Animation-CobAnimation

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Revision as of 05:45, 28 May 2008 by Evil4Zerggin (talk | contribs) (New page: ==Linear Units== Everything linear ''really'' happens in a unit I'll call Spring distance (sd). This is a tiny distance--there are 2^16 = 65536 sd in an elmo, which is the unit that is mo...)
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Linear Units

Everything linear really happens in a unit I'll call Spring distance (sd). This is a tiny distance--there are 2^16 = 65536 sd in an elmo, which is the unit that is most commonly used. For example, weapon ranges are specified in elmos. Fortunately, Scriptor can automatically convert elmos to sd: just put the number of elmos you want in brackets. Sometimes you'll see scripts that use 2.5*2^16 = 163840 instead. I recommend not doing this since it makes conversion more difficult.

Angular Units

Likewise, everything angular really happens in a unit I'll call Spring angle (sa). There are 2^16 sa in a full circle. Generally you'll be working in degrees, and Scriptor can automatically convert from degrees to sa. There are 182 and 2/45 sa in a degree.

Axes

All COB animation statements specify an axis. There are three axes, "x-axis", "y-axis", and "z-axis". Positive x is to the unit's left (the right if you are looking at the unit from the front). Positive y is to the unit's top. Positive z is to the unit's front.

turn

turn [piece] to [axis] now;

or

turn [piece] to [axis] speed [speed]