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Messages - da barker

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1
Modification Help / Re: FAST Minijet
« on: October 02, 2009, 07:07:33 PM »
BobandRob  Na I am not very good a messing with code so I didn't change anything. If you would like to make your own changes to it and post it back up that would be really cool.

Deathwish  Prob not the kind of vehicle you should use on a level like the bedroom... its a little too fast for that. I always use it on the slopes level... and as for it crashing the game... it has never crashed mine so I am not sure why it would crash yours... sry man

2
Modification Help / Re: FAST Minijet
« on: October 01, 2009, 11:53:17 PM »
Ok here is the download link:      http://www.cjbarker.com/subpages/Vehicle_Chris.zip

Have fun with my fast jet. FYI getting into the vehicle is a little tricky but it is a lot of fun.

Pro tip: Start a minigame first and set the "/timescale 2" once your in flight. This = awesome.

3
Modification Help / Re: FAST Minijet
« on: October 01, 2009, 07:12:49 PM »
I renamed all the minijet files to Chris so I could have both the minijet vehicle and the "Chris" vehicle in the same level. As for there being a speed limit I guess I have reached it. Thanks for the help. :cookieMonster:

O and I recommend you trying this out on your minijet. Steering is pretty good still and it flys really really fast, its awesome.

4
Modification Help / FAST Minijet
« on: September 30, 2009, 10:57:49 PM »
So recently I have been moding the Minijet script to make the FASTEST flying thing in blockland ever. I got the little jet going really fast already but I was hoping you guys could help me make it faster.
Quote
datablock WheeledVehicleData(ChrisVehicle)
{
   category = "Vehicles";
   displayName = " ";
   shapeFile = "./Chris.dts";
   emap = true;
   minMountDist = 3;
   
   numMountPoints = 1;
   mountThread[0] = "sit";

   maxDamage = 100.00;
   destroyedLevel = 100.00;
   energyPerDamagePoint = 160;
   speedDamageScale = 1.04;
   collDamageThresholdVel = 20.0;
   collDamageMultiplier   = 0.02;

   massCenter = "0 0 0";
   //massBox = "2 5 1";

   maxSteeringAngle = 0.9785;  // 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 = 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   = biplaneTire;
   // defaultSpring   = biplaneSpring;
   // flatTire   = biplaneFlatTire;
   // flatSpring   = biplaneFlatSpring;

   //numWheels = 3;

   // Rigid Body
   mass = 200;
   density = 5.0;
   drag = 0.6;
   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 = 2000;         // Braking when throttle is 0
   brakeTorque = 4000;        // When brakes are applied
   maxWheelSpeed = 20;        // Engine scale by current speed / max speed

   rollForce      = 900;
   yawForce      = 600;
   pitchForce      = 1000;
   rotationalDrag      = 0.2;

   // Energy
   maxEnergy = 100;
   jetForce = 3000;
   minJetEnergy = 30;
   jetEnergyDrain = 2;

   isSled = false;

   forwardThrust      = 204800000;   // Change me up (i doubbled all change me values)
   reverseThrust      = 2000;
   lift         = 10240000;   
   maxForwardVel      = 2560000;   
   maxReverseVel      = 40;
   horizontalSurfaceForce   = 130;   // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
   verticalSurfaceForce   = 130;
   rollForce      = 3200000;   
   yawForce      = 4800000; 
   pitchForce      = 4800000; 
   rotationalDrag      = 0.5;
   stallSpeed      = 10;


   splash = vehicleSplash;
   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 = "Chris ";
   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 = ChriloveplosionProjectile;
   initialExplosionOffset = 0;         //offset only uses a z value for now

   burnTime = 4000;

   finalExplosionProjectile = ChrisFinalExplosionProjectile;
   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
   
      // Advanced Steering
   steeringAutoReturn = false;
   // steeringAutoReturnRate = 0.9;
   // steeringAutoReturnMaxSpeed = 10;
   steeringUseStrafeSteering = false;
   // steeringStrafeSteeringRate = 0.1;
   
   // minContrailSpeed = 30;
   
   minJetEngineSpeed = 20;
};

function Chrisvehicle::onadd(%this,%obj)
{
   parent::onadd(%this,%obj);
      
   %obj.setWheelTire(0, Christire);
   %obj.setWheelTire(1, Christire);
   %obj.setWheelTire(2, Christire);

   %obj.setWheelSpring(0, ChrisSpring);
   %obj.setWheelSpring(1, ChrisSpring);
   %obj.setWheelSpring(2, ChrisSpring);
   
   %obj.setWheelSteering(0,0);
   %obj.setWheelSteering(1,0);
   %obj.setWheelSteering(2,-1);

   %obj.setWheelPowered(0,true);
    %obj.setWheelPowered(1,true);
   %obj.setWheelPowered(2,true);
      
   JetEngineCheck(%obj);
}

5
Faces, Decals, Prints / Re: Hogwarts Robes Decals
« on: February 05, 2009, 05:55:30 PM »
I know there has been a lot of rage in this thread so i just made them myself.




Download here:

http://www.mediafire.com/?sharekey=8348abd14edf554ded24a2875c7fa58e8bb7d5d1ceb939ef5be6ba49b5870170

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