| Blockland Forums > Modification Help |
| Vehicle Script |
| (1/1) |
| Schorle:
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: --- Code: --- 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; --- End code --- (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 --- 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 }; --- End code --- |
| YourBuddyBill:
1st question: Can you pm me when you find out? I've needed to know this for a little while now. Second question: There might be a way to change little values in-game without reexecuting the script, though those changes would be lost on server shutdown. It would be done in the console though, so once you found one you liked you could shutdown and go back through console.log and check the last one that was put in. |
| Schorle:
I guess i found it: --- Code: --- maxDrag = 100; minDrag = 100; integration = 4; collisionTol = 0.1; contactTol = 0.1; --- End code --- -->lowered drag maneuveringForce = Horizontal thrust force. says Torque Appendix I also changed --- Code: --- maneuveringForce = 3000; horizontalSurfaceForce = 1; verticalSurfaceForce = 1; autoInputDamping = 0.0; steeringForce = 50; //this is left/right steeringRollForce = 1; rollForce = 1; autoAngularForce = 1; rotationalDrag = 1; autoLinearForce = 1; maxAutoSpeed = 1; hoverHeight = 2.0; createHoverHeight = 2.0; --- End code --- Every force to 1, because i have the feeling if i set it to 0, something bad will happen (it worked while testing, but you never know...) |
| Katadeus:
I think it's actually something to do with engineforce or enginespeed or something, but it isn't restated because it already exists in the jeep code. |
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