Personally I find the advanced horse to be crappy.
This is good. Great job tony
you should also decrease its health a bit its usually odd when horses can survive direct hits from multiple rockets
I doubt it.Only about 3/8 of the people who play this game can script for it, and sometimes, you need a horse that can't jump over a house.
I could try but I don't think I can.
Just change the 'maxdamage' number from 250 to like 100 or something.
I like this new one betterLike my private fast horse, (changed speed in coding)Don't know how, just messed!!!
If you find out how let me now.
datablock PlayerData(HorseArmor){ renderFirstPerson = false; emap = false; className = Armor; shapeFile = "./horse.dts"; cameraMaxDist = 8; cameraTilt = 0.261;//0.174 * 2.5; //~25 degrees cameraVerticalOffset = 2.3; cameraDefaultFov = 90.0; cameraMinFov = 5.0; cameraMaxFov = 120.0; //debrisShapeName = "~/data/shapes/player/debris_player.dts"; //debris = horseDebris; aiAvoidThis = true; minLookAngle = -1.5708; maxLookAngle = 1.5708; maxFreelookAngle = 3.0; mass = 90; drag = 0.1; density = 0.7; maxDamage = 250; maxEnergy = 10; repairRate = 0.33; rechargeRate = 0.4; runForce = 28 * 90; runEnergyDrain = 0; minRunEnergy = 0; maxForwardSpeed = 12; maxBackwardSpeed = 6; maxSideSpeed = 1; maxForwardCrouchSpeed = 12; maxBackwardCrouchSpeed = 6; maxSideCrouchSpeed = 1; maxForwardProneSpeed = 0; maxBackwardProneSpeed = 0; maxSideProneSpeed = 0; maxForwardWalkSpeed = 0; maxBackwardWalkSpeed = 0; maxSideWalkSpeed = 0; maxUnderwaterForwardSpeed = 8.4; maxUnderwaterBackwardSpeed = 7.8; maxUnderwaterSideSpeed = 7.8; jumpForce = 17 * 90; //8.3 * 90; jumpEnergyDrain = 0; minJumpEnergy = 0; jumpDelay = 0; minJetEnergy = 0; jetEnergyDrain = 0; canJet = 0; minImpactSpeed = 250; speedDamageScale = 3.8; boundingBox = vectorScale("2.5 2.5 2.4", 4); crouchBoundingBox = vectorScale("2.5 2.5 2.4", 4); pickupRadius = 0.75; // Foot Prints //decalData = HorseFootprint; //decalOffset = 0.25; jetEmitter = ""; jetGroundEmitter = ""; jetGroundDistance = 4; //footPuffEmitter = LightPuffEmitter; footPuffNumParts = 10; footPuffRadius = 0.25; //dustEmitter = LiftoffDustEmitter; splash = PlayerSplash; splashVelocity = 4.0; splashAngle = 67.0; splashFreqMod = 300.0; splashVelEpsilon = 0.60; bubbleEmitTime = 0.1; splashEmitter[0] = PlayerFoamDropletsEmitter; splashEmitter[1] = PlayerFoamEmitter; splashEmitter[2] = PlayerBubbleEmitter; mediumSplashSoundVelocity = 10.0; hardSplashSoundVelocity = 20.0; exitSplashSoundVelocity = 5.0; // Controls over slope of runnable/jumpable surfaces runSurfaceAngle = 85; jumpSurfaceAngle = 86; minJumpSpeed = 20; maxJumpSpeed = 30; horizMaxSpeed = 68; horizResistSpeed = 33; horizResistFactor = 0.35; upMaxSpeed = 80; upResistSpeed = 25; upResistFactor = 0.3; footstepSplashHeight = 0.35; //NOTE: some sounds commented out until wav's are available JumpSound = HorseJumpSound; // Footstep Sounds// FootSoftSound = HorseFootFallSound;// FootHardSound = HorseFootFallSound;// FootMetalSound = HorseFootFallSound;// FootSnowSound = HorseFootFallSound;// FootShallowSound = HorseFootFallSound;// FootWadingSound = HorseFootFallSound;// FootUnderwaterSound = HorseFootFallSound; //FootBubblesSound = FootLightBubblesSound; //movingBubblesSound = ArmorMoveBubblesSound; //waterBreathSound = WaterBreathMaleSound; //impactSoftSound = ImpactLightSoftSound; //impactHardSound = ImpactLightHardSound; //impactMetalSound = ImpactLightMetalSound; //impactSnowSound = ImpactLightSnowSound; impactWaterEasy = Splash1Sound; impactWaterMedium = Splash1Sound; impactWaterHard = Splash1Sound; groundImpactMinSpeed = 10.0; groundImpactShakeFreq = "4.0 4.0 4.0"; groundImpactShakeAmp = "1.0 1.0 1.0"; groundImpactShakeDuration = 0.8; groundImpactShakeFalloff = 10.0; //exitingWater = ExitingWaterLightSound; // Inventory Items maxItems = 10; //total number of bricks you can carry maxWeapons = 5; //this will be controlled by mini-game code maxTools = 5; uiName = "Horse"; rideable = true; lookUpLimit = 0.6; lookDownLimit = 0.2; canRide = false; showEnergyBar = false; paintable = true; brickImage = horseBrickImage; //the imageData to use for brick deployment numMountPoints = 1; mountThread[0] = "root"; mountNode[0] = 2;};
Tony, its all right there in the code, the max forward speed of the horse and everything, you're acting as if its un-modifyable
I didn't know, all my script editing has been nothing but trial and error.
It's loving called maxForwardSpeed. What else could it be.
Calm down now, I was like this when I first started out too