|Kode wheel segment||Movement|
|Modifiers||quickly / slowly / toward / away from / invert / world relative / camera relative / object relative|
|Pre-made brains that use it||Unknown|
Movement > yaw
This tile will yaw an object or character in your world (it will spin on the spot). It is very similar to the movement achieved by turn.
WHEN [Once] DO [yaw][slowly]
angle Paired with a number this will change the angle the object will turn per frame (default is 30).
quickly: This changes the angle per frame from 30 to 10 degrees per frame. The object will do a full revolve in 1 second.
slowly: This changes the angle per frame to approx 1.688 degrees per frame. The object will do a full revolve in 6 seconds.
toward: Paired with an IWP object or vector. Normally used with NPC brains. This will turn the object’s forward facing vector towards a point in the world space. Depending on the position of the object and the angle of turn per frame, the object may not be able to turn enough during a [once] call to show an effect. Turning a player character towards an object without a limiter on the WHEN side will mean the players forward vector will be permanently pointed at the object, and will strafe when moving so they face the object constantly. This can be prevented by using a limiting tile such as duration.
WHEN [duration timer] DO [turn][toward][IWP:door][quickly]
away from: Opposite of toward. Paired with an IWP object or vector. Normally used with NPC brains. This will turn an object away from a point in world space. See [toward]
invert: This will make the object turn anti-clockwise.
world relative: This will ignore the up facing vector of the object itself, and will use the world up instead. The effect being, if the object is laying on its back it will rotate like a plate lying on a table, rather than without the modifier, where it will rotate like a rotisserie spit.
camera relative: This will ignore the up facing vector of the object and will use the camera up instead. The effect on a village lying on his back was to rotate around an axis based at his feet.
object relative: This is the default setting and is only needed to be used if you have used one of the other settings, and wish to convert it back.
The orientation of the up vector is important to know when deciding which of these movements to use. In an object like a cube, it may not be obvious which face is up.