiki.php?go=func&id=366

what does it do?

BAILOPAN 07-05-2006 04:57

Re: angle_vector
 
NOBODY KNOWS

but it broke in 1.75 for a few days.

Hawk552 07-05-2006 11:09

Re: angle_vector
 
Quote:

Originally Posted by BAILOPAN
NOBODY KNOWS

but it broke in 1.75 for a few days.

it collects data about the surrounding environment, then discards it and drives into walls

PM 07-05-2006 12:06

Re: angle_vector
 
Given an array of angles around each axis (this is how the HL engine represents rotation, for example of players), it gives you a normalized vector pointing to that direction.

For example if you want to move the player 20 units to the direction where he is looking, you'd do:

1) get his "angles" entvar (or was it v_angle? no idea) using some function.
2) use anglevectors with the returned angles as a parameter to get the "forward vector"
3) multiply that vector by 20.0
4) add that vector to the player's origin

And you're done.

Anglevectors is capable of giving you the "forward" vector, the "up" vector, and the "right" vector. This way you can also implement strafe-like movements and such.

jtp10181 07-05-2006 17:59

Re: angle_vector
 
whoa... thats nice. I wish I knew about that for a few plugins I was writing. I was trying to do that insane vector math myself and it was not fun.

Hawk552 07-05-2006 18:02

Re: angle_vector
 
Quote:

Originally Posted by PM
Given an array of angles around each axis (this is how the HL engine represents rotation, for example of players), it gives you a normalized vector pointing to that direction.

For example if you want to move the player 20 units to the direction where he is looking, you'd do:

1) get his "angles" entvar (or was it v_angle? no idea) using some function.
2) use anglevectors with the returned angles as a parameter to get the "forward vector"
3) multiply that vector by 20.0
4) add that vector to the player's origin

And you're done.

Anglevectors is capable of giving you the "forward" vector, the "up" vector, and the "right" vector. This way you can also implement strafe-like movements and such.

Yeah, wow, that information is really useful for me too.

I guess that allows me to rewrite one of the things I never perfected.

GHW_Chronic 07-05-2006 20:23

Re: angle_vector
 
lol, I recently did the math for that for a function in my chr_engine file :P

VEN 07-06-2006 16:14

Re: angle_vector
 
All of you probably have used velocity_by_aim function which simply multiplies player's anglevectors. Curious to observe when coders who have a certain expirience discovers simple things like that.


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