• Vehicles script problem
    3 replies, posted
[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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