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7/22/11
#1
  • Added 2 new Character properties: OverrideArmRotation and ArmRotation. These let you change the rotation of the player's arm from a script.
  • Added a new UI object: UITextBox
  • Added better crash handling. And it's actually useful, not the "we need to quit, we're sorry" garbage that lots of programmers like these days.
[Image: 2w6xwet.jpg]
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#2
What's the difference between OverrideArmRotation and ArmRotation?
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#3
(07-22-2011, 07:53 PM)Duck Wrote: What's the difference between OverrideArmRotation and ArmRotation?

ArmRotation is just a boolean property that tells the game to use the other one.
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#4
(07-22-2011, 07:54 PM)Jacob_ Wrote:
(07-22-2011, 07:53 PM)Duck Wrote: What's the difference between OverrideArmRotation and ArmRotation?

ArmRotation is just a boolean property that tells the game to use the other one.

I'm confused

would

Character.ArmRotation = 90 work

or would I write

Character.OverrideArmRotation = 90

or

Character:OverrideArmRotation(90)
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#5
(07-22-2011, 07:56 PM)Duck Wrote:
(07-22-2011, 07:54 PM)Jacob_ Wrote:
(07-22-2011, 07:53 PM)Duck Wrote: What's the difference between OverrideArmRotation and ArmRotation?

ArmRotation is just a boolean property that tells the game to use the other one.

I'm confused

would

Character.ArmRotation = 90 work

or would I write

Character.OverrideArmRotation = 90

or

Character:OverrideArmRotation(90)

character.OverrideArmRotation = true
character.ArmRotation = 90

Boolean means it can only be true or false.
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#6
YES! Now I can make tools with "animations"!
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#7
#2:
  • Added new AngularVelocity property for parts, and the associated FixedAngularVelocity object
  • New character function: setSeat(seat)
  • New player function: setTool(toolIndex)
  • FixedVelocities don't keep working after you delete them (only happened in the editor)
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#8
(07-22-2011, 07:57 PM)Jacob_ Wrote:
(07-22-2011, 07:56 PM)Duck Wrote:
(07-22-2011, 07:54 PM)Jacob_ Wrote:
(07-22-2011, 07:53 PM)Duck Wrote: What's the difference between OverrideArmRotation and ArmRotation?

ArmRotation is just a boolean property that tells the game to use the other one.

I'm confused

would

Character.ArmRotation = 90 work

or would I write

Character.OverrideArmRotation = 90

or

Character:OverrideArmRotation(90)

character.OverrideArmRotation = true
character.ArmRotation = 90

Boolean means it can only be true or false.

I know what a boolean is, but I got very confused when you said "ArmRotation is just a boolean property" I understand how it works now.
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