#(flimsynimsy) how to rotate points_around_y
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(flimsynimsy) how to rotate points_around_y
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i want the flames to be in the edges
/ex playeffect effect:FLAME offset:0 visibility:1000 at:<location[75.5,100,55.5,ft24].points_around_y[radius=25;points=16].to_polygon.with_y_min[0].with_y_max[300].outline> quantity:1
this is the command im running
the actual flames are correct, just not rotated properly?
yes
this is a probably horribly done impl that seems to work
RotatePoints:
type: task
script:
- define loc <player.location>
- define points <[loc].points_around_y[radius=3;points=4]>
- foreach <[points]> as:point:
- define vector <[point].sub[<[loc]>]>
- define vector <[vector].rotate_around_y[<element[0].to_radians>]>
- playeffect at:<[loc].add[<[vector]>]> effect:flame offset:0
- wait 5t
- foreach <[points]> as:point:
- define vector <[point].sub[<[loc]>]>
- define vector <[vector].rotate_around_y[<element[45].to_radians>]>
- playeffect at:<[loc].add[<[vector]>]> effect:soul_fire_flame offset:0
get the vector between the center and the point, then rotate it around y lmao
RotatePoints:
type: task
script:
- define loc <player.location.above[0.2]>
- define points <[loc].points_around_y[radius=3;points=4]>
- define rotatedPoints <list>
- foreach <[points]> as:point:
- define vector <[point].sub[<[loc]>]>
- define vector <[vector].rotate_around_y[<element[45].to_radians>]>
- define rotatedPoints:->:<[loc].add[<[vector]>]>
- playeffect at:<[rotatedPoints]> effect:soul_fire_flame offset:0
does the trick as far as I can tell
oh so just do it manually 💀
id rather just do this lol
Don’t forget to close?
That looks cool
sounds good, tysm ricky