well my problem is that the gravity is fucked on it and if you move the mouse up in the air the ship flys also if you aim down the ship will go under that water here is my code
[lua]
ddCSLuaFile( "cl_init.lua" )
AddCSLuaFile( "shared.lua" )
include('shared.lua')
local DESTROYABLE=true -- set to false to prevent damage
local HEALTH=100 -- change to set spawn health of shuttles
local soundx=Sound("ambient/atmosphere/undercity_loop1.wav")
function ENT:SpawnFunction( ply, tr)
local SpawnPos = tr.HitPos + tr.HitNormal * 100
local ent = ents.Create( "boat" )
ent:SetPos( SpawnPos )
ent:Spawn()
ent:Activate()
return ent
end
function ENT:Initialize()
self.Entity:SetNetworkedInt("health",HEALTH)
if (!self.Sound) then
self.Sound = CreateSound( self.Entity, soundx )
end
self.Entity:SetUseType( SIMPLE_USE )
self.Firee=nil
self.Inflight=false
self.Pilot=nil
self.Entity:SetModel("models/props_canal/boat002b.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:Wake()
phys:SetMass( 1 )
end
self.Entity:StartMotionController()
self.Accel=0
self.NextShot = CurTime()
end
function ENT:DoKill()
--util.BlastDamage( self.Entity, self.Entity, self.Entity:GetPos(), 300, 100 ) ARRRR
local effectdata = EffectData()
effectdata:SetOrigin( self.Entity:GetPos() )
util.Effect( "Explosion", effectdata, true, true )
self.Sound:Stop()
if self.Pilot:IsValid() then
self.Pilot:UnSpectate()
self.Pilot:DrawViewModel(true)
self.Pilot:DrawWorldModel(true)
self.Pilot:Spawn()
self.Pilot:SetPos(self.Entity:GetPos()+Vector(0,0,100))
end
self.Entity:Remove()
end
function ENT:OnTakeDamage(dmg)
if self.Inflight and DESTROYABLE and not self.Done then
local health=self.Entity:GetNetworkedInt("health")
self.Entity:SetNetworkedInt("health",health-dmg:GetDamage())
local health=self.Entity:GetNetworkedInt("health")
if health<1 then
local killer = dmg:GetInflictor():GetOwner()
if killer:UniqueID() != self.Pilot:UniqueID() then
killer:SetNWInt("score", killer:GetNWInt("score") + 1)
killer:SetMoney(killer:GetNWInt("money") + 50)
end
self.Pilot:SetNWInt("death", self.Pilot:GetNWInt("death") + 1)
self.Entity:DoKill()
self.Done=true
end
end
end
function ENT:OnRemove()
if (self.Sound) then
self.Sound:Stop()
end
end
function ENT:Think()
if self.Inflight and self.Pilot and self.Pilot:IsValid() then
if self.Sound then
self.Sound:ChangePitch(math.Clamp(self.Entity:GetVelocity():Length()/5,1,150),0.001)
end
self.Entity:NextThink(CurTime())
else
self.Entity:NextThink(CurTime()+1)
end
return true
end
function ENT:Use(ply,caller)
if self.Inflight then
else
self.Sound:Play()
self.Entity:GetPhysicsObject():Wake()
self.Entity:GetPhysicsObject():EnableMotion(true)
self.Inflight=true
self.Pilot=ply
ply:Spectate( OBS_MODE_CHASE )
ply:SpectateEntity( self.Entity )
ply:DrawViewModel(false)
ply:DrawWorldModel(false)
ply:StripWeapons()
end
end
function ENT:PhysicsSimulate( phys, deltatime )
if !self.Pilot:IsValid() then return end
if self.Inflight then
local num=0
if self.Pilot:KeyDown(IN_FORWARD) then
num=2000
else
end
phys:Wake()
self.Accel=math.Approach(self.Accel,num,10)
if self.Accel>-200 and self.Accel < 200 then return end
local info={}
info.secondstoarrive = 1
info.pos = self.Entity:GetPos()+self.Entity:GetForward()*self.Accel
info.maxangular = 5000
info.maxangulardamp = 10000
info.maxspeed = 100
info.maxspeeddamp = 100
info.dampfactor = 0.8
info.teleportdistance = 5000
info.angle = self.Pilot:GetAimVector():Angle()
if self.Pilot:KeyDown(IN_SPEED) then
pr.angle=self.Entity:GetAngles()
end
pr.deltatime = deltatime
phys:ComputeShadowControl(pr)
phys:EnableGravity( true )
end
end
[/lua]
any ideas are welcome please
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