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Messages - kez

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31
Modification Help / RE: Vehicle mount/emitter limit?
« on: March 17, 2019, 04:30:34 AM »
My other topic was too old to bump.
https://forum.blockland.us/index.php?topic=304294

I started this project in '16 and ran into some issues and stopped, then picked it up again. I did this a few times over the last few years since then. I still haven't fixed the problem.

I had another user send me code to fix this issue but I could not figure out how to implement it into my script without syntax errors, and when it did work without said errors, the code did nothing.

Basically I modeled an F-22 Raptor with one mountpount for the driver, two mounts for the engines, and another two for the contrails at the wing tips. All the emitters show up except for one of the contrails, so instead of two theres just just one showing up.

I can post the scripts if anyone asks for it. I might need more in-depth explanation on implementing this code because I am still a novice and have absolutely no experience with torquescript as I just model.

32
General Discussion / Re: Modding discord
« on: August 04, 2018, 07:48:02 PM »
Thanks guys.

33
General Discussion / Modding discord
« on: August 04, 2018, 04:55:32 AM »
I recall someone posting a link to a discord specifically for modding. Does this server still exist, or by chance is there another server like that available?

34
Creativity / Re: The new and improved 3D model topic!
« on: July 19, 2018, 06:43:23 PM »
I made a super low-poly plane yesterday. based off the Hughes H1 Racer
https://en.wikipedia.org/wiki/Hughes_H-1_Racer





would anyone be interested in a release?

35
Modification Help / Re: [dll] Ghost Update limit bypass
« on: April 14, 2018, 07:56:32 PM »
I hate to bump this, but is it possible for you to remove the speed limit on both projectiles and vehicles?

36
The mount points for the wheels are suppose to be inside the collision box, once you do that you can adjust the ride height in the spring length.

Usually when they're outside the collision box like that they tend to just fall through the ground.
Alright thank you, that fixed it perfectly... but I also have another problem. The aircraft starts rolling away slowly once spawned. I know it's the masscenter but I can't find a value that seems to fix it.

37
If I don't center the model it starts wobbling when rolling/banking

38
What does your collision mesh look like?
it's just a simple box

39
My vehicle keeps spawning with its wheels in the ground and I can't figure out how to fix it. The model is centered in milkshape and with masscenter values, but it spawns with the wheels underground every time. Can anyone help me figure out whats going on here?

40
Add-Ons / [Vehicle] Amphibious Search Plane (V1)
« on: November 18, 2017, 12:11:59 AM »




Features:
animated propeller
amphibious(can land/takeoff from water)
seats 4
based off this little gem here

Bugs:
a little bouncy in the water (especially if you land pretty hard or spawn the vehicle underwater)
propeller animation may not loop 100% smooth
some triangulation errors on some faces
can be hard to recover from the water if the nose is submerged or not parallel with the horizon (TIP: when landing on water, angle the plane so the nose is slightly in the air, this should help when taking off)

Download V1

please post any errors not specified that you find and I will fix them asap

enjoy  :iceCream:

41
Modification Help / Re: engine emitters when applying thrust?
« on: November 15, 2017, 01:37:02 PM »
Ok, and I have another question thats slightly unrelated. I made an aircraft and when I spawn it ingame it starts rolling away forward by itself. I tried editing the massCenter values and editing the placement of the model itself using ms3d but it still moves away, and when the aircraft is flying and you roll/bank it jerks up and down in a wierd way.

I managed to center the model but now when I spawn it the wheels spawn in the ground. Why is this happening?

42
Modification Help / aircraft problems
« on: November 15, 2017, 12:18:23 PM »
I'm trying to figure out how to add emitters when thrust is applied to a vehicle. I've come across some scripts that only apply emitters when the vehicle reaches a certain speed (which is kind of a cheap way to do it) but I'd like for the emitter to display when hitting W. Is there any way to do this?

43
For changing pitchforce, I do not remember what that does
pitchforce is for planes.

what I'm trying to do is edit strato's F-18 and make it more maneuverable when using the afterburner



edit, i saw that ninja :P

44
based on what you are doing here, I highly do not recommend this as it will update every vehicle's 'pitchforce' on the server since they are using that same datablock
wait, so there isnt a workaround for this at all?

45
as for the second part, what is %obj?
I'm just piecing together bits of code trying to see if they work. I have absolutely zero experience with torquescript (or coding in general lol)


You should be doing vehicleData.value not %Obj.vehicledata.value
You need to use %obj.getDatablock() not %obj.dataName
Like this?

%obj.getDatablock(F22AvehicleData).pitchforce = 299500;



NVM, I got it to work :P. Thanks for the help guys!

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