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Also the scenario doesnt show in game...
Yes, the script needs a bit of editing. Tho i would need to have a look to tell what to edit and i don't know when i am going to have time to do that.
It should work, place an object, name it and run the script using that name via debug console
No. You would need a script like mine to do the job. However i don't think my script will work for underwater stuff. I think Johnyboy or someone else adapted the script to work underwater.
To ignore the terrain slope/gradient the reference should be water surface ASL, try placing the object in Eden disabling the option for object to follow terrain, i don't think this will fix it but worth trying, i will have a look myself when i have time.
Next step will be to edit the script and test, i might have used ATL to procure position for the object and that could translate in off center rotation as well.
#1, exactly what you said, I tested this with multiple different objects that I know have an actual 'centered' center but all tend to have the same inconsistencies.
#2, maybe it deals with other objects near/above/under the object made to rotate, similar to what you mentioned as safe position to prevent object clipping.
I tested #2 by moving/spawning objects after the script had been activated and still the rotating object is slightly off. Sometimes off by 0.5m, sometimes 1m.
I do sincerely appreciate you taking time to come back to help me with this, thank you!
Try with anothet object and see if you have the same results. Some objects don't have their geometric center in the actual center of the objects and in result when they are place eccentric.
Another reason will be, but i have to check this one, the function i use to find the position for the object is choosing a so called safe position which is useful if you don't want the object to clip with something else but doesn't serve you well in this situation.
I am trying to use the rotate_animate.sqf
I want the object only to rotate.
Here is the code I activate ingame. I have tried putting it in object's ini as well as running ingame but same result.
null= [this, .8, false, 1000] execVM "AL_floating_mountain\rotate_animate.sqf";
Objects I have tried this on; Helicopters, custom mod assets, default arma props.
EX: I'll have an object at [1,1,1];
After script activation, object now sits at [1.7,1.45,1];
However, it is not always moved to those coordinates, it seems to be random every time I test it.
For my mission it is important that the floating object sits exactly on the coordinates it is originally placed on, as it is hovering over a pedestal or lightbulb.
Can you help me?