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| Crash when spawning Vehicle |
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| _Dark_:
I decided to make a quick fun private vehicle. It was simple to code. When I spawned my vehicle my Blockland crashed. It happens everytime I spawn it. I have no idea in scripting vehicles so some code may be stupid. --- Quote ---datablock WheeledVehicleData(FlyingHorseVehicle) { category = "Vehicles"; displayName = " "; shapeFile = "Add-ons/Vehicle_Horse/horse.dts"; //"~/data/shapes/skivehicle.dts"; // emap = true; minMountDist = 3; numMountPoints = 1; mountThread[0] = "sit"; maxDamage = 200.00; destroyedLevel = 200.00; 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 = 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 = jeepTire; defaultSpring = jeepSpring; flatTire = jeepFlatTire; flatSpring = jeepFlatSpring; numWheels = 0; // 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 = 12000; //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 = 3000; reverseThrust = 2000; lift = 100; maxForwardVel = 40; maxReverseVel = 40; horizontalSurfaceForce = 130; // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning) verticalSurfaceForce = 130; rollForce = 4000; yawForce = 6000; pitchForce = 6000; rotationalDrag = 0.5; 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 = "Flying Horse"; rideable = true; lookUpLimit = 0.65; lookDownLimit = 0.45; paintable = true; 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 steeringUseStrafeSteering = false; //this vehicle has pitch control, so we can't use strafe steering }; --- End quote --- |
| otto-san:
is the LOD 0? |
| _Dark_:
--- Quote from: otto-san on September 18, 2011, 01:40:49 PM ---is the LOD 0? --- End quote --- I'm sorry but what is LOD? I still am beginning scripting and only have scripted weapons, playertypes, and simple scripts. I never worked with vehicles. |
| otto-san:
--- Quote from: _Dark_ on September 18, 2011, 01:42:18 PM ---I'm sorry but what is LOD? I still am beginning scripting and only have scripted weapons, playertypes, and simple scripts. I never worked with vehicles. --- End quote --- It's on the model. When I was making a vehicle once, the model didn't have correct LOD and I crashed when I spawned it. |
| _Dark_:
--- Quote from: otto-san on September 18, 2011, 05:56:19 PM ---It's on the model. When I was making a vehicle once, the model didn't have correct LOD and I crashed when I spawned it. --- End quote --- Isnt it the wheel mount points? If so I guese I can ask someone I know if they can add them. |
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