Post: [GSC Scripting] How To Move/Rotate Objects In All Directions
01-24-2013, 02:31 AM #1
YT-xDerpModz
Do a barrel roll!
(adsbygoogle = window.adsbygoogle || []).push({}); {xD} How To Move Models All Directions {xD}


Note: This is not going to 'animate' the model, however, will tweak it from the self.origin, which means it will spawn the model right where your player is at, in game, at that specific time.


Steps
-------
Precache whatever model your going to use.
For example, we will use the ch_dead_cow.

    PrecacheModel("ch_dead_cow");


Note: this specific model only works on Wasteland And Rundown.

    doMod(){
Moo = spawn("script_model", self.origin + (0, 0, 50));
Moo setModel("ch_dead_cow");
Moo.angles = (0, 90, 90);
}



In Moo.angles note the 3 numbers. These are your X, Y, and Z positioning's.

Changing First Number - Rotates among the X axis
Changing Second Number - Rotates among the Y axis
Changing Third Number - Rotates among the Z Axis

I recommend for this model leaving angles at 0, 90, 90.
It will set cow in an upright position.

Now in the
    Moo = spawn( script_model , self.origin + (0, 0, 0));

Notice it says
    0, 0, 0

Now these are the same as the angles but instead of rotating the object along those axis,
it will simply move it forward, backwards, down, or up.

X, Y can be tricky as they can BOTH move in the same directions. Start by changing one. To make it go forward make axis a positive number. To make it go backwards, change to a negative axis number.

Now the Z axis (Thanks To xxKILLALLMW2xx For Help <3)

Right now the Z is at 0 this will spawn model level to the ground which means the model might go underground a bit which looks sloppy. To raise it vertically (UP) to get it out of ground, change to a positive number. For the cow 50 is a perfect positioning.


{xD} Final Script {xD}


    doMod(){
Moo = spawn("script_model", self.origin + (0, 0, 50));
Moo setModel("ch_dead_cow");
Moo.angles = (0, 90, 90);
}
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The following 2 users say thank you to YT-xDerpModz for this useful post:

-Google-, xxKILLALLMW2xx

The following 4 users groaned at YT-xDerpModz for this awful post:

OmGRhys-x, Cmd-X, Vampytwistッ
01-24-2013, 02:36 AM #2
Thank you... Helped me so much :nerd:
01-24-2013, 02:52 AM #3
YT-xDerpModz
Do a barrel roll!
No Problem Man! Glad I can help <333
01-24-2013, 02:52 AM #4
Originally posted by xDerpModz View Post
{xD} How To Move Models All Directions {xD}


Note: This is not going to 'animate' the model, however, will tweak it from the self.origin, which means it will spawn the model right where your player is at, in game, at that specific time.


Steps
-------
Precache whatever model your going to use.
For example, we will use the ch_dead_cow.

    PrecacheModel("ch_dead_cow");


Note: this specific model only works on Wasteland And Rundown.

    doMod(){
Moo = spawn("script_model", self.origin + (0, 0, 50));
Moo setModel("ch_dead_cow");
Moo.angles = (0, 90, 90);
}



In Moo.angles note the 3 numbers. These are your X, Y, and Z positioning's.

Changing First Number - Rotates among the X axis
Changing Second Number - Rotates among the Y axis
Changing Third Number - Rotates among the Z Axis

I recommend for this model leaving angles at 0, 90, 90.
It will set cow in an upright position.

Now in the
    Moo = spawn( script_model , self.origin + (0, 0, 0));

Notice it says
    0, 0, 0

Now these are the same as the angles but instead of rotating the object along those axis,
it will simply move it forward, backwards, down, or up.

X, Y can be tricky as they can BOTH move in the same directions. Start by changing one. To make it go forward make axis a positive number. To make it go backwards, change to a negative axis number.

Now the Z axis (Thanks To xxKILLALLMW2xx For Help <3)

Right now the Z is at 0 this will spawn model level to the ground which means the model might go underground a bit which looks sloppy. To raise it vertically (UP) to get it out of ground, change to a positive number. For the cow 50 is a perfect positioning.


{xD} Final Script {xD}


    doMod(){
Moo = spawn("script_model", self.origin + (0, 0, 50));
Moo setModel("ch_dead_cow");
Moo.angles = (0, 90, 90);
}

looks good m8 sorry i mixed up the (x,y,z)
01-24-2013, 02:56 AM #5
YT-xDerpModz
Do a barrel roll!
Its all good man, takes errors to get to where you want :P
01-24-2013, 02:57 AM #6
Cmd-X
It's been awhile.
Originally posted by xDerpModz View Post
{xD} How To Move Models All Directions {xD}


Note: This is not going to 'animate' the model, however, will tweak it from the self.origin, which means it will spawn the model right where your player is at, in game, at that specific time.


Steps
-------
Precache whatever model your going to use.
For example, we will use the ch_dead_cow.

    PrecacheModel("ch_dead_cow");


Note: this specific model only works on Wasteland And Rundown.

    doMod(){
Moo = spawn("script_model", self.origin + (0, 0, 50));
Moo setModel("ch_dead_cow");
Moo.angles = (0, 90, 90);
}



In Moo.angles note the 3 numbers. These are your X, Y, and Z positioning's.

Changing First Number - Rotates among the X axis
Changing Second Number - Rotates among the Y axis
Changing Third Number - Rotates among the Z Axis

I recommend for this model leaving angles at 0, 90, 90.
It will set cow in an upright position.

Now in the
    Moo = spawn( script_model , self.origin + (0, 0, 0));

Notice it says
    0, 0, 0

Now these are the same as the angles but instead of rotating the object along those axis,
it will simply move it forward, backwards, down, or up.

X, Y can be tricky as they can BOTH move in the same directions. Start by changing one. To make it go forward make axis a positive number. To make it go backwards, change to a negative axis number.

Now the Z axis (Thanks To xxKILLALLMW2xx For Help <3)

Right now the Z is at 0 this will spawn model level to the ground which means the model might go underground a bit which looks sloppy. To raise it vertically (UP) to get it out of ground, change to a positive number. For the cow 50 is a perfect positioning.


{xD} Final Script {xD}


    doMod(){
Moo = spawn("script_model", self.origin + (0, 0, 50));
Moo setModel("ch_dead_cow");
Moo.angles = (0, 90, 90);
}


yeah this is old as fuck. lol.

The following 2 users say thank you to Cmd-X for this useful post:

backstop12, Taylor
01-24-2013, 03:04 AM #7
YT-xDerpModz
Do a barrel roll!
Lol I figured it was posted, I just made it easier to understand, and me and KILLALLMW2 had the X,Y,Z mixed up so I created this thread to specify which each function did. Don't hate :P
01-24-2013, 09:46 PM #8
Cmd-X
It's been awhile.
Originally posted by xDerpModz View Post
Lol I figured it was posted, I just made it easier to understand, and me and KILLALLMW2 had the X,Y,Z mixed up so I created this thread to specify which each function did. Don't hate :P


I'm not hating, and even if I was, telling me to stop wouldn't make a difference.

The following user thanked Cmd-X for this useful post:

*xActionMods*
01-24-2013, 10:03 PM #9
YT-xDerpModz
Do a barrel roll!
Originally posted by X View Post
I'm not hating, and even if I was, telling me to stop wouldn't make a difference.


Lol its all good

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