Author Topic: faster flying vehicle via- console command  (Read 1080 times)

Ive asked as many people as i can think of. I know that...

-->(car)Vehicle.maxWheelSpeed = #;

but what is the command to make a flying vehicle go faster? ive tried everything from velocity, to thrust!
is there any command? Im sure there is but... fooly, or heph couldn't tell me D: so im beginning to wonder!
« Last Edit: March 23, 2009, 08:49:25 PM by kyjus25 »

I'm on a iPod right now, so I can't check, but look in a flying vehicle script and you should find a variable for it's speed.

datablock WheeledVehicleData(HyperjetVehicle)
{
   category = "Vehicles";
   displayName = " ";
   shapeFile = "./Hyperjet.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 = 15;         // 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;

   // 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 = 8000; //4000;       // Engine power
   engineBrake = 4000;         // Braking when throttle is 0
   brakeTorque = 4000;        // When brakes are applied
   maxWheelSpeed = 20;        // Engine scale by current speed / max speed

   rollForce      = 8000;
   yawForce      = 600;
   pitchForce      = 8000;
   rotationalDrag      = 0.2;

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

   isSled = false;

   forwardThrust      = 8000;
   reverseThrust      = 8000;
   lift         = 200;
   maxForwardVel      = 200;
   maxReverseVel      = 40;
   horizontalSurfaceForce   = 130;   // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
   verticalSurfaceForce   = 130;
   rollForce      = 12000;
   yawForce      = 8000;
   pitchForce      = 13000;
   rotationalDrag      = 1;
   stallSpeed      = 10;

//   forwardThrust      = 2000;
//   reverseThrust      = 2000;
//   lift         = 100;
//   maxForwardVel      = 70;
//   maxReverseVel      = 70;
//   horizontalSurfaceForce   = 100;   // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
//   verticalSurfaceForce   = 100;
//   rollForce      = 6000;
//   yawForce      = 6000;
//   pitchForce      = 4000;
//   rotationalDrag      = 0.5;
//   stallSpeed      = 10;
//
//   forwardThrust      = 2500;
//   reverseThrust      = 500;
//   lift         = 15000;
//   maxForwardVel      = 60;
//   maxReverseVel      = 10;
//   horizontalSurfaceForce   = 500;   // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
//   verticalSurfaceForce   = 500;
//   rollForce      = 5000;
//   yawForce      = 5000;
//   pitchForce      = 5000;
//   rotationalDrag      = 0.1;
//   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 = "HyperJet";
   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 = HyperjetExplosionProjectile;
   initialExplosionOffset = 0;         //offset only uses a z value for now

   burnTime = 4000;

   finalExplosionProjectile = HyperjetFinalExplosionProject ile;
   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;
};

Pretty nice how you just made up a DTS file.
Oh wait, you started this topic...

WheelVehicleData(name)

You want to use the name.



name.maxForwardVel
name.maxReverseVel

name.reverseThrust
name.forwardThrust



Velocity is speed, and thrust is acceleration

maxwheelspeed is for wheeled vehicles...
« Last Edit: March 23, 2009, 10:46:10 PM by Kalphiter »

There is a cap on speed because idiots were making stuff that would fly through everything and crash the game.

The cap on a wheeled vehicle is 150, any faster and you randomly loose a wheel or wheels, and then the vehicle gets stuck.

so...  the answer would be
--> (helicopter)Vehicle.maxForwardVelocity = 9000;?

Why do you keep putting (helpicopter)

Why do you keep putting (helpicopter)
Maybe he set that as one of his parts of the script, though i doubt it.

Why do you keep putting (helpicopter)

you guys arn't getting my point i don't think. Ok, you know about the console, correct? the little box that pops up when you say ~?
well I am trying to get a flying vehicle to faster by using a console command. The .cs script was to perhaps help you figure out what the correct console command was in order for it to go faster...
I used helicopter because, it is a flying vehicle. I could have used magic carpet, minijet, etc.
My point is- to get a LAND vehicle to go faster, it requires a different console command than a flying vehicle. Thats why I am aware of the fact that "speed" only makes wheels go faster, not the velocity of an airplane.

see mah point?

HyperjetVehicle.maxForwardVel = ?;

HyperjetVehicle.maxForwardVel = ?;


Thank you kal, thats the responce i wanted. Thanks a bunch

datablock WheeledVehicleData(HyperjetVehicle)