• Making a sent boat move like a boat
    1 replies, posted
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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