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Messages - Burger

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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?

2387
Clan Discussion / Re: FOTB
« on: August 05, 2008, 04:22:43 PM »
Thank you. :D
In game name: Cheeseburger
ID: 4679

2388
Clan Discussion / Re: FOTB
« on: August 05, 2008, 04:17:43 PM »
I wasnt going for interior more of a beat down vacent house.
I loast the save. D:
Front:

Porch:

Bathroom:

Fences:


Hope you like it.

2389
Help / Re: Jeep Launch Events
« on: August 05, 2008, 12:44:06 PM »
There is a download on the same page you get streched bedroom from. T.T

2390
Gallery / Re: Destroyed Village DM (image heavy)
« on: August 05, 2008, 12:03:34 PM »
Great. The detail is awsome. I've never seen you in game or on the forums. 9/10

2391
Gallery / Re: Lordy Lord's New Orleans Long House Replica
« on: August 05, 2008, 11:55:14 AM »
I think i saw this on a server. Its great. Mabye you could give them a couple more screenshots so they can see how good it is.

2392
Modification Help / Re: Mounted on vehicle in crouch position
« on: August 04, 2008, 06:46:08 PM »
kk thanks

2393
Modification Help / Re: Mounted on vehicle in crouch position
« on: August 03, 2008, 06:20:33 PM »
accualy i found the proble i cant change the wheel would you happen to know how i could change it from the scooter script

2394
Modification Help / Re: Mounted on vehicle in crouch position
« on: August 03, 2008, 02:35:22 PM »
sorry for quadriple post but from this script is there a reason why i get a c++ visual error when its activated.
Code: [Select]
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

2395
Modification Help / Re: Mounted on vehicle in crouch position
« on: August 03, 2008, 02:19:19 PM »
Ok yes the crouch works :D now i need to make custom wheels

2396
Modification Help / Re: Mounted on vehicle in crouch position
« on: August 03, 2008, 02:08:04 PM »
Lol my model is like 4000 times to small time to size it up :D

2397
Modification Help / Re: Mounted on vehicle in crouch position
« on: August 03, 2008, 02:04:15 PM »
k thanks trying it out with scooter code to see if it works

2398
Modification Help / Re: Mounted on vehicle in crouch position
« on: August 03, 2008, 01:49:38 PM »
Hmm might be when im done ill tell ya

2399
Modification Help / Re: Mounted on vehicle in crouch position
« on: August 03, 2008, 11:44:10 AM »
So somewere in the code, wouldn't it tell to sit would I replace that with crouch. Just woundering, cause it would be a nice feature for my crouch rocket.

2400
Suggestions & Requests / Re: Mounting lights to vehicles
« on: August 03, 2008, 01:56:17 AM »
Would you be so kind and move this to Coding help. Thank you.
And also if this could be done it would have been.

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