• m_angEyeAngles[0] errors
    11 replies, posted
[B][highlight]DataTable warning: player: Out-of-range value (351.650513) in SendPropFloat 'm_angEyeAngles[0]', clamping.[/highlight][/B] While (in my 2D GM) i turn left, it gives that error. May it be this? [lua]function GM:CreateMove( cmd ) local Pl = LocalPlayer() local MousePosition = gui.ScreenToVector(gui.MousePos()) local MousePositionx, MousePositiony = gui.MousePos() cmd:SetForwardMove( cmd:GetSideMove() ) local shootingpos = ( Pl:GetShootPos() ):ToScreen() --if ydiff <= 0 then local ang = math.Rad2Deg( math.atan2( (MousePositiony - 10) - shootingpos.y, (MousePositionx - 10) - shootingpos.x ) ) --end if MousePosition.y <= 0 then cmd:SetViewAngles( Angle( ang, -90, 0 ) ) else cmd:SetViewAngles( Angle( 180 - ang, 90, 0 ) ) cmd:SetForwardMove( -cmd:GetSideMove() ) end cmd:SetSideMove( 0 ) end [/lua]
Just incase you're wrong: Normalise your angles before setting them.
[QUOTE=|FlapJack|;23650045]Just incase you're wrong: Normalise your angles before setting them.[/QUOTE] [code]attempt to index local 'ang' (a number value)[/code] Doing "ang" normalized.
ang.p = math.NormalizeAngle(ang.p) And so on for y , r
[QUOTE=|FlapJack|;23650252]ang.p = math.NormalizeAngle(ang.p) And so on for y , r[/QUOTE] But ang is just a number, it hasn't got yaw, roll and pitch.
Its the map [i]possibly[/i] Edit There are reports of it from tf2 so an engine bug?
[QUOTE=Wolfo;23659914]But ang is just a number, it hasn't got yaw, roll and pitch.[/QUOTE] No no, I meant normalise each individual part of your angle before you set it. Instead of ucmd:SetViewAngles(ang) do ang.p , ang.y , ang.r = -- normalise p , y , r ucmd:SetViewAngles(ang) Just saw you posted the code. I'll show you why it shows engine errors. [editline]12:34AM[/editline] [lua]function GM:CreateMove( cmd ) local Pl = LocalPlayer() local MousePosition = gui.ScreenToVector(gui.MousePos()) local MousePositionx, MousePositiony = gui.MousePos() cmd:SetForwardMove( cmd:GetSideMove() ) local shootingpos = ( Pl:GetShootPos() ):ToScreen() --if ydiff <= 0 then local ang = math.Rad2Deg( math.atan2( (MousePositiony - 10) - shootingpos.y, (MousePositionx - 10) - shootingpos.x ) ) ang = math.NormalizeAngle(ang) -- ang is 359 or something, instead it needs to be 179 --end if MousePosition.y <= 0 then cmd:SetViewAngles( Angle( ang, -90, 0 ) ) else cmd:SetViewAngles( Angle( 180 - ang, 90, 0 ) ) cmd:SetForwardMove( -cmd:GetSideMove() ) end cmd:SetSideMove( 0 ) end [/lua]
[QUOTE=|FlapJack|;23671174]No no, I meant normalise each individual part of your angle before you set it. Instead of ucmd:SetViewAngles(ang) do ang.p , ang.y , ang.r = -- normalise p , y , r ucmd:SetViewAngles(ang) [/QUOTE] I still don't get why are you normalizing the pitch, yaw and roll of [B]one[/B] angle... As shown in the code ang is just a number not a whole angle.
[QUOTE=Wolfo;23681110]I still don't get why are you normalizing the pitch, yaw and roll of [B]one[/B] angle... As shown in the code ang is just a number not a whole angle.[/QUOTE] See his edit, he's normalizing ang.
I already tried what's in his edit and it didn't work(same bug).
Change line 17 to [lua]cmd:SetViewAngles( Angle( math.NormalizeAngle( 180 - ang ), 90, 0 ) )[/lua] Since normalized angle is between -179 to 180. 180 - (-171) would be 351, like in your error.
[QUOTE=raBBish;23684556]Change line 17 to [lua]cmd:SetViewAngles( Angle( math.NormalizeAngle( 180 - ang ), 90, 0 ) )[/lua] Since normalized angle is between -179 to 180. 180 - (-171) would be 351, like in your error.[/QUOTE] Thanks a thousand! That's perfect :holy:
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