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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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