Vehicles script problem

**Hello everyone ! **

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… :slight_smile:

I have 2 problem with my zodiac :

     -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 )

http://img15.hostingpics.net/pics/2450974000screenshots2016030100001.jpg

-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 ^^

http://img15.hostingpics.net/pics/3736664000screenshots2016030100003.jpg

For the script of the boat , i took the same one Airboat is using ( on half life )

Here it is :



"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"
}

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.

Is there no way to rotate the model of 90° ? Because the owner of the drone has used a bunch of function like this :


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 = {} },
		

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
^^