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CS Look
The CS_Look command rotates nodes in the game world to face markers, at once or progressively. Markers are listed first, each listing the nodes that face it. Keys Every key also accepts a ¢ expression instead of a fixed value, unless its description says otherwise. See CandyRef Expressions. Markers Description: The markers to rotate nodes towards. Each key identifies a marker, and its value lists the nodes that face it. The Engine reports an entry it can't find and skips it, without affecting the others. Values: • Container/Name: A node inside one of the containers listed in the Engine's cs_paths, such as Actors/Hero for the node Hero in the Actors container. The name can be a longer path, such as Actors/Hero/Hat. • Container/°role: The node named after the Actor assigned to that Role, such as Actors/°guard. A Role always needs its container. • Node path: A path relative to the Engine, or an absolute path such as /root/Game/Hero. • ¢ expression: Can also return the node itself, such as ¢$Level/Hero (a path from the Engine). Marker Settings Each marker in Markers lists the nodes to rotate under the following key. Nodes Description: The nodes to rotate towards this marker. Each key identifies a node, and its value is a Dictionary of settings for that node (see below), or an empty Dictionary for none. The Engine reports an entry it can't find and skips it, without affecting the others. Values: • Container/Name: A node inside one of the containers listed in the Engine's cs_paths, such as Actors/Hero for the node Hero in the Actors container. The name can be a longer path, such as Actors/Hero/Hat. • Container/°role: The node named after the Actor assigned to that Role, such as Actors/°guard. A Role always needs its container. • Node path: A path relative to the Engine, or an absolute path such as /root/Game/Hero. • ¢ expression: Can also return the node itself, such as ¢$Level/Hero (a path from the Engine). Node Settings Each node in Nodes accepts the following keys. Axis Description: The local axis of the node that points at the marker. For 2D nodes, only the x and y axes are accepted. Values: • -z: The forward axis of 3D nodes. • +z or z: The backward axis of 3D nodes. • +x or x: The right side of the node. • -x: The left side of the node. • +y or y: Up in 3D, down in 2D. • -y: Down in 3D, up in 2D. • Empty: -z for 3D nodes, +x for 2D nodes. Ignore_Y Description: Whether the node only rotates horizontally. If the marker is directly above or below the node, the Engine reports an error and the node doesn't rotate. Values: • 1: Aim as if the marker were level with the node, without tilting up or down. In 2D, the node faces directly left or right. • 0: Aim directly at the marker. • Empty: 0. Progression Description: How the node turns: within a set time, or at a set speed. The node turns the short way round. A turn replaces a CS_Position's turn, but not its move. Every node starts at once. It continues while the Dialogue is suspended, and after the Dialogue ends. The node turns towards where the marker is when the Line runs: a marker that moves meanwhile isn't followed. Values: • Time: Within Time (the default). • Speed: At Speed. Time Description: How long the turn takes, when Progression is Time. Values: • 0: At once (the default). • Seconds: Over that time, such as 2 or 0.5. The Dialogue continues meanwhile. • !Seconds: Over that time, such as !2, and delay the Dialogue until the change is complete. With several nodes, the Dialogue waits for the longest. Speed Description: The speed of the turn, when Progression is Speed. Values: • 0: At once (the default). • Degrees per second: Such as 90. The Dialogue continues meanwhile. • !Degrees per second: The same, and delay the Dialogue until the change is complete. With several nodes, the Dialogue waits for the longest.