How do mohaa coords work?

Discussion in 'Allied Assault' started by slimbips, Feb 19, 2012.

  1. slimbips Corporal

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    if i have these coords...-1430.34 -2987.77 345.23
    what is up down left right??
    or can u explain what each number means...

    example i want to spawn 2 planningtables in the air how do i get them exactly next to eachother?
  2. RazoRapid Sergeant

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    X Y Z in 3D space

    depends if you have them in staright line or not and so on.
  3. neillomax Captain

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    location/last number is height. don't remember the other 2.... you gotta mess with them a little.... they do move the location of object around

    angles/left-right-up and down-( rotation of objects )
  4. modder Corporal

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    The easiest way to find out is (for me) usually like that:

    Type in console:
    Code:
    bind f coord
    Then go to some place. Press F, look at the coord. Jump
    and while in the air, press F. Now walk directly north for
    around 5 meters, press F. Now walk directly west for around
    5 meters, press F.

    Then you have all necessary knowledge. ;)

    BTW, I noticed that at some maps the first coordinates stays
    the same when walking towards north-east instead of north.
    So be careful!
  5. slimbips Corporal

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    Thank you guys...idd the last numbers are for up and down..the others depend on where u looking and where u stand.....

    simple solution just practise.....i practised 20 hours non-stop.LOL and i can find my way with it now:)
    @modder yeah i find it out myself that way, i go stand in front off object type coord... move right type coord again and so i know what happens and what i need to change :)
    tks for the help and i hope i helped some other noobies to with this:)
  6. Elgan Captain

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    PREMIUM
    I Donated
    I think its too much time wasted trying to learn every map coord system, they are all "different" in that north , e,s,w are different, how can you just know?

    so leftvector can place them exactly next to each other.



    spawn one. find how wide it is, even triala nd error...its 32 units wide?
    so

    spawn "two"
    local.two.origin = one.origin + one.leftvector * 32


    tada...they are now placed exactly next to each other

    and search for "autocoord"m then there is ezscripter type proggies too, a proggy someone made to get coords easier,
  7. slimbips Corporal

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    aaah awesome that leftvector thing:)
  8. JardiGol Corporal

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    Didn't get it.

    So, in this spawn:

    local.one = spawn script_model
    local.one model "static/indycrate.tik"
    local.one.origin = ( -3112.88 179.62 -298.74 )
    local.one.angles = ( 1.04 -90.01 0.00 )
    local.one solid

    I put:

    loca.two.origin = one.origin + one.leftvector * 32

    ??
  9. neillomax Captain

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    what if you copied and pasted the script. added 32 to one of those numbers? ( 32 ) ( all scripted stuff is different ) or maybe add 32 to the last number ( -32 for a neg number if you want it to go up vs go below ).

    -298
    + -32
    = -266
  10. Purple Elephant1au Corporal

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    You would change '32' in relation to the setsize of the object you are spawning

    @Elgan wouldnt it be half the setsize, leftvector starting from the origin ie the middle of the object, taking into account the angle you are placing the object at

    You can add brackets if it helps to see it clearer

    local.two.origin = local.one.origin + (local.one.leftvector * 32)

    local.one.leftvector is 1 degree to the left of local.one.origin
    local.one.rightvecor * 30 is 30 degrees to the right
    local.one.upvector / 2 is 0.5 degrees up

    Stick to multiplying ( * ) and dividing ( / ) vectors ,
    you cant add or subject the vectors with integers, only other vectors values
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