Author Topic: Rocket Car vehicle  (Read 5912 times)

If your looking for speed then this is for you!
its basically a big rocket with four seats on top and two pairs of wheels.
i'm not really sure how to make the flames come out the rocket but for the time being flames will come from the wheels.
the body texture didn't get transferred from my other computer and i'll get onto that asap.
it does have a tendency to cause crashes. i think this may be because of collision errors.

http://www.sharebigfile.com/file/129045/rocketvehicle-rar.html

Remember to release a model without the seats and wheels for people to use as a real weapon projectile...because it'd be funny as hell to see it coming

model=UBER FAIL X555555555000000000

i think the concept of it being fast is good, but i dont really like the model, if you make a better one, id definantly download.

fishpen0

  • Guest
I think the seats should be inlaid into the rocket, to make it more sleek, and get rid of the fins,  also change the colors.

  Too bad Badspot failed this,  now no one will ever try to fix it.

Badspot

  • Administrator
  Too bad Badspot failed this,  now no one will ever try to fix it.

-Full bright, environment mapped, generally f'd up model with a missing texture
-No flames
-Causes crashes

This is not a finished add-on.  Not even close.  If I don't fail this, what can I fail?
Fix it and I'll be happy to un-fail it.

EDIT: nvm it still crashes, and i have no idea why :| i give up
« Last Edit: April 01, 2007, 08:40:40 PM by (MoA) Shaun »

EDIT: nvm it still crashes, and i have no idea why :| i give up
Check the Collision meshes, your wheels mite be to small and when they hit the ground that bounce up to high and the Collision mesh hits the ground making the game Crash.

i'm rebuilding the model as i didn't save the full model.

...How the hell did you get the main part reflecting :O

That happens when the model doesn't have a texture. It does that and it actually quite crappy

Umm...LOL? Anyway looks... okay... just change the textures and um make it not crash servers please.

I still think it'd be funny to see that as a projectile flying at you at topspeed

So do I. They'd practically stuff themselves on the seat.

mwuhahahh i made it into a weapon!
problem is... it goes all reflective when mounted to the player but not when its a porjectile.
http://www.sharebigfile.com/file/130837/missile-weapon-rar.html
you should know where to put the .cs and the models.

anyway i'm having trouble as it doesn't appear in the lists on the spawn point even though i checked it in the addons list.
Code: [Select]
//
datablock WheeledVehicleTire(RocketTire)
{
   // 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/limotire.dts";

mass = 10;
    radius = 1;
    staticFriction = 5;
   kineticFriction = 5;
   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 WheeledVehicleSpring(RocketSpring)
{
   // Wheel suspension properties
   length = 0.6; // Suspension travel
   force = 1000; //not much; // Spring force
   damping = 200; //600; // Spring damping
   antiSwayForce = 6; //3; // Lateral anti-sway force
};


datablock WheeledVehicleData(MissileVehicle)
{
category = "Vehicles";
displayName = " ";
shapeFile = "./shapes/Rocketcar.dts"; //"~/data/shapes/skivehicle.dts"; //
emap = true;
minMountDist = 3;
   
   numMountPoints = 1;
   mountThread[0] = "sit";


maxDamage = 200.00;
destroyedLevel = 200.00;
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 = 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 = RocketTire;
defaultSpring = RocketSpring;
flatTire = jeepFlatTire;
flatSpring = jeepFlatSpring;

   numWheels = 6;

// Rigid Body
mass = 300;
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 = 40000; //4000;       // Engine power
engineBrake = 10000;         // Braking when throttle is 0
brakeTorque = 100000;        // When brakes are applied
maxWheelSpeed = 100;        // 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;

splash = jeepSplash;
splashVelocity = 4.0;
splashAngle = 67.0;
splashFreqMod = 300.0;
splashVelEpsilon = 0.60;
bubbleEmitTime = 1.4;
splashEmitter[0] = jeepFoamDropletsEmitter;
splashEmitter[1] = jeepFoamEmitter;
splashEmitter[2] = jeepBubbleEmitter;
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 = "Rocket";
rideable = true;
lookUpLimit = 0.65;
lookDownLimit = 0.45;

paintable = false;
   
   damageEmitter[0] = JeepBurnEmitter;
damageEmitterOffset[0] = "0.0 0.0 0.0 ";
damageLevelTolerance[0] = 0.99;

   damageEmitter[1] = JeepBurnEmitter;
damageEmitterOffset[1] = "0.0 0.0 0.0 ";
damageLevelTolerance[1] = 1.0;

   numDmgEmitterAreas = 1;

   initialExplosionProjectile = jeepExplosionProjectile;
   initialExplosionOffset = 0;         //offset only uses a z value for now

   burnTime = 5000;

   finalExplosionProjectile = jeepFinalExplosionProjectile;
   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
};

//datablock ShapeBaseImageData(FireImage)
//{
//   shapeFile = "base/data/shapes/empty.dts";
// emap = false;
//
// mountPoint = 1;
//   rotation = "0 0 0 -90";
//
// stateName[0] = "Ready";
// stateTransitionOnTimeout[0] = "FireA";
// stateTimeoutValue[0] = 0.01;
//
// stateName[1] = "FireA";
// stateTransitionOnTimeout[1] = "Done";
// stateWaitForTimeout[1] = True;
// stateTimeoutValue[1] = 10000;
// stateEmitter[1] = JeepBurnEmitter;
// stateEmitterTime[1] = 10000;
//
// stateName[2] = "Done";
// stateScript[2] = "onDone";
//};
//function FireImage::onDone(%this,%obj,%slot)
//{
// %obj.unMountImage(%slot);
//}



« Last Edit: April 03, 2007, 04:05:41 AM by Monty »