Error expected method or property - Printable Version +- Frictional Games Forum (read-only) ( https://www.frictionalgames.com/forum)+-- Forum: Amnesia: The Dark Descent ( https://www.frictionalgames.com/forum/forum-6.html)+--- Forum: Custom Stories, TCs & Mods - Development ( https://www.frictionalgames.com/forum/forum-38.html)+---- Forum: Development Support ( https://www.frictionalgames.com/forum/forum-39.html)+---- Thread: Error expected method or property ( /thread-29557.html) |

RE: Error expected method or property - Icaab2608 - 02-06-2015
(02-04-2015, 05:02 PM)Mudbill Wrote: The explanation below each of them should tell you roughly what it does. For example the first one: And more? RE: Error expected method or property - Mudbill - 02-06-2015
I can't spoonfeed you this information. What I just posted accounts for all of the scripts, even if they work differently. You just gotta read what they do, then use them for what you need, if you do. If you wonder what the Math operations do, just google Sine, Cosine, Tangent, Square root etc. RE: Error expected method or property - PutraenusAlivius - 02-07-2015
(02-06-2015, 05:49 PM)Mudbill Wrote: If you wonder what the Math operations do, just google Sine, Cosine, Tangent, Square root etc. Uh, what is the function of the Sine, Cosine, Tangent operations? I know a bit of Trigonometry and that they're used for angles in a right sided triangle, but what is their purpose here? RE: Error expected method or property - Mudbill - 02-07-2015
I haven't gone far enough myself to really see their practical use in the Amnesia world, but it surely only takes some imagination. If you're making a puzzle that relies on entities being located in relative positions to each other, perhaps these can come in handy. They just calculate the operation out of the values given. Math isn't exactly my fetish, so I don't see myself using these much. If I do come across a situation where it would be useful, perhaps I'll look into it. RE: Error expected method or property - MrBehemoth - 02-08-2015
Say for example you had a spooooky statue that turned to face the player, you might want to know what angle it needs to turn to. The x and z co-ords of the player and the x and z co-ords of the statue make up the adjacent and opposite sides of a right angled triangle. You could then use trig to work out the angle that the statue should be at. Or maybe you want to know when the player is within a certain range of angles, e.g., in the statue's line of sight. That sort of thing. (You could also use square root and good old Pythagoras to work out the distance.) |