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demck
Experienced Newbie
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Posts : 19
Join date : 2013-05-29
Location : Wisconsin

PostSubject: model placement   Thu 13 Jun - 9:03

With wiki down I need to ask a question. I can't recall ever having to do what I am trying to do before.
 
I been working with BigWorlds server and client for a couple years but I am getting a bit frustrated now that I changed the design of the game since the client and server do not want to corporate. Also, since War Gamming bought BWT there is zero support!
 
With that said, is there commands in the client to place an object into the world at a given position and then control its orientation and scale? I honestly can't remember if this function is available for control of a object.
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Delurin
Head of Platform Development


Posts : 424
Join date : 2011-08-03

PostSubject: Re: model placement   Fri 14 Jun - 8:38

You can locally spawn an object using ClientAPI.WorldObject.WorldObject(ClientAPI.GetLocalOID(),Name,meshName.mesh,location(vector3))
the other optionals are with defaults
followTerrain=True, orientation=ClientAPI.Quaternion.Identity, scale=ClientAPI.Vector3.UnitScale, objType=WorldObjectType.Prop, displaySubmeshes=True


But this would only manipulate/spawn the object locally if you want it to be seen by everyone it is a lot more complicated but not terribly difficult.  I think somewhere on the forums I worked it out with someone.
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demck
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PostSubject: Re: model placement   Fri 14 Jun - 8:52

OK thanks. Yeah I want to do it locally for now and play around with it a bit. If I can get the results I want then I will worry about client/server.
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Delurin
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Join date : 2011-08-03

PostSubject: Re: model placement   Fri 14 Jun - 9:04

You can also update an object by getting it by the OID worldObj = ClientAPI.World.GetObjectByOID(oid) and then setting either the position or the orientation
worldObj.Position = vector3
worldObj.Orientation = Quaternion
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