RotateObjectScript
v1.4.8
Turns the entity around one axis after a wait, then stops at the angle you set. The vanilla use is a dungeon hatch.
Find placed ones in the Scene panel with s:RotateObjectScript. See Filter.
Where you put it
Add the script to the entity that should turn. The hatch prefab is cinematic_hatch in Modules\NavalDLC\Prefabs\NavalDLC_storyline.xml. It uses the closed cell-bar mesh aserai_dungeon_cell_bars_closed.
What you set
| Panel field | What to do with it |
|---|---|
| RotationAxis | X, Y, or Z. Before the turn, any of those three is treated as X, the entity’s side. The hatch stores X. |
| WaitBeforeRotateAsSeconds | Delay before the turn. Default 2. The hatch stores 3. |
| RotateAngle | Degrees to turn. The sign picks the direction. The hatch stores 90. |
| RotationSpeed | Degrees per second. Negative turns the other way. The hatch stores -45. |
| PreviewRotateObject | Editor button. Plays the wait and the turn from the current frame. |
| StopMovement | Editor button. Puts the entity back on the frame from the start of the preview. |
The buttons are not saved.
What it does
After the wait, the entity turns at RotationSpeed until it has covered RotateAngle. The hatch waits 3 seconds, then turns 90 degrees at 45 degrees per second against the positive direction.
Where it lives
Managed script. Prefab: Modules\NavalDLC\Prefabs\NavalDLC_storyline.xml.
Examples
Hatch on the prefab. cinematic_hatch. Axis X, wait 3, angle 90, speed -45.
The same hatch in the sister rescue. NavalDLC\SceneObj\cutscene_saving_sister. Prefab cinematic_hatch, scaled to about 0.55 × 0.91 × 0.39. The scene sets the wait to 5.9 and the speed to -50. Axis and angle stay on the prefab.