• My SENT Boat refuses to float...
    3 replies, posted
My boat SENT wont float no matter buoyancy ratio I use. It wont float untill i use the buoyancy tool on it. [code] function ENT:Initialize() self.Entity:SetUseType( SIMPLE_USE ) self.Entity:SetHealth(5000) self.Piloted = false self.Pilot = nil self.Entity:SetModel( "models/props_wasteland/boat_fishing01a.mdl" ) self.Entity:PhysicsInit( SOLID_VPHYSICS ) self.Entity:SetMoveType( MOVETYPE_VPHYSICS ) self.Entity:SetSolid( SOLID_VPHYSICS ) local phys = self.Entity:GetPhysicsObject() if ( phys:IsValid() ) then phys:SetBuoyancyRatio( 0.08 ) phys:Wake() phys:SetMass( 10000 ) end end [/code]
Try this where you are setting the buoyancy [lua] local ratio = math.Clamp( 0, -1000, 1000 ) / 100 self.BuoyancyRatio = ratio phys:SetBuoyancyRatio( ratio ) [/lua] Just change the 0 in math.Clamp to whatever ratio you want, relative to the buoyancy tool
[QUOTE=Salmonman;30851688]My boat SENT wont float no matter buoyancy ratio I use. It wont float untill i use the buoyancy tool on it. [code] function ENT:Initialize() self.Entity:SetUseType( SIMPLE_USE ) self.Entity:SetHealth(5000) self.Piloted = false self.Pilot = nil self.Entity:SetModel( "models/props_wasteland/boat_fishing01a.mdl" ) self.Entity:PhysicsInit( SOLID_VPHYSICS ) self.Entity:SetMoveType( MOVETYPE_VPHYSICS ) self.Entity:SetSolid( SOLID_VPHYSICS ) local phys = self.Entity:GetPhysicsObject() if ( phys:IsValid() ) then phys:SetBuoyancyRatio( 0.08 ) phys:Wake() phys:SetMass( 10000 ) end end [/code][/QUOTE] I may be wrong but it might be because you're using a ridiculously high mass. Your boat is going to sink like a lead weight if its that heavy.
It seems that a higher mass will require a higher buoyancy ratio to achieve the same buoyancy. Try some different values i.e. 5, 10, 20, or higher.
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