Wintermute Engine Forum

Wintermute Engine => Technical forum => Topic started by: Yakuzza on September 27, 2012, 11:52:54 PM

Title: SkipTo3D cordinates
Post by: Yakuzza on September 27, 2012, 11:52:54 PM
Hi!
How or where can i get actors SkipTo3D cordinates?
As far as I can tell 3ds max cordinates has nothing to do with MWEs.
Cheers!
Title: Re: SkipTo3D cordinates
Post by: anarchist on September 28, 2012, 04:54:05 PM
Hello Yakuza. You can refer to the WME manual at the 3d Actor Object section: http://docs.dead-code.org/wme/generated/scripting_ref_actor3d.html (http://docs.dead-code.org/wme/generated/scripting_ref_actor3d.html).

So far I have mostly coded in full 2D, but from what I see you need the function GoTo3D(X, Y, Z) or GoTo3DAsync(X, Y, Z).
Title: Re: SkipTo3D cordinates
Post by: Yakuzza on September 28, 2012, 05:46:07 PM
Yeah but where and/or how do i get actual 3d cordinates?
Title: Re: SkipTo3D cordinates
Post by: Teukros on September 29, 2012, 06:40:41 AM
New at this myself, and I may be wrong, but in 2D mode, I do recall that the game tells you where your mouse pointer is at all times with the mouse counter on the right side of the screen while you're testing the game.  Does it do that in 3D mode as well?
Title: Re: SkipTo3D cordinates
Post by: Yakuzza on September 29, 2012, 12:05:35 PM
Nope. Those are 2d cords
Title: Re: SkipTo3D cordinates
Post by: Mnemonic on October 01, 2012, 04:38:23 PM
As far as I can tell 3ds max cordinates has nothing to do with MWEs.
Those are the same coordinates, you just need to swap the axes, because Max uses a different coordinate system than WME. The coordinates you see in the Top view are X, Z, the height in the Front view is Y.
Title: Re: SkipTo3D cordinates
Post by: Yakuzza on October 01, 2012, 04:56:45 PM
It's all clear now. Thanks Mnem!