SqHd Posted March 29, 2016 Share Posted March 29, 2016 (edited) I've been banging my head against a wall trying to get past hoverVehicle scripts working in current T3D MIT.The part I'm stuck on is mounting via collision and the controls (haven't made it to that point yet).I tried adding the "HoverVehicleData" classname to "scripts/server/player.cs" and even created a "vehicleHover.cs" to mimic the "vehicleWheeled.cs".The hover vehicle drops in the game fine and I can even bump it around with my player. Sadly, he can't drive it. I'm trying to use the hoverVehicle as boat (since the watercraft resource hasn't been updated).Any resources out there? Thanks in advance. Edited March 30, 2016 by SqHd Quote Link to comment Share on other sites More sharing options...
Jason Campbell Posted March 30, 2016 Share Posted March 30, 2016 Hey SqHd,try this,in game/scripts/serveropen player.csin PlayerData::onCollision functionright after this: // Mount vehicles if (%col.getType() & $TypeMasks::GameBaseObjectType) { %db = %col.getDataBlock(); add if ( %obj.mountVehicle && %obj.getState() $= "Move" && %col.mountable) { // Only mount drivers for now. ServerConnection.setFirstPerson(0); // For this specific example, only one person can fit // into a vehicle %mount = %col.getMountNodeObject(0); if(%mount) return; // For this specific FPS Example, always mount the player // to node 0 %node = 0; %col.mountObject(%obj, %node); %obj.mVehicle = %col; } Should be able to mount it now.Here is a working hover car for you to look at. There are install instructions included.(note: this is not my code, just am older resource I got working in MIT torque) https://www.mediafire.com/?paehuce9926sx1e Quote Link to comment Share on other sites More sharing options...
SqHd Posted March 30, 2016 Author Share Posted March 30, 2016 Excellent! Thanks, Jason!I can now mount the HoverCar... but... it doesn't move :oops: Any tips on controls? Quote Link to comment Share on other sites More sharing options...
Jason Campbell Posted March 30, 2016 Share Posted March 30, 2016 Does the one in the link I posted not move?Post your datablock here so we can have a look. Quote Link to comment Share on other sites More sharing options...
SqHd Posted March 30, 2016 Author Share Posted March 30, 2016 Thanks again for taking the time to help! Much appreciated.The hover vehicle is mountable, but doesn't move (or even seem like it's hovering).It just sits in the air where I placed it.Below is the hoverVehicle datablock from the download: datablock HoverVehicleData(HoverCar) { spawnOffset = "0 0 1"; floatingGravMag = 55.5; category = "Vehicles"; shapeFile = "art/shapes/vehicles/hoverCar/Cheetah_Body.DAE"; emap = true; maxDamage = 1000.0; destroyedLevel = 900.0; //debrisShapeName = "~/data/shapes/player/GRAVTANK.dts"; //debris = ShapeDebris; //renderWhenDestroyed = false; drag = 0.2; density = 0.3; hoverHeight = 3; // Height off the ground at rest createHoverHeight = 3; integration = 4; // Physics integration: TickSec/Rate collisionTol = 0.3; // Collision distance tolerance contactTol = 0.2; // Contact velocity tolerance cameraMaxDist = 10.0; cameraOffset = 5.7; cameraLag = 5.5; explosion = HoverExplosion; explosionDamage = 0.5; explosionRadius = 5.0; rechargeRate = 0.7; energyPerDamagePoint = 75; maxEnergy = 650; minJetEnergy = 165; jetEnergyDrain = 1.3; // Rigid Body mass = 90; bodyFriction = 0.1; bodyRestitution = 0.3; softImpactSpeed = 20; // Play SoftImpact Sound hardImpactSpeed = 28; // Play HardImpact Sound // Ground Impact Damage (uses DamageType::Ground) minImpactSpeed = 29; speedDamageScale = 0.10; // Object Impact Damage (uses DamageType::Impact) collDamageThresholdVel = 23; collDamageMultiplier = 0.030; dragForce = 1.0; // dragForce = 25 / 45.0; vertFactor = 0.8; floatingThrustFactor = 0.5; mainThrustForce = 600; reverseThrustForce = 600; strafeThrustForce = 670; turboFactor = 1.5; brakingForce = 900; brakingActivationSpeed = 30; stabLenMin = 28.50; stabLenMax = 32.50; stabSpringConstant = 38; stabDampingConstant = 28; gyroDrag = 18; // 16 //gyroForce = 50; normalForce = 30; restorativeForce = 1600; steeringForce = 1000; rollForce = 30; pitchForce = 30; dustEmitter = HoverEmitter; triggerDustHeight = 0.5; dustHeight = 1.0; dustTrailEmitter = HoverEmitter; dustTrailOffset = "0.0 -1.0 0.5"; triggerTrailHeight = 2.6; dustTrailFreqMod = 15.0; //jetSound = ScoutSqueelSound; //engineSound = ScoutEngineSound; //floatSound = ScoutThrustSound; //softImpactSound = GravSoftImpactSound; //hardImpactSound = HardImpactSound; //wheelImpactSound = WheelImpactSound; maxMountSpeed = 100; mountDelay = 100; dismountDelay = 1; stationaryThreshold = 0.5; maxDismountSpeed = 0.1; numMountPoints = 2; mountPose[0] = "sitting"; mountPose[0] = sitting; mountPointTransform[0] = "0 0 0 0 0 1 0"; isProtectedMountPoint[0] = false; // softSplashSoundVelocity = 10.0; mediumSplashSoundVelocity = 20.0; hardSplashSoundVelocity = 30.0; exitSplashSoundVelocity = 10.0; //exitingWater = VehicleExitWaterSoftSound; //impactWaterEasy = VehicleImpactWaterSoftSound; //impactWaterMedium = VehicleImpactWaterSoftSound; //impactWaterHard = VehicleImpactWaterMediumSound; //waterWakeSound = VehicleWakeSoftSplashSound; minMountDist = 4; damageEmitter[0] = HoverEmitter; damageEmitter[1] = HoverEmitter; damageEmitter[2] = HoverEmitter; damageEmitterOffset[0] = "0.0 -1.5 0.5 "; damageLevelTolerance[0] = 0.3; damageLevelTolerance[1] = 0.7; numDmgEmitterAreas = 2; splashEmitter[0] = HoverEmitter; splashEmitter[1] = HoverEmitter; checkRadius = 1.7785; observeParameters = "1 10 10"; damageEmitter[0] = LightDamageEmitter; damageEmitter[1] = HeavyDamageEmitter; damageEmitter[2] = DestroyedEmitter; damageEmitterOffset[0] = "0.0 -3.0 0.0 "; damageLevelTolerance[0] = 0.3; damageLevelTolerance[1] = 0.7; numDmgEmitterAreas = 1; explosion = hoverExplosion; //debrisShapeName = "~/data/shapes/explosions/debris.dts"; //debris = hoverDebris; splash = hoverSplash; splashVelocity = 4.0; splashAngle = 67.0; splashFreqMod = 300.0; splashVelEpsilon = 0.60; bubbleEmitTime = 0.4; splashEmitter[0] = hoverFoamDropletsEmitter; splashEmitter[1] = hoverFoamEmitter; splashEmitter[2] = hoverBubbleEmitter; mediumSplashSoundVelocity = 10.0; hardSplashSoundVelocity = 20.0; exitSplashSoundVelocity = 5.0; //runningLight[0] = WildcatLight1; //runningLight[1] = WildcatLight2; //runningLight[2] = WildcatLight3; // shieldEffectScale = "0.9375 1.125 0.6"; }; Quote Link to comment Share on other sites More sharing options...
Jason Campbell Posted March 30, 2016 Share Posted March 30, 2016 Darn, ill have to check it tonight. 3.8 has a bug where I cant mount vehicles ill check it in 3.7 and get back to you. I was certain that worked for me . Ill let you know. Quote Link to comment Share on other sites More sharing options...
SqHd Posted March 30, 2016 Author Share Posted March 30, 2016 Doh! Vehicle bugs... Thanks for checking 3.7. I'll try to test tonight as well. Quote Link to comment Share on other sites More sharing options...
Jason Campbell Posted March 30, 2016 Share Posted March 30, 2016 Hey SqHd,I just tested it and it works fine. Maybe some changes you made to the Vehicle action map? Maybe something when you were trying to get your boat to work?Try it in a fresh build of 3.8 again. Quote Link to comment Share on other sites More sharing options...
SqHd Posted March 30, 2016 Author Share Posted March 30, 2016 Got it working. I deleted the Cheetah cached dts from the folder before starting up the game. Could that have made a difference?Anyway, thanks so much for the assistance!Btw, I posted in the Better Collada Exporter topic for you. Quote Link to comment Share on other sites More sharing options...
Jason Campbell Posted March 31, 2016 Share Posted March 31, 2016 Cool, glad to help. Quote Link to comment Share on other sites More sharing options...
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