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| canto xe:
Hi guys today i was planning to release my skateboard and i told to gravity_cat to script it but something is going wrong! Heres The Script If you find something wrong notify me here by telling me what to change oh btw i thought if at start tires is wrong because i have a file wheels on the model Script: //########## Skateboard //###Tires datablock WheeledVehicleTire(SkateboardTire) { shapeFile = "./skateboardwheel.dts"; mass = 1; radius = 0.1; staticFriction = 5; kineticFriction = 5; restitution = 0.5; lateralForce = 18000; lateralDamping = 4000; lateralRelaxation = 0.01; longitudinalForce = 14000; longitudinalDamping = 2000; longitudinalRelaxation = 0.01; }; //### Springs datablock WheeledVehicleSpring(SkateboardSpring) { length = 0.1; force = 5000; damping = 500; antiSwayForce = 20; }; //### Effects datablock ParticleData(SkateboardSmokeParticle) { dragCoefficient = 8; gravityCoefficient = 0; inheritedVelFactor = 0.2; constantAcceleration = 0; lifetimeMS = 500; lifetimeVarianceMS = 200; textureName = "base/data/particles/cloud"; spinSpeed = 10; spinRandomMin = -50; spinRandomMax = 50; colors[0] = "0.2 0.2 0.2 0.5"; colors[1] = "0.4 0.4 0.4 0"; sizes[0] = 2; sizes[1] = 4; useInvAlpha = true; }; datablock ParticleEmitterData(SkateboardSmokeEmitter) { uiName = ""; ejectionPeriodMS = 50; periodVarianceMS = 25; ejectionVelocity = 2; velocityVariance = 1; ejectionOffset = 0; thetaMin = 89; thetaMax = 90; phiReferenceVel = 0; phiVariance = 360; overrideAdvance = false; particles = "SkateboardSmokeParticle"; useEmitterColors = true; }; datablock DebrisData(SkateboardTireDebris) { shapeFile = "./skateboardwheel.dts"; emitters = "SkateboardSmokeEmitter"; lifetime = 2; minSpinSpeed = -360; maxSpinSpeed = 360; elasticity = 0.5; friction = 0.2; numBounces = 3; staticOnMaxBounce = true; snapOnMaxBounce = false; fade = true; gravModifier = 2; }; datablock ExplosionData(SkateboardExplosion : vehicleExplosion) { debris = SkateboardTireDebris; debrisNum = 4; debrisNumVariance = 0; debrisPhiMin = 0; debrisPhiMax = 360; debrisThetaMin = 40; debrisThetaMax = 85; debrisVelocity = 15; debrisVelocityVariance = 5; }; datablock ProjectileData(SkateboardExplosionProjectile : vehicleExplosionProjectile) { uiName = ""; directDamage = 0; radiusDamage = 0; damageRadius = 0; explosion = SkateboardExplosion; directDamageType = $DamageType::vehicleExplosion; radiusDamageType = $DamageType::vehicleExplosion; explodeOnDeath = 1; armingDelay = 0; lifetime = 0; }; datablock DebrisData(SkateboardDebris) { shapeFile = "./Skateboard.dts"; emitters = "SkateboardSmokeEmitter"; lifetime = 3; minSpinSpeed = -500; maxSpinSpeed = 500; elasticity = 0.5; friction = 0.2; numBounces = 1; staticOnMaxBounce = true; snapOnMaxBounce = false; fade = true; gravModifier = 2; }; datablock ExplosionData(SkateboardFinalExplosion : vehicleFinalExplosion) { debris = SkateboardDebris; debrisNum = 1; debrisNumVariance = 0; debrisPhiMin = 0; debrisPhiMax = 360; debrisThetaMin = 0; debrisThetaMax = 20; debrisVelocity = 20; debrisVelocityVariance = 5; }; datablock ProjectileData(sabreFinalExplosionProjectile : vehicleFinalExplosionProjecti le) { uiName = ""; directDamage = 0; radiusDamage = 0; damageRadius = 0; explosion = sabreFinalExplosion; directDamageType = $DamageType::vehicleExplosion; radiusDamageType = $DamageType::vehicleExplosion; explodeOnDeath = 1; armingDelay = 0; lifetime = 0; }; //### Vehicle datablock WheeledVehicleData(SkateboardVehicle) { uiName = "Skateboard"; category = "Vehicles"; displayName = ""; shapeFile = "./Skateboard.dts"; emap = true; minMountDist = 1; numMountPoints = 1; mountThread[0] = "stand"; numWheels = 4; engineTorque = 1000; engineBrake = 500; brakeTorque = 1000; maxWheelSpeed = 15; maxDamage = 30; destroyedLevel = 30; speedDamageScale = 1.04; collDamageThresholdVel = 20; collDamageMultiplier = 0.02; massCenter = "0 0 0"; maxSteeringAngle = 0.6; integration = 4; cameraRoll = false; cameraMaxDist = 8; cameraOffset = 6; cameraLag = 0; cameraDecay = 0.75; cameraTilt = 0.4; collisionTol = 0.1; contactTol = 0.1; useEyePoint = false; defaultTire = SkateboardTire; defaultSpring = SkateboardSpring; mass = 5; density = 5; drag = 1.6; bodyFriction = 0.6; bodyRestitution = 0.6; minImpactSpeed = 5; softImpactSpeed = 5; hardImpactSpeed = 10; groundImpactMinSpeed = 10; rollForce = 900; yawForce = 600; pitchForce = 1000; rotationalDrag = 0.2; steeringAutoReturn = true; steeringAutoReturnRate = 0.9; steeringAutoReturnMaxSpeed = 10; steeringUseStrafeSteering = true; steeringStrafeSteeringRate = 0.1; maxEnergy = 100; jetForce = 3000; minJetEnergy = 30; jetEnergyDrain = 2; splash = vehicleSplash; splashVelocity = 4; splashAngle = 67; splashFreqMod = 300; splashVelEpsilon = 0.6; bubbleEmitTime = 1.4; splashEmitter[0] = vehicleFoamDropletsEmitter; splashEmitter[1] = vehicleFoamEmitter; splashEmitter[2] = vehicleBubbleEmitter; mediumSplashSoundVelocity = 10; hardSplashSoundVelocity = 20; exitSplashSoundVelocity = 5; justcollided = 0; rideable = true; lookUpLimit = 0.65; lookDownLimit = 0.45; paintable = true; damageEmitter[0] = VehicleBurnEmitter; damageEmitterOffset[0] = "0 0 0"; damageLevelTolerance[0] = 0.99; damageEmitter[1] = VehicleBurnEmitter; damageEmitterOffset[1] = "0 0 0"; damageLevelTolerance[1] = 1; numDmgEmitterAreas = 1; initialExplosionProjectile = SkateboardExplosionProjectile; initialExplosionOffset = 0; burnTime = 4000; finalExplosionProjectile = SkateboardFinalExplosionProje ctile; finalExplosionOffset = 0.5; minRunOverSpeed = 4; runOverDamageScale = 8; runOverPushScale = 1.2; protectPassengersBurn = false; protectPassengersRadius = false; protectPassengersDirect = false; }; |
| canto xe:
Oh by the way the problem is that the skateboard cant spawn! |
| canto xe:
Edit:I Found whats the problem when it spawns it accelerates and it goes at air can someone fix that bug>? |
| canto xe:
--- Quote from: canto xe on December 30, 2009, 06:12:43 AM ---Edit:I Found whats the problem when it spawns it accelerates and it goes at air can someone fix that bug>? --- End quote --- Edit:And when it goes at earth i cant drive it |
| Doomonkey:
A few things: you can put the code in code brackets so it's not yucky. --- Code: ---The code button looks like the # symbol in a piece of paper. --- End code --- Also,The reason why it flys into the air is probably because it has too low of a mass. |
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