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Version: Release-2.3

Transformations

info

Here you can learn how to statically modify position and rotation of objects and fobs.

Contents

note

None of the following commands can affect the boss.

Move

Command move allows you to modify object's position. Command variants can be following:

move [x] [y]                      < variant 1 >
move [x] [y] mod [dx] [dy] < variant 2 >
  • variant 1 allows you to move the object relatively to its current position and rotation.
  • variant 2 works like variant 1, but allows you to customize the linear growth of parameters when moving multiple objects.
tip

The whole coordinate grid rotates with the object, so you can first rotate the object to move it in a certain direction and then reset its rotation.

Rotate

Command rotate allows you to rotate the object relatively to its current rotation. The structure is following:

rotate [degrees]

The object will rotate in a counterclockwise direction, unless you put the - sign before the number.

Reset

Command reset allows you to reset position or rotation of an object. The structure is following:

reset position/rotation
note

When you use it on fobs, reset will change the value to the parent's value.

Fob transformations

Commands move, rotate and reset have additional variants, which use $ID and affect fobs. It is possible to use them by putting character $ at the end of such command name, for example move$, rotate$, reset$. They have exactly the same structure as their bases with exception, that they affect not objects, but fobs.

Usage example

catch # 200 summon hole 30
catch # 1 summon asteroid 10 3

move 10 0
rotate 30
catch $ 0-19
reset$ position
reset$ rotation
move$ -9,5 6 mod 1 0

Steal

Command steal assigns all fobs from a specific asteroid to a wall and hides that asteroid. The command structure is following:

steal fromhash/fromdelta [num]
  • fromhash allows you to choose the precise #ID of the asteroid. Then [num] is the Asteroid #ID.
  • fromdelta allows you to choose the #ID relatively to the wall. Then [num] is Asteroid #ID - Wall #ID. It is much more useful when multiple walls are selected.
note

The #ID pointer must point on the wall.

Usage example:

catch # 200 summon hole 30

catch # 1
summon asteroid 4 3

catch # 2
summon wall 1,3 1 3
steal fromdelta -1

Spreading

Spreading system is not finished and probably never will. The only command it currently contains is move ... offset. It has the following structure:

move [x] [y] offset

It allows you to randomize position of the object inside a rectangle of size 2*x x 2*y, with the center in its current position and relatively to its current rotation.

note

This command can not affect fobs. It doesn't exists in the $ variant.