they don't seem to be reporting the ACTUAL speed or velocity of the unit :(
Sorry for the audio :)
http://www.youtube.com/watch?v=r6RjlisE2_E
Description
Details
- Legacy ID
- 2570863427
- Severity
- None
- Resolution
- Fixed
- Reproducibility
- Always
- Category
- Scripting
execute this code
onEachFrame {hint parseText format ["speed player<br/>%1<br/>velocity player<br/>%2", speed player, velocity player]};
Event Timeline
here is work around
t1 = diag_tickTime;
p1 = position player;
onEachFrame {
_speed = ((position player) distance p1) / (diag_tickTime - t1);
t1 = diag_tickTime;
p1 = position player;
hint parsetext format ["speed player<br/>%1", _speed];
};
The thing is this measures actual speed in m/s the speed command seems to measure imaginary speed and in km/h? A bit odd considering everything in the game is metres and seconds.
You should use time instead of diag_tickTime, and try handle division by zero errors ;) otherwise your speed won't be exact to ingame speed
velocity of projectile's x & y stays frozen from their initial value, z appears to update correctly.