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Thorimus

Apply command to object with no init field in Zeus

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Aight, so i managed to use this command:

_y = 45; _p = -80; _r = 0;
this setVectorDirAndUp [
    [ sin _y * cos _p,cos _y * cos _p,sin _p],
    [ [ sin _r,-sin _p,cos _r * cos _p],-_y] call BIS_fnc_rotateVector2D
];
which I got from here to tilt or roll objects that have an init field in Zeus, which is normally not possible.

But what do I do if I want to use this on a static object which does not have an init field? Bear in mind I have virtually no knowledge in scripting.

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Get achilles or ares (both mods) and init fields will appear on objects.

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On 7/7/2018 at 9:51 PM, stanhope said:

Get achilles or ares (both mods) and init fields will appear on objects.

I was already using that. The question is, how do i apply this to objects without init fields, like a concrete pipe or building?

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Ah, well euh 2 ways to do that.  In the eden editor give those objects names so you can easily run code on them using either the debug menu or the code execution modules from ares/achilles.  Or use code to 'get' the object you need and then execute code on it.  

Commands like nearObjects and isKindOf should help you with that.

 

If at all possible i'd use the first method.

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