Author Topic: Modifying Vehicle Speed [Fixed]  (Read 758 times)

First, let me say sorry for triple/quadruple posting. Secondly, I'm working on a flying vehicle, and I'm using the server.cs from Phyodeux's Civilian Helicopter pack (Because of height support). I want modify the speed of the vehicle, but I can't find where to change it in the code. My other option would be to use the server.cs from the Flying Wheeled Jeep, and add in height support, but I'm not sure how to go about doing that. Any advice would be more than welcome!
Server.cs from my vehicle:
datablock FlyingVehicleData(SpaceCruiserBVehicle)
{
   //Tagged fields for mission editor
      category = "Vehicles";
      displayName = " ";

   //Shapebase Fields
      shapeFile   = "./SpaceCruiserB.dts";  
      emap        = true;
      mass        = 400;
      drag        = 1;
      density     = 0.7;
      
      maxDamage = 240.00;
      destroyedLevel = 240.00;
      energyPerDamagePoint = 160;
      speedDamageScale = 1.04;
      collDamageThresholdVel = 20.0;
      collDamageMultiplier   = 0.02;

   //Tagged fields for mounting
      minMountDist = 3;  

      numMountPoints = 8;
      mountThread[0] = "sit";
      mountThread[1] = "sit";
      mountThread[2] = "sit";
      mountThread[3] = "sit";
      mountThread[4] = "sit";
      mountThread[5] = "sit";
      mountThread[6] = "sit";
      mountThread[7] = "sit";

      lookUpLimit = 0.5;
      lookDownLimit = 0.5;

   //Vehicle Fields:
      jetForce          = 10000;
      jetEnergyDrain    = 8;
      minJetEnergy      = 10000;


      massCenter        = "0 0 0";
      //massBox           = "1 1 1";
   bodyFriction = 0.9;
   bodyRestitution = 0.1;
   minImpactSpeed = 10;        // Impacts over this invoke the script callback
   softImpactSpeed = 10;       // Play SoftImpact Sound
   hardImpactSpeed = 15;      // Play HardImpact Sound
   groundImpactMinSpeed    = 10.0;
      minRollSpeed      = 0;
      maxSteeringAngle  = 0.785;

      maxDrag        = 40;
      minDrag        = 50;
      integration    = 4;
      collisionTol   = 0.1;
      contactTol     = 0.1;

      cameraRoll     = false;
      cameraMaxDist  = 20;        
      cameraLag      = 0.0;
      cameraDecay    = 0.0;
      cameraOffset   = 5.5;
      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;

      exitSplashSoundVelocity    = 2.0;
      softSplashSoundVelocity    = 1.0;
      mediumSplashSoundVelocity  = 2.0;
      hardSplashSoundVelocity    = 3.0;

      collDamageThresholdVel  = 20;
      collDamageMultiplier    = 0.05;

   //For Wrench Gui
      uiName   = "Space Cruiser B";
      rideAble = true;
      paintable = true;
      
   //Flying vehicle fields
      //jetSound = ;      //AudioProfile
      //engineSound = ;   //AudioProfile
  maneuveringForce = 3100;
  horizontalSurfaceForce = 10;
  verticalSurfaceForce = 1300;
  autoInputDamping = 0.95;
  steeringForce = 1000;
  steeringRollForce = -20;
  rollForce = 1;
  autoAngularForce = 1000;
  rotationalDrag = 8;
  autoLinearForce = 100;
  maxAutoSpeed = 20;
  hoverHeight = 0.5;
  createHoverHeight = 0.25;

      minTrailSpeed        = 1;
      vertThrustMultiple   = 1.0;

  
   //Tagged fields for damage
      initialExplosionProjectile = SpaceCruiserBExplosionProject ile;
      initialExplosionOffset = 0;         //offset only uses a z value for now

      burnTime = 500;

      finalExplosionProjectile = SpaceCruiserBFinalExplosionPr ojectile;
      finalExplosionOffset = 0.5;          //offset only uses a z value for now

      minRunOverSpeed    = 5;   //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


   //Heighcontrol parameters
   heightcontrol= 1;      //Enables the heightcontrol support for this vehicle
   ascendVelocity= 8.00;   //The velocity it adds when a user presses/holds the jumpkey
   descendVelocity= -8.00;   //The velocity it extracts when a user presses/holds the jumpkey
  
};
datablock DebrisData(SpaceCruiserBDebris)
{
   emitters = "jeepDebrisTrailEmitter";

   shapeFile = "./SpaceCruiserBDebris.dts";
   lifetime = 5.0;
   minSpinSpeed = -300.0;
   maxSpinSpeed = 300.0;
   elasticity = 1.5;
   friction = 0.2;
   numBounces = 1;
   staticOnMaxBounce = true;
   snapOnMaxBounce = false;
   fade = true;

   gravModifier = 3;
};
datablock ExplosionData(SpaceCruiserBFinalExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 8000;

   soundProfile = vehicleExplosionSound;
  
   emitter[0] = vehicleFinalExplosionEmitter3;
   emitter[1] = vehicleFinalExplosionEmitter2;

   particleEmitter = vehicleFinalExplosionEmitter;
   particleDensity = 20;
   particleRadius = 1.0;

   debris = SpaceCruiserBDebris;
   debrisNum = 1;
   debrisNumVariance = 0;
   debrisPhiMin = 0;
   debrisPhiMax = 360;
   debrisThetaMin = 0;
   debrisThetaMax = 50;
   debrisVelocity = 15;
   debrisVelocityVariance = 3;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = true;
   camShakeFreq = "7.0 8.0 7.0";
   camShakeAmp = "10.0 10.0 10.0";
   camShakeDuration = 0.75;
   camShakeRadius = 15.0;

   // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 20;
   lightStartColor = "0.45 0.3 0.1";
   lightEndColor = "0 0 0";

   //impulse
   impulseRadius = 15;
   impulseForce = 1000;
   impulseVertical = 2000;

   //radius damage
   radiusDamage        = 30;
   damageRadius        = 8.0;

   //burn the players?
   playerBurnTime = 5000;

};

datablock ProjectileData(SpaceCruiserBFinalExplosionPr ojectile)
{
   directDamage        = 100;
   radiusDamage        = 100;
   damageRadius        = 25;
   explosion           = SpaceCruiserBFinalExplosion;

   directDamageType  = $DamageType::jeepExplosion;
   radiusDamageType  = $DamageType::jeepExplosion;

   explodeOnDeath      = 1;

   armingDelay         = 0;
   lifetime            = 10;
};

function SpaceCruiserBvehicle::onadd(%this,%obj)
{
     
}

In bold is what I think I need to change. Not sure, though.

« Last Edit: August 13, 2013, 01:35:57 PM by ArchaicModifications »

Try changing maneuveringForce.