2386
Gallery / Re: Pond(WIP)
« on: August 05, 2008, 04:42:10 PM »
They are good ducks. There are not enough people with the eye to see a good build. May i rate?
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if(!isObject(scooterExplosionSound))
{
exec("./Support_Scooter.cs");
}
//----------------------------------------------------------------------------
datablock WheeledVehicleTire(fishtailTire)
{
// Tires act as springs and generate lateral and longitudinal
// forces to move the vehicle. These distortion/spring forces
// are what convert wheel angular velocity into forces that
// act on the rigid body.
shapeFile = "./shapes/crouch wheel.dts";
mass = 20;
radius = 1;
staticFriction = 7.8;
kineticFriction = 3.8;
restitution = 0.5;
// Spring that generates lateral tire forces
lateralForce = 18000;
lateralDamping = 4000;
lateralRelaxation = 0.01;
// Spring that generates longitudinal tire forces
longitudinalForce = 14000;
longitudinalDamping = 2000;
longitudinalRelaxation = 0.01;
};
datablock WheeledVehicleData(scooterVehicle)
{
category = "Vehicles";
displayName = "Crouch Rocket ";
shapeFile = "./shapes/Crouch Rocket.dts"; //"~/data/shapes/skivehicle.dts"; //
emap = true;
minMountDist = 3;
numMountPoints = 2;
mountThread[0] = "crouch";
maxDamage = 200.00;
destroyedLevel = 200.00;
energyPerDamagePoint = 160;
speedDamageScale = 1.04;
collDamageThresholdVel = 20.0;
collDamageMultiplier = 0.02;
massCenter = "0 0 -1";
massBox = "10 5 1";
maxSteeringAngle = 0.9785; // Maximum steering angle, should match animation
integration = 4; // Force integration time: TickSec/Rate
tireEmitter = TireEmitter; // All the tires use the same dust emitter
// 3rd person camera settings
cameraRoll = false; // Roll the camera with the vehicle
cameraMaxDist = 13; // Far distance from vehicle
cameraOffset = 7.5; // Vertical offset from camera mount point
cameraLag = 0.0; // 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 = crouchwheele;
// defaultSpring = scooterSpring;
// flatTire = scooterFlatTire;
// flatSpring = scooterFlatSpring;
//numWheels = 4;
// Rigid Body
mass = 150;
density = 5.0;
drag = 1.6;
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 = 6000; //4000; // Engine power
engineBrake = 6000; // Braking when throttle is 0
brakeTorque = 8000; // When brakes are applied
maxWheelSpeed = 40; // Engine scale by current speed / max speed
rollForce = 100; //900;
yawForce = 100; //600;
pitchForce = 100; //1000;
rotationalDrag = 0.1;
// Energy
maxEnergy = 100;
jetForce = 3000;
minJetEnergy = 30;
jetEnergyDrain = 2;
splash = scooterSplash;
splashVelocity = 4.0;
splashAngle = 67.0;
splashFreqMod = 300.0;
splashVelEpsilon = 0.60;
bubbleEmitTime = 1.4;
splashEmitter[0] = scooterFoamDropletsEmitter;
splashEmitter[1] = scooterFoamEmitter;
splashEmitter[2] = scooterBubbleEmitter;
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 = "Crouch rocket";
rideable = true;
lookUpLimit = 0.65;
lookDownLimit = 0.45;
paintable = true;
damageEmitter[0] = scooterBurnEmitter;
damageEmitterOffset[0] = "0.0 0.0 0.0 ";
damageLevelTolerance[0] = 0.99;
damageEmitter[1] = scooterBurnEmitter;
damageEmitterOffset[1] = "0.0 0.0 0.0 ";
damageLevelTolerance[1] = 1.0;
numDmgEmitterAreas = 1;
initialExplosionProjectile = scooterExplosionProjectile;
initialExplosionOffset = 0; //offset only uses a z value for now
burnTime = 4000;
finalExplosionProjectile = scooterFinalExplosionProjectile;
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 scooterVehicle::onAdd(%this,%obj)
{
//mount the nothing tire and ski spring
%obj.setWheelTire(0, crouch wheel);
%obj.setWheelTire(1, crouch wheel);
%obj.setWheelSpring(0, scooterSpring);
%obj.setWheelSpring(1, scooterSpring);
%obj.setWheelSteering(0,1);
%obj.setWheelPowered(0,true);
%obj.setWheelPowered(1,true);
}
I know im using the fishT and scooter script but thats temperary for im just testing it now