I n t r o d u c t i o n
||Before you get
too far into this, I should let you know that this is not a
tutorial for someone just starting out in UnrealScript. If you're
new to coding, you should check out the Beginner's
Guide to UnrealScript. That ought to get you a good start.
Alright, with that out of the way, let's get down to the good
stuff. Vectors are a very important part of UnrealScript, since
they are responsible for controlling how objects move in the 3D
world. If you fire a grenade from your Eightball gun, its path is
determined by a vector. Anything you see moving in some way
is most likely controlled by a vector. So what is a vector?
T h e M y s t i c a l V e c t o r
exactly mystical, but pretty damned cool, anyway. If you get right
down to it, a vector in UnrealScript is simply a struct with three
float components: X, Y, and Z. Sounds simple, eh? Well, those
three little numbers can do quite a bit.
There are two different ways in which a vector can be used in
UnrealScript. First, they can represent a position in the 3D
world. X, Y, and Z: Just a point in 3D space. Second, a vector can
be used to represent a direction and speed. A
direction and speed, you ask? How in hell could 3 simple numbers
tell all that? Well, understanding how they do tell all
that is key to being successful when you work with vectors. Think
of it like this: Say you have an object at position (1,1,1). You
set that object's velocity to a vector of (0,0,1). After one unit
of time the object's new position will be (1,1,2). How'd it get to
(1,1,2)? Well, in that unit of time, the value of the movement
vector was added on to the object's original position, giving a
new position of (1,1,2). After another unit of time, the object's
position will be (1,1,3), then (1,1,4), and so on. So, which
direction is the object moving? Why, up, of course. It's Z value
is continually getting bigger, while it's X and Y values stay the
So, there's the direction part. But what about speed? Well,
what if the object's velocity was set to (0,0,5) instead of
(0,0,1). Then, after one unit of time, the object's position would
be (1,1,6). After two units of time, it would be (1,1,11). So,
it's still moving in the same direction (up), it's just moving
much more quickly. There's the speed part.
By supplying different values for these three numbers, you can
make an object move in any direction at any speed.
Conceptually, it's not too hard to see this. But how in the hell
would you do the math to figure out what three numbers to use if
you wanted an object to move at some obscure angle at some obscure
speed? It's possible, obviously, but there must be an easier way.
Fortunately, there is.
T h e R o l e o f R o t a t o r s
||Let's move away
from the X, Y, Z view of vectors for a while, and take another
look at them. When I picture a vector in my mind, I always think
of an arrow. Where this arrow points indicates a direction, and
the length of the arrow indicates a speed. The longer the arrow,
the faster the object will move. I don't worry too much about the
actual numbers of the vector, because I don't need to.
There's an easier way to get to them.
You may have encountered rotators before. Like vectors, they're
also structs with three float components: pitch, yaw, and roll.
These three values are angles that can describe any rotational
direction in 3D space. Pitch is up and down, yaw is side to side,
and roll is... well, roll. Roll is unimportant when you're working
with vectors, though, so don't worry about it too much. There's
one important thing to remember about UnrealScript rotators,
though. They're not measured in degrees, or even radians.
For some reason, Epic chose to make up their own little system of
angle measure. In this system, 360 degrees is about equal to 65535
Unreal angle units. Quite a big difference there. So don't get the
two mixed up, or you'll spend hours trying to figure out why in
the hell your setting of 60 degrees still looks like 0 in the
Now, say you're in a game, and the player is facing a certain
direction. How would you find a vector that points 45 degrees to
the player's right? Well, it's simple really.
Vectors and Rotators
local rotator VectRot;
local vector SomeVector;
VectRot = Player.ViewRotation;
VectRot.Yaw = VectRot.Yaw + 8192;
SomeVector = Vector(VectRot);
Note that this is all assuming "Player" is an actor
reference variable set equal to some PlayerPawn. Anyway, what's
going on here? Well, first, VectRot is set equal to the player's
view rotation. Then, 8192 (45 degrees) is added to its yaw, making
it point 45 degrees to the player's right. Finally, SomeVector is
set equal to "Vector(VectRot)". The Vector() function
simply takes a rotator, and returns a vector pointing in the same
direction as the rotator, with a length (speed) of one. So, now
you have an easy way of getting a vector that points in any
direction. But what about its speed? What if you want a vector
with a speed of five instead of one? This is easy, too. Simply
multiply the one-length vector by five. You'll get a vector
pointing in the same direction, but with a length of five instead
O t h e r V e c t o r O p e r a t i o n s
||There are quite
a few little tricks you can use to get the vector you're looking
for. For instance, how the hell would you come up with a vector
that points from one object to another? It's simple, really. You
just have to know the trick. So, for your reading pleasure, here
is the amazing and wonderful chart of useful UnrealScript vector
||Returns a vector
pointing in the same direction as the vector you supply, but
with a length of one.
||Returns a floating
point value equal to the length of the vector you supply.
||Returns a direction
vector which is equal to the bisector of the parallelogram
formed by the original two direction vectors. What the
bloody hell does this mean? Just take a look at the diagram.
As you can see, this is on a 2D plane, and we're talking
about 3D space. If you think about it, though, two vectors
in 3D space, no matter which direction they're pointing, can
always be thought of as being on some 2D plane or
||Gives you a direction
vector which points from the second location to the first,
and has a length equal to the distance between the two
locations. This is not only useful for making one object
move towards another, but also for determining the distance
||Gives you a location
equal to the new location an object would have after one
unit of time with a velocity of the direction vector. If
that made no sense whatsoever to you, think of it this way.
Take the X component of the location vector, and add to it
the X component of the direction vector. Do the same for the
Y and Z components, and you'll end up with the location
that's returned by this operation.
So, that's that. Pretty much everything you'll need to get a
good start working with vectors in UnrealScript. If you've got any
further questions, feel free to mail me at firstname.lastname@example.org.
Visitors Since December 26, 2000