Just so I understand, to get angular velocity:
a) Get linear velocity at vecpointlocal = (0,0,0).
b) Get a velocity at vecpointlocal =(100,0,0).
c) Subtract a) from b). This leaves me with tangential velocity.
d) Divide result by radius, in this example, 100.
This is what I think I'm doing with:
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//fixed_ang is a vector set to 100 units
//on the x axis. null_vec is zero.
phent_getvelocity(my,temp_vel1,null_vec);
phent_getvelocity(my,temp_vel2,fixed_ang);
//Subtracting a) from b)
vec_sub(temp_vel2,temp_vel1);
//Dividing by distance (100 units)
vec_scale(temp_vel2, .01);
//Copies into a skill displayed on panel
vec_set(player.ang_velocity_x,temp_vel2);
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......and nothing. I pick up linear velocity fine, but no angular velocity what so ever when I torque my entity up with addtorquelocal.