# Make Actor Face Angle
Grammar — Make model face angle
Flags —Action
Causes an actor to face the specified angle.
# Arguments
actor
— Actorfixed
— Angle
Returns — void
void libNtve_gf_MakeModelFaceAngle(
actor lp_model,
fixed lp_angle,
);
# Related
Category: Actor / Utility
- [F] —
text
— Actor Get Text — ( ActorGetText ) - [F] —
actor
— Actor From Reference — ( ActorRefGet ) - [F] —
text
— Actor Scope Get Text — ( ActorScopeGetText ) - [F] —
actor
— Actor From — ( ActorFrom ) - [F] —
actor
— Actor From Actor — ( ActorFromActor ) - [F] —
actor
— Actor From Doodad — ( ActorFromDoodad ) - [F] —
actor
— Actor From Portrait — ( ActorFromPortrait ) - [F] —
actor
— Actor From Dialog Item — ( ActorFromDialogControl ) - [F] —
actor
— Actor From Scope — ( ActorFromScope ) - [F] —
actor
— Actor From Unit — ( libNtve_gf_MainActorofUnit ) - [F] —
actorscope
— Actor Scope From — ( ActorScopeFrom ) - [F] —
actorscope
— Actor Scope From Actor — ( ActorScopeFromActor ) - [F] —
actorscope
— Actor Scope From Portrait — ( ActorScopeFromPortrait ) - [F] —
actorscope
— Actor Scope From Dialog Item — ( ActorScopeFromDialogControl ) - [F] —
actorscope
— Actor Scope From Unit — ( ActorScopeFromUnit ) - [F] —
int
— Texture Slot Component — ( TextureGetSlotComponent ) - [F] —
string
— Texture Slot Name — ( TextureGetSlotName ) - [F] —
void
— Actor Set Reference — ( ActorRefSet ) - [F] —
void
— Apply Global Texture Group — ( ActorTextureGroupApplyGlobal ) - [F] —
void
— Remove Global Texture Group — ( ActorTextureGroupRemoveGlobal ) - [F] —
void
— Push Texture Group — ( ActorTextureGroupPush ) - [F] —
void
— Pop Texture Group — ( ActorTextureGroupPop ) - [F] —
void
— Make Actor Face Angle — ( libNtve_gf_MakeModelFaceAngle ) - [F] —
void
— Play Movie Texture On Unit Actor — ( libNtve_gf_PlayMovieTextureOnUnitActor ) - [F] —
void
— Stop All Video Textures On Unit — ( libNtve_gf_StopAllVideoTexturesOnUnit ) - [F] —
void
— Show/Hide Doodads In Region — ( libNtve_gf_ShowHideDoodadsInRegion ) - [F] —
void
— Actor Add Orient Update — ( ActorAddOrientUpdate )
# Examples
# campaigns/liberty.sc2campaign
// L794
libNtve_gf_MakeModelFaceAngle(libNtve_gf_ActorLastCreated(), 225.0)
// L802
libNtve_gf_MakeModelFaceAngle(libNtve_gf_ActorLastCreated(), 225.0)
// L810
libNtve_gf_MakeModelFaceAngle(libNtve_gf_ActorLastCreated(), 225.0)
// L759
libNtve_gf_MakeModelFaceAngle(lv_crashingDoodad, RandomFixed(135.0, 225.0))
// L5602
libNtve_gf_MakeModelFaceAngle(lv_crashBarracks01, RandomFixed(135.0, 225.0))
// L5656
libNtve_gf_MakeModelFaceAngle(lv_crashBarracks02, RandomFixed(135.0, 225.0))
// L5659
libNtve_gf_MakeModelFaceAngle(lv_crashBarracks02, RandomFixed(315.0, 45.0))
// L5716
libNtve_gf_MakeModelFaceAngle(lv_crashFactory01, RandomFixed(135.0, 225.0))
// L5719
libNtve_gf_MakeModelFaceAngle(lv_crashFactory01, RandomFixed(315.0, 45.0))
// L5776
libNtve_gf_MakeModelFaceAngle(lv_crashFactory02, RandomFixed(135.0, 225.0))
// L5779
libNtve_gf_MakeModelFaceAngle(lv_crashFactory02, RandomFixed(315.0, 45.0))
// L5836
libNtve_gf_MakeModelFaceAngle(lv_crashBattlecruiser01, RandomFixed(135.0, 225.0))
// L5839
libNtve_gf_MakeModelFaceAngle(lv_crashBattlecruiser01, RandomFixed(315.0, 45.0))
// L348
libNtve_gf_MakeModelFaceAngle(lv_crashingDoodad, libNtve_gf_RandomAngle())
// L5379
libNtve_gf_MakeModelFaceAngle(gv_actorHybridDeathEffect, UnitGetFacing(gv_hybridPhysical))
// L759
libNtve_gf_MakeModelFaceAngle(lv_crashingDoodad, RandomFixed(135.0, 225.0))
// L5602
libNtve_gf_MakeModelFaceAngle(lv_crashBarracks01, RandomFixed(135.0, 225.0))
// L5656
libNtve_gf_MakeModelFaceAngle(lv_crashBarracks02, RandomFixed(135.0, 225.0))
// L5659
libNtve_gf_MakeModelFaceAngle(lv_crashBarracks02, RandomFixed(315.0, 45.0))
// L5716
libNtve_gf_MakeModelFaceAngle(lv_crashFactory01, RandomFixed(135.0, 225.0))
// L5719
libNtve_gf_MakeModelFaceAngle(lv_crashFactory01, RandomFixed(315.0, 45.0))
// L5776
libNtve_gf_MakeModelFaceAngle(lv_crashFactory02, RandomFixed(135.0, 225.0))
// L5779
libNtve_gf_MakeModelFaceAngle(lv_crashFactory02, RandomFixed(315.0, 45.0))
// L5836
libNtve_gf_MakeModelFaceAngle(lv_crashBattlecruiser01, RandomFixed(135.0, 225.0))
// L5839
libNtve_gf_MakeModelFaceAngle(lv_crashBattlecruiser01, RandomFixed(315.0, 45.0))
// L348
libNtve_gf_MakeModelFaceAngle(lv_crashingDoodad, libNtve_gf_RandomAngle())
// L5379
libNtve_gf_MakeModelFaceAngle(gv_actorHybridDeathEffect, UnitGetFacing(gv_hybridPhysical))
// L794
libNtve_gf_MakeModelFaceAngle(libNtve_gf_ActorLastCreated(), 225.0)
// L802
libNtve_gf_MakeModelFaceAngle(libNtve_gf_ActorLastCreated(), 225.0)
// L810
libNtve_gf_MakeModelFaceAngle(libNtve_gf_ActorLastCreated(), 225.0)
// L586
libNtve_gf_MakeModelFaceAngle(libNtve_gf_ActorLastCreated(), 225.0)
// L586
libNtve_gf_MakeModelFaceAngle(libNtve_gf_ActorLastCreated(), 225.0)
# mods/core.sc2mod
// L422
libNtve_gf_MakeModelFaceAngle(libNtve_gf_ActorLastCreated(), PointGetFacing(lp_position))
// L283
libNtve_gf_MakeModelFaceAngle(libNtve_gf_ActorLastCreated(), PointGetFacing(lp_position))
// L305
libNtve_gf_MakeModelFaceAngle(libNtve_gf_ActorLastCreated(), PointGetFacing(lp_position))
# mods/heroesbrawlmods/arenamodemods/templearena.stormmod
// L939
libNtve_gf_MakeModelFaceAngle(libNtve_gf_ActorLastCreated(), UnitGetFacing(libAMCT_gv_aRMSkyTemple[lp_templeIndex].lv_defenderArray[lp_defenderIndex]))
# mods/heroesmapmods/battlegroundmapmods/skytemple.stormmod
// L848
libNtve_gf_MakeModelFaceAngle(libNtve_gf_ActorLastCreated(), UnitGetFacing(libMLCP_gv_mMSkyTemples[lp_templeIndex].lv_defenderArray[lp_defenderIndex]))
# mods/starcoop/starcoop.sc2mod
// L25354
libNtve_gf_MakeModelFaceAngle(libNtve_gf_ActorLastCreated(), lv_facing)