Author Topic: My Vehicle Won't Show Up Ingame  (Read 7050 times)

I made a vehicle, named Vehicle_Superbird, and it won't show up. If it's needed, here it is.

It has a syntax error.
Give us the code so we can see what you did wrong.

Ok.
Code: [Select]
// support stuff for the jeep vehicle
exec("./customchevy52tire.cs");
exec("./Charger_Explosion.cs");
exec("./Charger_FinalExplosion.cs");
exec("./chevy52_Spring.cs");

// Vehicle //
/////////////
datablock WheeledVehicleData(SuperbirdVehicle)
{
category = "Vehicles";
displayName = " ";
shapeFile = "./Superbird!.dts"; //"~/data/shapes/skivehicle.dts"; //
emap = true;
minMountDist = 3;
  
   numMountPoints = 1;
   mountThread[0] = "sit";

   maxDamage = 200.00;
destroyedLevel = 200.00;
speedDamageScale = 1.04;
collDamageThresholdVel = 20.0;
collDamageMultiplier   = 0.02;

massCenter = "0 0 -0.275"; //0 0 0
   //massBox = "2 5 1";

maxSteeringAngle = 0.9785;  // Maximum steering angle, should match animation
integration = 4;           // Force integration time: TickSec/Rate
tireEmitter = VehicleTireEmitter; // All the tires use the same dust emitter

// 3rd person camera settings
cameraRoll = false;         // Roll the camera with the vehicle
cameraMaxDist = 13;         // Far distance from vehicle
cameraOffset = 7.5;        // Vertical offset from camera mount point
cameraLag = 0.0;           // Velocity lag of camera
cameraDecay = 0.75;        // Decay per sec. rate of velocity lag
cameraTilt = 0.4;
   collisionTol = 0.1;        // Collision distance tolerance
   contactTol = 0.1;

useEyePoint = false;

defaultTire = CustomChevy52Tire;
defaultSpring = Chevy52Spring;
//flatTire = jeepFlatTire;
//flatSpring = jeepFlatSpring;

   numWheels = 4;

// Rigid Body
mass = 300; //300
density = 5.0;
drag = 0.8; //1.6
bodyFriction = 0.6; //0.6
bodyRestitution = 0.3; //0.6
minImpactSpeed = 10;        // Impacts over this invoke the script callback
softImpactSpeed = 10;       // Play SoftImpact Sound
hardImpactSpeed = 15;      // Play HardImpact Sound
groundImpactMinSpeed    = 10.0;

// Engine
engineTorque = 18000; //4000;       // Engine power
engineBrake = 2000;         // Braking when throttle is 0
brakeTorque = 120000;        // When brakes are applied 50000
maxWheelSpeed = 30;        // Engine scale by current speed / max speed (30)

rollForce = 200; //900
yawForce = 600;
pitchForce = 1000; //1000
rotationalDrag = 0.4; //0.2

   // Advanced Steering
   steeringAutoReturn = true;
   steeringAutoReturnRate = 1; //0.9
   steeringAutoReturnMaxSpeed = 20; //10
   steeringUseStrafeSteering = true;
   steeringStrafeSteeringRate = 0.1;

// Energy
maxEnergy = 100;
jetForce = 3000;
minJetEnergy = 30;
jetEnergyDrain = 2;

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;

//mediumSplashSound = "";
//hardSplashSound = "";
//exitSplashSound = "";

// Sounds
//   jetSound = ScoutThrustSound;
//engineSound = idleSound;
//squealSound = skidSound;
softImpactSound = slowImpactSound;
hardImpactSound = fastImpactSound;
//wheelImpactSound = slowImpactSound;

//   explosion = VehicleExplosion;
justcollided = 0;

   uiName = "Superbird ";
rideable = true;
lookUpLimit = 0.65;
lookDownLimit = 0.45;

paintable = true;
  
   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;

   numDmgEmitterAreas = 1;

   initialExplosionProjectile = ChargerExplosionProjectile;
   initialExplosionOffset = 0;         //offset only uses a z value for now

   burnTime = 4000;

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

   minRunOverSpeed    = 4;   //how fast you need to be going to run someone over (do damage)
   runOverDamageScale = 8;   //when you run over someone, speed * runoverdamagescale = damage amt
   runOverPushScale   = 1.2; //how hard a person you're running over gets pushed

   //protection for passengers
   protectPassengersBurn   = false;  //protect passengers from the burning effect of explosions?
   protectPassengersRadius = true;  //protect passengers from radius damage (explosions) ?
   protectPassengersDirect = true; //protect passengers from direct damage (bullets) ?
};
« Last Edit: August 14, 2015, 10:14:25 AM by Red Spy »

You don't exec .dts files.

You don't exec .dts files.
Oh. Ok. I'll go fix that

EDIT: I did that but it still didn't show up. :/
« Last Edit: August 14, 2015, 10:42:27 AM by Red Spy »

Why does your DTS have a ! in it's name?

Try removing it from the DTS file and the shapeFile line of the CS

Don't edit your old posts, it makes the thread harder to follow.

The syntax error is in customchevy52tire.cs - post that here.

Why does your DTS have a ! in it's name?Try removing it from the DTS file and the shapeFile line of the CS
Ok.
Don't edit your old posts, it makes the thread harder to follow.
I'll keep that in mind.
The syntax error is in customchevy52tire.cs - post that here.
Here it is.

You took a .dts file and renamed it to .cs.