First, let me say sorry for triple/quadruple posting. Secondly, I'm working on a flying vehicle, and I'm using the server.cs from Phyodeux's Civilian Helicopter pack (Because of height support). I want modify the speed of the vehicle, but I can't find where to change it in the code. My other option would be to use the server.cs from the Flying Wheeled Jeep, and add in height support, but I'm not sure how to go about doing that. Any advice would be more than welcome!
Server.cs from my vehicle:
datablock FlyingVehicleData(SpaceCruiserBVehicle)
{
//Tagged fields for mission editor
category = "Vehicles";
displayName = " ";
//Shapebase Fields
shapeFile = "./SpaceCruiserB.dts";
emap = true;
mass = 400;
drag = 1;
density = 0.7;
maxDamage = 240.00;
destroyedLevel = 240.00;
energyPerDamagePoint = 160;
speedDamageScale = 1.04;
collDamageThresholdVel = 20.0;
collDamageMultiplier = 0.02;
//Tagged fields for mounting
minMountDist = 3;
numMountPoints = 8;
mountThread[0] = "sit";
mountThread[1] = "sit";
mountThread[2] = "sit";
mountThread[3] = "sit";
mountThread[4] = "sit";
mountThread[5] = "sit";
mountThread[6] = "sit";
mountThread[7] = "sit";
lookUpLimit = 0.5;
lookDownLimit = 0.5;
//Vehicle Fields:
jetForce = 10000;
jetEnergyDrain = 8;
minJetEnergy = 10000;
massCenter = "0 0 0";
//massBox = "1 1 1";
bodyFriction = 0.9;
bodyRestitution = 0.1;
minImpactSpeed = 10; // Impacts over this invoke the script callback
softImpactSpeed = 10; // Play SoftImpact Sound
hardImpactSpeed = 15; // Play HardImpact Sound
groundImpactMinSpeed = 10.0;
minRollSpeed = 0;
maxSteeringAngle = 0.785;
maxDrag = 40;
minDrag = 50;
integration = 4;
collisionTol = 0.1;
contactTol = 0.1;
cameraRoll = false;
cameraMaxDist = 20;
cameraLag = 0.0;
cameraDecay = 0.0;
cameraOffset = 5.5;
cameraTilt = 0.0;
//dustEmitter = ; //ParticleEmitterData
triggerDustHeight = 3.0;
dustHeight = 1.0;
numDmgEmitterAreas = 0;
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;
//splashEmitter[0] = ; //ParticleEmitterData
splashFreqMod = 300.0;
splashVelEpsilon = 0.50;
exitSplashSoundVelocity = 2.0;
softSplashSoundVelocity = 1.0;
mediumSplashSoundVelocity = 2.0;
hardSplashSoundVelocity = 3.0;
collDamageThresholdVel = 20;
collDamageMultiplier = 0.05;
//For Wrench Gui
uiName = "Space Cruiser B";
rideAble = true;
paintable = true;
//Flying vehicle fields
//jetSound = ; //AudioProfile
//engineSound = ; //AudioProfile
maneuveringForce = 3100;
horizontalSurfaceForce = 10;
verticalSurfaceForce = 1300;
autoInputDamping = 0.95;
steeringForce = 1000;
steeringRollForce = -20;
rollForce = 1;
autoAngularForce = 1000;
rotationalDrag = 8;
autoLinearForce = 100;
maxAutoSpeed = 20;
hoverHeight = 0.5;
createHoverHeight = 0.25;
minTrailSpeed = 1;
vertThrustMultiple = 1.0;
//Tagged fields for damage
initialExplosionProjectile = SpaceCruiserBExplosionProject ile;
initialExplosionOffset = 0; //offset only uses a z value for now
burnTime = 500;
finalExplosionProjectile = SpaceCruiserBFinalExplosionPr ojectile;
finalExplosionOffset = 0.5; //offset only uses a z value for now
minRunOverSpeed = 5; //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
//Heighcontrol parameters
heightcontrol= 1; //Enables the heightcontrol support for this vehicle
ascendVelocity= 8.00; //The velocity it adds when a user presses/holds the jumpkey
descendVelocity= -8.00; //The velocity it extracts when a user presses/holds the jumpkey
};
datablock DebrisData(SpaceCruiserBDebris)
{
emitters = "jeepDebrisTrailEmitter";
shapeFile = "./SpaceCruiserBDebris.dts";
lifetime = 5.0;
minSpinSpeed = -300.0;
maxSpinSpeed = 300.0;
elasticity = 1.5;
friction = 0.2;
numBounces = 1;
staticOnMaxBounce = true;
snapOnMaxBounce = false;
fade = true;
gravModifier = 3;
};
datablock ExplosionData(SpaceCruiserBFinalExplosion)
{
//explosionShape = "";
lifeTimeMS = 8000;
soundProfile = vehicleExplosionSound;
emitter[0] = vehicleFinalExplosionEmitter3;
emitter[1] = vehicleFinalExplosionEmitter2;
particleEmitter = vehicleFinalExplosionEmitter;
particleDensity = 20;
particleRadius = 1.0;
debris = SpaceCruiserBDebris;
debrisNum = 1;
debrisNumVariance = 0;
debrisPhiMin = 0;
debrisPhiMax = 360;
debrisThetaMin = 0;
debrisThetaMax = 50;
debrisVelocity = 15;
debrisVelocityVariance = 3;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = true;
camShakeFreq = "7.0 8.0 7.0";
camShakeAmp = "10.0 10.0 10.0";
camShakeDuration = 0.75;
camShakeRadius = 15.0;
// Dynamic light
lightStartRadius = 0;
lightEndRadius = 20;
lightStartColor = "0.45 0.3 0.1";
lightEndColor = "0 0 0";
//impulse
impulseRadius = 15;
impulseForce = 1000;
impulseVertical = 2000;
//radius damage
radiusDamage = 30;
damageRadius = 8.0;
//burn the players?
playerBurnTime = 5000;
};
datablock ProjectileData(SpaceCruiserBFinalExplosionPr ojectile)
{
directDamage = 100;
radiusDamage = 100;
damageRadius = 25;
explosion = SpaceCruiserBFinalExplosion;
directDamageType = $DamageType::jeepExplosion;
radiusDamageType = $DamageType::jeepExplosion;
explodeOnDeath = 1;
armingDelay = 0;
lifetime = 10;
};
function SpaceCruiserBvehicle::onadd(%this,%obj)
{
}
In bold is what I think I need to change. Not sure, though.