Blockland Forums > Modification Help
Crash when spawning Vehicle
_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.