Author Topic: Boat Vehicle?  (Read 16357 times)

I'll build you some mighty fine booty, Ephi  :cookieMonster:


Also, nitram made a motor boat, doubt he'll release it.

It seems like mid last year Ephi was bragging about Erpg. Heh, it was!

Don't worry, I don't expect you to even know the meaning of quality.
That's what she said.
Besides which I'm in MotE. That tag means quality.

Alright, I have a boat MODEL, and it's not too bad.

I need a coder though. Anyone mind helping out?

On a side note, whenever I try to substitute my own model (Boat) for the horse, it doesn't work; It just crashes the game when the model appears. Any help?

I changed the anims to 1 "main" anim.

Besides which I'm in MotE. That tag means quality.

Are you sure you should still be in MotE? Your buildings are pretty crappy from what i've seen, and I know the standard of quality is getting pretty high now in MotE - do you really think you'd get back in after a re-application?

As far as I know, the only "quality" you bring to MotE is to burn down other people's builds - perhaps out of jealousy?

Alright, I have a boat MODEL, and it's not too bad.

I need a coder though. Anyone mind helping out?

On a side note, whenever I try to substitute my own model (Boat) for the horse, it doesn't work; It just crashes the game when the model appears. Any help?
Email it to me at "laremere@ gmail.com" take out the space though, and I'll try to make it, I confident that I will get it to work.

Shouldn't toy with players, clue to the horse problem.

On a side note, whenever I try to substitute my own model (Boat) for the horse, it doesn't work; It just crashes the game when the model appears. Any help?

I assume you mean replacing it in Vehicle_Horse.cs. If you change the animations part (you'll likely need a Root animation just to set it in HorseDTS) it shouldn't crash, but you'll be able to rotate on the spot.

Use a FlyingVehicle with (heavily) modified physics and density. It will have propulsion in water (so you aren't stuck i.e. floating jeep or skis which only move forwards while out of water) and actually works. (hovervehicles don't)

@ ephialetes

after ur rpg thingy over are you gonna realese boat


Release that raft. Release it now. :D

Sorry for double post, but if you release it now, people will stop asking, I'm getting tired of people posting boat requests mahself  :cookieMonster:

Ephi, stop being a jerk and release the code for the boat.  Making something exclusive is all right, but with holding information on how to do something that would improve the game for every server is just being a jerk.

That would compromise the exclusiveness of it, would it not?

and I'll try to make it, I confident that I will get it to work.

I take it that didn't go as planned? Forgive me for not liking this community as much as you'd like me to.

I guess some code to lower a flying vehicle into water would work. Set the vehicle density to 0.9 or something and it'll float.
Code: [Select]
function TestBoat::onEnterLiquid(%this, %obj, %coverage, %type)
{
cancel(%obj.floatSchedule);
ServerPlay3D(WakeSound, %obj.getTransform());
}
function TestBoat::onLeaveLiquid(%this, %obj, %type)
{
%obj.floatSchedule = schedule(10,0,lowerboat,%obj);
ServerPlay3D(WakeSound, %obj.getTransform());
}

function lowerboat(%obj){
%pos = %obj.getposition();
%pos = addtoz(%pos,-0.01);
%obj.settransform(%pos);
ServerPlay3D(WakeSound, %obj.getTransform());
if(isObject(%obj))
%obj.floatSchedule = schedule(5,0,lowerboat,%obj);
}

datablock AudioProfile(WakeSound)
{
   filename    = "add-ons/data/sound/splash.wav";
   description = AudioCloses3d;
   preload = true;
};