I gave this another try and the Set Rotation method does work... but only when I send it as an actor message in the trigger editor :/ I have no idea what the numbers in the data editor field mean (picture attached in post above), they change instantly when I edit them...
Including an example map with the triggers, hopefully someone can translate that into data editor.
Have a look at the SetRotation trigger function. It uses a function to transform entered x/y/z values into a string . For your example, this would be 0,0,0.5,0,0,0
Unfortunately, the actor editor seems to be bugged here, not even putting those values directly into the xml files seems to work.
Have a look at the SetRotation trigger function. It uses a function to transform entered x/y/z values into a string . For your example, this would be 0,0,0.5,0,0,0
Unfortunately, the actor editor seems to be bugged here, not even putting those values directly into the xml files seems to work.
Yeah, I'm using that function to do the flip in the example map. Entering a number into the Set Rotation actor message doesn't work properly, even with triggers.
There's no point in flipping the doodads with triggers, because the flip needs to be visible inside the terrain editor... unless you like retesting a map 20 times just to get one doodad positioned properly (an example would be building a house out of flipped Window Boards doodads).
Attached "visual aid" just in case someone still doesn't understand what this topic is about.
cant you just push the * / * on the numpad to rotate objects? lol
only x/y you cannot flip them to face up.
Have a look at the SetRotation trigger function. It uses a function to transform entered x/y/z values into a string . For your example, this would be 0,0,0.5,0,0,0
Unfortunately, the actor editor seems to be bugged here, not even putting those values directly into the xml files seems to work.
Yeah, I'm using that function to do the flip in the example map. Entering a number into the Set Rotation actor message doesn't work properly, even with triggers.
There's no point in flipping the doodads with triggers, because the flip needs to be visible inside the terrain editor... unless you like retesting a map 20 times just to get one doodad positioned properly (an example would be building a house out of flipped Window Boards doodads).
Attached "visual aid" just in case someone still doesn't understand what this topic is about.