pXent_moveglobal ( entity, VECTOR* move, ANGLE* rotate);

 

pXent_movelocal ( entity, var shape_number, VECTOR* move, ANGLE* rotate);

With this functions you can move and rotate a kinematic Actor either global or local.

Parameters:

entity

registered Entity pointer (kinematic Actor)

move

Vector that moves the entity (adds vector to position)

rotate

Vector that rotates the entity (adds vector to rotation)

shape_number

the shape number (starts with 0) to move.

 

Returns:

1 if successful, 0 otherwise.

Remarks:

Speed:

Fast

Example:

VECTOR add_pos;
pXent_kinematic( pHook, 1 );
vec_set(add_pos,nullvector);
var pHookHeight=pHook.z;
while ( pHook.z < pHookHeight+200) 
{
        add_pos.z+=1;
        if(pHook)pXent_moveglobal( pHook, add_pos, nullvector);
        wait(1);
}

See also:

pXent_kinematic