Hello,
i made a sample plane and try to figure out what in the vehicle script does what:
My first question:
How do i set the speed? (wich value determines the speed)
Wich value determins the rotation?
My guesses its somewhere there:
maneuveringForce = 70000;
horizontalSurfaceForce = 100;
verticalSurfaceForce = 100;
autoInputDamping = 0.1;
steeringForce = 0; //this is left/right
steeringRollForce = 0;
rollForce = 0;
autoAngularForce = 10;
rotationalDrag = 1;
autoLinearForce = 1;
maxAutoSpeed = 10;
hoverHeight = 2.0;
createHoverHeight = 2.0;
(i already played with it a little)
Second question:
If i change a value and have the vehicle spawned, is it enough to reexec the script via console to change for example the forces (or other values) to have them changed ingame?
thx
edit: full code
//we want to use the jeep datablocks if we can
datablock FlyingVehicleData(PaperplaneVehicle)
{
//Tagged fields for mission editor
category = "Vehicles";
displayName = " ";
//Shapebase Fields
shapeFile = "./paperplane01.dts"; //.dts File
emap = true;
mass = 100;
drag = 0.1;
density = 100;
maxDamage = 100.00;
destroyedLevel = 100.00;
speedDamageScale = 1.04;
collDamageThresholdVel = 20.0;
collDamageMultiplier = 0.02;
//Tagged fields for mounting
minMountDist = 3;
numMountPoints = 1;
mountThread[0] = "sit";
lookUpLimit = 1;
lookDownLimit = 0.35;
//Vehicle Fields:
jetForce = 13500;
jetEnergyDrain = 0;
minJetEnergy = 1;
massCenter = "0 0 -1";
//massBox = "1 1 1";
bodyRestitution = 0.5;
bodyFriction = 0.5;
//softImpactSound = ; //AudioProfile
//hardImpactSound = ; //AudioProfile
minImpactSpeed = 25;
softImpactSpeed = 25;
hardImpactSpeed = 50;
minRollSpeed = 0;
maxSteeringAngle = 0.999;
maxDrag = 20;
minDrag = 4100;
integration = 4;
collisionTol = 0.1;
contactTol = 0.1;
cameraRoll = false;
cameraMaxDist = 13;
cameraLag = 2.0;
cameraDecay = 3.0;
cameraOffset = 2.5;
cameraTilt = 0.0;
//dustEmitter = ; //ParticleEmitterData
triggerDustHeight = 3.0;
dustHeight = 1.0;
numDmgEmitterAreas = 0;
damageEmitter[0] = vehicleBurnEmitter;
damageEmitterOffset[0] = "0.0 0.0 0.0 ";
damageLevelTolerance[0] = 0.99;
damageEmitter[1] = vehicleBurnEmitter;
damageEmitterOffset[1] = "0.0 0.0 0.0 ";
damageLevelTolerance[1] = 1.0;
//splashEmitter[0] = ; //ParticleEmitterData
splashFreqMod = 300.0;
splashVelEpsilon = 0.50;
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;
exitSplashSoundVelocity = 2.0;
softSplashSoundVelocity = 1.0;
mediumSplashSoundVelocity = 2.0;
hardSplashSoundVelocity = 3.0;
//exitingWater = ; //AudioProfile
//impactWaterEasy = ; //AudioProfile
//impactWaterMedium = ; //AudioProfile
//impactWaterHard = ; //AudioProfile
//waterWakeSound = ; //AudioProfile
collDamageThresholdVel = 20;
collDamageMultiplier = 0.05;
//For Wrench Gui
uiName = "Paperplane";
rideAble = true;
paintable = true;
//Flying vehicle fields
//jetSound = ; //AudioProfile
//engineSound = ; //AudioProfile
maneuveringForce = 70000;
horizontalSurfaceForce = 0;
verticalSurfaceForce = 0;
autoInputDamping = 0.1;
steeringForce = 50; //this is left/right
steeringRollForce = 0;
rollForce = 0;
autoAngularForce = 10;
rotationalDrag = 1;
autoLinearForce = 1;
maxAutoSpeed = 10;
hoverHeight = 2.0;
createHoverHeight = 2.0;
//forwardJetEmitter = ; //ParticleEmitterData
//backwardJetEmitter = ; //ParticleEmitterData
//downJetEmitter = ; //ParticleEmitterData
//trailEmitter = ; //ParticleEmitterData
minTrailSpeed = 1;
vertThrustMultiple = 1.0;
//Tagged fields for damage
initialExplosionProjectile = vehicleExplosionProjectile;
initialExplosionOffset = 0; //offset only uses a z value for now
burnTime = 500;
finalExplosionProjectile = vehicleFinalExplosionProjectile;
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
};