[B][U]Hello everyone ! [/U][/B]
I' ve been looking for a good and working Zodiac on gmod for a while , but since i have not find any, i decided to make one.
I' m kinda begining at scripting vehicles, and thats maybe why im here today... :)
[U][B]I have 2 problem with my zodiac :[/B][/U]
-The "collision" with the water ( if i can call it this way )
It make the boat fall of on the left and right side when i try to speed up ( see the screen )
[IMG]http://img15.hostingpics.net/pics/2450974000screenshots2016030100001.jpg[/IMG]
-The direction of the model
In stead of going forward as it is supposed to, the boat is going on the left side when I speed up ^^
[IMG]http://img15.hostingpics.net/pics/3736664000screenshots2016030100003.jpg[/IMG]
For the script of the boat , i took the same one Airboat is using ( on half life )
Here it is :
[CODE]
"vehicle"
{
"wheelsperaxle" "2"
"body"
{
"countertorquefactor" "0.0"
"massCenterOverride" "0 5 -10"
"massoverride" "500" // kg
}
"engine"
{
"horsepower" "450"
"maxrpm" "15000"
"maxspeed" "34" // mph
"maxReverseSpeed" "34" // mph
"autotransmission" "1"
"axleratio" "4.85"
"gear" "3.35" // 1st gear
"shiftuprpm" "10000"
"shiftdownrpm" "0"
}
"steering"
{
"slowcarspeed" "0"
"fastcarspeed" "35"
"degreesSlow" "60"
"degreesFast" "60"
"slowSteeringRate" "8"
"fastSteeringRate" "3"
"steeringRestRateSlow" "8.0"
"steeringRestRateFast" "8.0"
"brakeSteeringRateFactor" "1"
"throttleSteeringRestRateFactor" "1"
"boostSteeringRestRateFactor" "1"
"boostSteeringRateFactor" "1"
"steeringExponent" "1.0"
}
// front axle
"axle"
{
"wheel"
{
"radius" "10"
"mass" "10"
"inertia" "0.5"
"damping" "0"
"rotdamping" "0.0"
"material" "slidingrubbertire"
}
"suspension"
{
"springConstant" "60"
"springDamping" "4"
"stabilizerConstant" "100"
"springDampingCompression" "4"
"maxBodyForce" "625"
}
"torquefactor" "0.5"
"brakefactor" "0.5"
}
// rear axle
"axle"
{
"wheel"
{
"radius" "10"
"mass" "10"
"inertia" "0.5"
"damping" "0"
"rotdamping" "0.0"
"material" "slidingrubbertire"
}
"suspension"
{
"springConstant" "60"
"springDamping" "4"
"stabilizerConstant" "100"
"springDampingCompression" "4"
"maxBodyForce" "625"
}
"torquefactor" "0.5"
"brakefactor" "0.5"
}
}
"vehicle_sounds"
{
// List gears in order from lowest speed to highest speed
"gear"
{
"max_speed" "0.5"
"speed_approach_factor" "0.1"
}
"gear"
{
"max_speed" "1.0"
"speed_approach_factor" "0.1"
}
"crashsound"
{
"min_speed" "400"
"min_speed_change" "300"
"sound" "ATV_impact_medium"
"gear_limit" "1"
}
"crashsound"
{
"min_speed" "500"
"min_speed_change" "400"
"sound" "ATV_impact_heavy"
}
"skid_lowfriction" "Airboat_skid_smooth"
"skid_normalfriction" "Airboat_skid_rough"
"skid_highfriction" "Airboat_skid_rough"
}[/CODE]
I dont realy know what line i am suppose to config to manage these "hitbox" and "direction"
Thanks to anyone that will be able to help me out !
Thanks for reading !
The model must be recompiled to point in the correct direction.
[QUOTE=Robotboy655;49839816]The model must be recompiled to point in the correct direction.[/QUOTE]
Is there no way to rotate the model of 90° ? Because the owner of the drone has used a bunch of function like this :
[CODE]function ENT:Initialize()
if CLIENT then
self:SetElements({
["m"] = { type = "Model", model = "models/props_combine/combine_mine01.mdl", bone = "", rel = "", pos = Vector(0, 0, 0), angle = Angle(0, 0, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
[/CODE]
Should i try to rotate this or recompiling is the only way ?
I' ve recompiled the model and rotate it, but still not working... Im not sure wtf is happening
^^
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