If you open any location with the GM-viewer you can see the grid where X and Z are length and width.
Y is always the height.
Y is always the height.
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Coordinates are related to the (0,0,0) point of the location, but as Jack says, there are functions to get the coordinates of characters in the location.Cool, what is the X, Y and Z axis in respect to?
switch(6)
case 2:
if (!bSeaActive) {
float x,y,z,ay,xx,zz,xz,zx;
GetCharacterPos(GetMainCharacter(), &x, &y, &z);
GetCharacterAy(pchar, &ay);
xx = -sin(ay - PId2);
zz = xx;
xz = -cos(ay - PId2);
zx = -xz;
Logit("Location id: "+pchar.location);
Logit("Your Coords x: " + x+" y: "+y+" z: "+z );
Logit("Viewangle ay: "+ay+"; xx= "+xx+" xz= "+xz+" zx= "+zx+" zz= "+zz);
Logit("Curlocator: "+chrWaitReloadLocator);
// trace("rld,loc," +xx+",0,"+xz+",0,1,0,"+zx+",0,"+zz+","+x+","+y+","+z+",1,0,0,0,0,0,0,0,0,");
// trace("rld,aloc,"+xx+",0,"+xz+",0,1,0,"+zx+",0,"+zz+","+x+","+y+","+z+",1,0,0,0,0,0,0,0,0,");
} else {
Logit("Ship position: x="+pchar.ship.pos.x+", z="+pchar.ship.pos.z);
}
//Logit("Ship position: x="+worldMap.playerShipX+", z="+worldMap.playerShipZ);
break;
[ship_fire]
technique = particles
nonstopemit
emissiontime = 100
windeffect = 0.0025
key_windeffect = 0,0
key_windeffect = 1,50000
texture = blood.bmp
particles_num = 30
lifetime = 3000
emitradius = 22.0
psize_max = 0.02
psize_min = 0.0
ddeviation = 0.4
gravity = 1.0
initial_speed = 0.0
weight = 0.0
weight_deviation = 0.0
ptime = 0
pscale = 1.0
spin = 0.0
spin_deviation = 0.0
speed = 0.4
speed_deviation = 0
key_alpha = 0.7,0
key_alpha = 0.25,2000
key_alpha = 0,3000
key_psize = 0,0
key_psize = 4,3000
key_psize = 8,8000
key_pspeed = 0.0,0
;key_pspeed = 0.0008,500
key_pspeed = 0.008,3000
key_spin = 0.3,0
key_spin = 0.1,8000