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    • AndalayBay

      Orphan Attachments   07/31/2018

      I have been doing some housekeeping lately and I've noticed that I had a lot of orphaned attachments. Attachments get orphaned when the PM or post is deleted without removing the attachment first. Deleting a PM or post does not delete the attachment and the file or image remain on the server. I'd like to ask all members to go through their attachments and delete any attachments you don't need anymore or those that have been orphaned. Where can I get a list of my attachments? Click on your display name in the upper right corner of the forums and pick "My Attachments" from the drop-down list. How can I tell an attachment is orphaned? If the PM has been deleted, you'll see a message like this in your attachment list: Unfortunately there is no message if the post has been deleted, so please check your old posts. We do purge old birthday threads every once in a while. Also some hosted projects have been shut down, so you may have orphaned attachments on one of those locations. Thanks!
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Malonn

Question for people with math skills

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Yep, yep.  We're thinking alike.  I've looked at GetBoundingBox which is a no-go.   It only works for projectiles and actors.  Sphere is my next choice, but I need it's center for the math.  That function returns it's radius, but what are the coordinates for it's center?  You wouldn't have an idea how I could calculate that from it's position?

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I’d try 0,0,0. The interiors I’ve looked at so far are located at 0,0,0. Another option is to wander around an interior with debugging text turned on and see what’s returned for coordinates. I think Benirus Manor would be a good candidate. I don’t know how you’d figure it out if it’s not 0,0,0. Mod interiors may not be 0,0,0. I can say that DBC interiors are. :D

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Hey, thanks for hanging in there with me, AB.  Like most people on the internet, I browse and post in forums, so I know how easy it is to just say "screw helping this guy, I don't feel like the effort".  I've done it and will do it again.

Now that I've shown my gratitude, back on topic.  I managed to get a good calculation going.  It's not perfect and I need to test a lot more, but it's a great place to build from.  It checks bounding box intersection (very roughly) and is an improvement on GBR's code (at this point.  GBR put in error correction correction code which I'm trying to avoid).   The X plane math needs work, or I need to tighten up the coordinates I supply  the formula, but I'm pleased.

Stay near by, I may have a math question or two...

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