AdjustTransformWithDurations
β οΈ All examples in this Observe/Override method
ShootEvents.OnEnter
to gain access tostateContext
.
AdjustTransform
AdjustTransform
Base class for AdjustTransformWithDurations
. Seems to do nothing if passed to adjustTransform
scriptable parameter. Do not use: your movement will be blocked indefinitely until you reset adjustTransform
.
AdjustTransformWithDurations
AdjustTransformWithDurations
Discovered by void*
Request to change player trajectory (view angles) and/or player position.
This code has to be executed in the context where you have access to StateContext for example: https://nativedb.red4ext.com/ShootEvents#OnEnter
Function has 3 types of behavior: set trajectory, set position or set both.
Changing player's trajectory to custom angles
This code will smoothly point your camera towards {0, 0, 0}
.
local adjustRequest = AdjustTransformWithDurations.new();
-- Setting any duration to 0 or lower means "do not change"
-- Slide = change player position
-- Rotation = change player rotation / trajectory / viewing angles
adjustRequest:SetSlideDuration(-1.0); -- Disabling position adjustion
adjustRequest:SetRotationDuration(1); -- Rotation show be smooth and should happen in 1 second (presumably, second!)
adjustRequest:SetUseParabolicMotion(true); -- Do not just interpolate movement/rotation, use parabolic formula
adjustRequest:SetCurve(CName.new("None")); -- Setting curve to "None", no other curves were found in the sources
adjustRequest:SetRotation(ToEulerAngles {0, 0, 0}:ToQuat()); -- Setting target player's rotation
stateContext:SetTemporaryScriptableParameter("adjustTransform", adjustRequest, true);
Targeting an GameObject
for trajectory
GameObject
for trajectory
Does not change player's pitch.
Seems to target "nearest" targeting component (aka hitbox).
SetRotation
is ignored if target is set.Will freeze player in place/in air while it's aiming (same behavior as
LookAt
)
local adjustRequest = AdjustTransformWithDurations.new();
adjustRequest:SetSlideDuration(-1.0); -- Disabling position adjustion
adjustRequest:SetRotationDuration(1.0); -- Rotation show be smooth and should happen in ~1 second (presumably, seconds!)
adjustRequest:SetUseParabolicMotion(true); -- Do not just interpolate movement/rotation, use parabolic formula
adjustRequest:SetCurve(CName.new("None")); -- Setting curve to "None", no other curves were found in the sources
-- In this case aimAt is a GameObject
adjustRequest:SetTarget(aimAt); -- Setting target player's rotation
stateContext:SetTemporaryScriptableParameter("adjustTransform", adjustRequest, true);
This function seem to use TargetingSystem to find the "best component" and then calls a LookAt
.
(Look at this function and this one)
Moving player
local adjustRequest = AdjustTransformWithDurations.new();
adjustRequest:SetSlideDuration(1.0); -- Setting duration of position change.
adjustRequest:SetRotationDuration(-1.0); -- Disabling rotation adjustion
adjustRequest:SetUseParabolicMotion(true); -- Do not just interpolate movement/rotation, use parabolic formula
adjustRequest:SetCurve(CName.new("None")); -- Setting curve to "None", no other curves were found in the sources
-- Getting player's position
local playerPosition = Game.GetPlayer():GetWorldPosition();
-- Adding 10 on the vertical axis
playerPosition.z = playerPosition.z + 10;
adjustRequest:SetPosition(playerPosition);
stateContext:SetTemporaryScriptableParameter("adjustTransform", adjustRequest, true);
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