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datablock WheeledVehicleData(FoglioF4ClassicVehicle)
{
category = "Vehicles";
displayName = "Foglio F4 Classic";
shapeFile = "./f4classic.dts"
emap = false;
minMountDist = 3;
numMountPoints = 1;
mountThread[0] = "sit";
maxDamage = 200.00;
destroyedLevel = 200.00;
energyPerDamagePoint = 160;
speedDamageScale = 1.04;
collDamageThresholdVel = 20.0;
collDamageMultiplier = 0.02;
massCenter = "0 0 0.4";
//massBox = "2 5 1";
maxSteeringAngle = 0.8; // Maximum steering angle, should match animation
integration = 4; // Force integration time: TickSec/Rate
tireEmitter = VehicleTireEmitter; // All the tires use the same dust emitter
// 3rd person camera settings
cameraRoll = false; // Roll the camera with the vehicle
cameraMaxDist = 10; // Far distance from vehicle
cameraOffset = 6; // Vertical offset from camera mount point
cameraLag = 10; // Velocity lag of camera
cameraDecay = 0.75; // Decay per sec. rate of velocity lag
cameraTilt = 0.4;
collisionTol = 0.1; // Collision distance tolerance
contactTol = 0.1;
useEyePoint = false;
defaultTire = F4ClassicWheel;
defaultSpring = F4ClassicSpring;
flatTire = jeepFlatTire;
flatSpring = jeepFlatSpring;
numWheels = 4;
// Rigid Body
mass = 200;
density = 5.0;
drag = 4.5;
bodyFriction = 0.6;
bodyRestitution = 0.6;
minImpactSpeed = 10; // Impacts over this invoke the script callback
softImpactSpeed = 10; // Play SoftImpact Sound
hardImpactSpeed = 15; // Play HardImpact Sound
groundImpactMinSpeed = 10.0;
// Engine
engineTorque = 8000; //4000; // Engine power
engineBrake = 250; // Braking when throttle is 0
brakeTorque = 2500; // When brakes are applied
maxWheelSpeed = 50; // Engine scale by current speed / max speed
rollForce = 900;
yawForce = 600;
pitchForce = 1000;
rotationalDrag = 0;
// Advanced Steering
steeringAutoReturn = true;
steeringAutoReturnRate = 1;
steeringAutoReturnMaxSpeed = 10;
steeringUseStrafeSteering = true;
steeringStrafeSteeringRate = 0.08;
// Energy
maxEnergy = 100;
jetForce = 3000;
minJetEnergy = 30;
jetEnergyDrain = 2;
splash = jeepSplash;
splashVelocity = 4.0;
splashAngle = 67.0;
splashFreqMod = 300.0;
splashVelEpsilon = 0.60;
bubbleEmitTime = 1.4;
splashEmitter[0] = VehicleFoamDropletsEmitter;
splashEmitter[1] = VehicleFoamEmitter;
splashEmitter[2] = VehicleBubbleEmitter;
mediumSplashSoundVelocity = 10.0;
hardSplashSoundVelocity = 20.0;
exitSplashSoundVelocity = 5.0;
//mediumSplashSound = "";
//hardSplashSound = "";
//exitSplashSound = "";
// Sounds
// jetSound = ScoutThrustSound;
//engineSound = idleSound;
//squealSound = skidSound;
softImpactSound = slowImpactSound;
hardImpactSound = fastImpactSound;
//wheelImpactSound = slowImpactSound;
// explosion = VehicleExplosion;
justcollided = 0;
uiName = "Foglio F4 Classic";
rideable = true;
lookUpLimit = 0.50;
lookDownLimit = 0.50;
paintable = true;
damageEmitter[0] = VehicleBurnEmitter;
damageEmitterOffset[0] = "0.0 0.0 0.0 ";
damageLevelTolerance[0] = 0.99;
damageEmitter[1] = VehicleBurnEmitter;
damageEmitterOffset[1] = "0.0 0.0 0.0 ";
damageLevelTolerance[1] = 1.0;
numDmgEmitterAreas = 1;
initialExplosionProjectile = DeloreanExplosionProjectile;
initialExplosionOffset = 0; //offset only uses a z value for now
burnTime = 4000;
finalExplosionProjectile = DeloreanFinalExplosionProjectile;
finalExplosionOffset = 0.5; //offset only uses a z value for now
minRunOverSpeed = 2; //how fast you need to be going to run someone over (do damage)
runOverDamageScale = 5; //when you run over someone, speed * runoverdamagescale = damage amt
runOverPushScale = 1.2; //how hard a person you're running over gets pushed
};
function FoglioF4ClassicVehicle::onadd(%this,%obj)
{
parent::onadd(%this,%obj);
%obj.playthread(0,"propslow");
%obj.setWheelPowered(0,false);
%obj.setWheelPowered(1,false);
}
onActivate > NAMED BRICK (whatever) > spawnVehicle [Jeep]
onPlayerTouch > Self > spawnVehicle [Magic Carpet]
i could do without self but it needs to work on named bricks