help objects bumps

Started by MEGAMIND, Aug 13, 2018, 06:52 PM

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MEGAMIND

objDerby <- null;
objDerby = CreateObject(374,22,Vector(-1479.5, 756.663, -8.2715),255);
objDerby.RotateToEuler(Vector(0, 0, 0),1);


objDerby = CreateObject(374,21,Vector(-1369.2, 835.432, 56.9949),255);
objDerby.RotateToEuler(Vector(0, 0, 0),1);
objDerby = CreateObject(374,21,Vector(-1310.09, 833.648, 55.2657),255);
objDerby.RotateToEuler(Vector(0, 0, 0),1);
objDerby = CreateObject(374,21,Vector(-1449.49, 837.678, 57.0867),255);
objDerby.RotateToEuler(Vector(0, 0, 0),1);
objDerby = CreateObject(374,21,Vector(-1460.24, 930.771, 56.7762),255);
objDerby.RotateToEuler(Vector(-2.62526, -2.81225, -1.39358),1);
objDerby = CreateObject(374,21,Vector(-1462.69, 1002.8, 61.2877),255);
objDerby.RotateToEuler(Vector(0, 0, 0),1);
objDerby = CreateObject(374,21,Vector(-1377.89, 999.987, 60.4809),255);
objDerby.RotateToEuler(Vector(0, 0, 0),1);
objDerby = CreateObject(374,21,Vector(-1314.96, 1000.45, 56.1717),255);
objDerby.RotateToEuler(Vector(0, 0, 0),1);
objDerby = CreateObject(374,21,Vector(-1300.89, 919.676, 57.4026),255);
objDerby.RotateToEuler(Vector(0, 0, 0),1);
objDerby = CreateObject(374,21,Vector(-1431.77, 957.874, 52.6764),255);
objDerby.RotateToEuler(Vector(0, 0, 0),1);
objDerby = CreateObject(374,21,Vector(-1391.17, 895.938, 42.6071),255);
objDerby.RotateToEuler(Vector(0, 0, 0),1);
objDerby = CreateObject(374,21,Vector(-1351.47, 962.376, 51.7883),255);
objDerby.RotateToEuler(Vector(0, 0, 0),1);
objDerby = CreateObject(374,21,Vector(-1483.86, 854.105, 54.0395),255);
objDerby.RotateToEuler(Vector(0, 0, 0),1);
objDerby = CreateObject(374,21,Vector(-1490.36, 969.222, 57.7449),255);
objDerby.RotateToEuler(Vector(0, 0, 0),1);

objDerby.TrackingBumps = true;

i have many obejcts to bump objects is actually one but vectors are different so how to bump them

!

#1
local objDerby;

objDerby = CreateObject(374,22,Vector(-1479.5, 756.663, -8.2715),255);
objDerby.RotateToEuler(Vector(0, 0, 0),1);
objDerby.TrackingBumps = true;

objDerby = CreateObject(374,21,Vector(-1369.2, 835.432, 56.9949),255);
objDerby.RotateToEuler(Vector(0, 0, 0),1);
objDerby.TrackingBumps = true;

objDerby = CreateObject(374,21,Vector(-1310.09, 833.648, 55.2657),255);
objDerby.RotateToEuler(Vector(0, 0, 0),1);
objDerby.TrackingBumps = true;

objDerby = CreateObject(374,21,Vector(-1449.49, 837.678, 57.0867),255);
objDerby.RotateToEuler(Vector(0, 0, 0),1);
objDerby.TrackingBumps = true;

objDerby = CreateObject(374,21,Vector(-1460.24, 930.771, 56.7762),255);
objDerby.RotateToEuler(Vector(-2.62526, -2.81225, -1.39358),1);
objDerby.TrackingBumps = true;

objDerby = CreateObject(374,21,Vector(-1462.69, 1002.8, 61.2877),255);
objDerby.RotateToEuler(Vector(0, 0, 0),1);
objDerby.TrackingBumps = true;

objDerby = CreateObject(374,21,Vector(-1377.89, 999.987, 60.4809),255);
objDerby.RotateToEuler(Vector(0, 0, 0),1);
objDerby.TrackingBumps = true;

objDerby = CreateObject(374,21,Vector(-1314.96, 1000.45, 56.1717),255);
objDerby.RotateToEuler(Vector(0, 0, 0),1);
objDerby.TrackingBumps = true;

objDerby = CreateObject(374,21,Vector(-1300.89, 919.676, 57.4026),255);
objDerby.RotateToEuler(Vector(0, 0, 0),1);
objDerby.TrackingBumps = true;

objDerby = CreateObject(374,21,Vector(-1431.77, 957.874, 52.6764),255);
objDerby.RotateToEuler(Vector(0, 0, 0),1);
objDerby.TrackingBumps = true;

objDerby = CreateObject(374,21,Vector(-1391.17, 895.938, 42.6071),255);
objDerby.RotateToEuler(Vector(0, 0, 0),1);
objDerby.TrackingBumps = true;

objDerby = CreateObject(374,21,Vector(-1351.47, 962.376, 51.7883),255);
objDerby.RotateToEuler(Vector(0, 0, 0),1);
objDerby.TrackingBumps = true;

objDerby = CreateObject(374,21,Vector(-1483.86, 854.105, 54.0395),255);
objDerby.RotateToEuler(Vector(0, 0, 0),1);
objDerby.TrackingBumps = true;

objDerby = CreateObject(374,21,Vector(-1490.36, 969.222, 57.7449),255);
objDerby.RotateToEuler(Vector(0, 0, 0),1);
objDerby.TrackingBumps = true;
:edit:
Another Solution
/* A custom made function */
function cObject( model, world, pos, alpha, rot, angle ) {
local obj;
obj = CreateObject( model, world, pos, alpha );
obj.RotateToEuler( rot, angle );
obj.TrackingBumps = true;
}
Now for creating objects
cObject( 374, 21, Vector(-1490.36, 969.222, 57.7449), 255 ,Vector(0, 0, 0), 1);

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