What all goes into creating a custom SCars vehicle?

I was looking into learning how to create SCars, with the eventual goal of creating a set of Mechs using the SCars system.

I was wondering if any of this would actually currently be… possible.

Essentially what I’m looking to make is something like the Working Combine Mech, which is now currently defunct.

The first thing that would need to be addressed is adding the effect of the vehicle “walking” rather than driving.
As well as allowing it to strafe left and right, and jump.

Weapons and neato robot stuff aren’t as important as actually getting the thing to move correctly.
The question is, can it be done?

have fun :slight_smile: but I don’t think a car framework will be of any use for this project.

Ohhh now I get it

You could look through the required vehiclescript of addons, like TDMCars, they probably base on the Vehicle scripts of HL2, an example would be the HL2 Jeep:



// This is a test jeep type vehicle for the wasteland

"vehicle"
{
	"wheelsperaxle"	"2"
	"body"
	{
		"countertorquefactor"	"0.9"
		"massCenterOverride"	"0 -30 12"
		"massoverride"			"1000"		// kg
		"addgravity"			"0.50"
		"maxAngularVelocity"	"720"
	}
	"engine"
	{
		"horsepower"		"350"
		"maxrpm"		"4200"
		"maxspeed"		"35"		// mph
		"maxReverseSpeed"	"14"		// mph
		"autobrakeSpeedGain"	"1.1"		// 10% speed gain while coasting, put on the brakes after that
		"autobrakeSpeedFactor"	"3.0"		// Brake is this times the speed gain
		"autotransmission"	"1"
		"axleratio"		"4.56"
		"gear"			"3.2"		// 1st gear
		"gear"			"2.4"		// 2nd gear
		"gear"			"1.5"		// 3rd gear
		"gear"			"1.0"		// 4th gear
		"gear"			"0.84"		// 5th gear
		"shiftuprpm"		"3800"
		"shiftdownrpm"		"1600"

		"boost"
		{
			"force"		"1.5"	// 1.5 car body mass * gravity * inches / second ^ 2
			"duration"	"3.0"	// 3.0 second of boost
			"delay"		"3.0"	// 3 seconds before you can use it again
			"torqueboost"	"1"	// enable "sprint" mode of vehicle, not	force type booster		
			"maxspeed"	"50"	// maximum turbo speed
		}
	}
	"steering"
	{
		"degreesSlow"		"50"	// steering cone at zero to slow speed
		"degreesFast"		"18"	// steering cone at fast speed to max speed
		"degreesBoost"		"11"	// steering cone at max boost speed (blend toward this after max speed)
		"steeringExponent"	"1.4"	// steering function is linear, then raised to this power to be slower at the beginning of the curve, faster at the end
		"slowcarspeed"		"14"
		"fastcarspeed"		"20"
		"slowSteeringRate"	"4.0"		
		"fastSteeringRate"	"2.0"
		"steeringRestRateSlow"	"4.0"
		"steeringRestRateFast"	"2.0"
		"turnThrottleReduceSlow" "0.01"
		"turnThrottleReduceFast" "2.0"
		"brakeSteeringRateFactor"	"6"
		"throttleSteeringRestRateFactor"	"2"
		"boostSteeringRestRateFactor"	"1.7"
		"boostSteeringRateFactor"	"1.7"

		"powerSlideAccel"	"250"

		"skidallowed"		"1"
		"dustcloud"		"1"

	}

	// front axle
	"axle"
	{
		"wheel"
		{
			"radius"	"18"
			"mass"		"100"
			"damping"	"0"
			"rotdamping"	"0.0"
			"material"	"jeeptire"
			"skidmaterial"	"slidingrubbertire"
			"brakematerial" "brakingrubbertire"
		}
		"suspension"
		{
			"springConstant"		"40"
			"springDamping"			"0.7"
			"stabilizerConstant"		"10"
			"springDampingCompression"	"9"
			"maxBodyForce"			"9"
		}

		"torquefactor"	"0.3"
		"brakefactor"	"0.4"
	}

	// rear axle
	"axle"
	{
		"wheel"
		{
			"radius"	"22"
			"mass"		"100"
			"damping"	"0"
			"rotdamping"	"0.0"
			"material"	"jeeptire"
			"skidmaterial"	"slidingrubbertire"
			"brakematerial" "brakingrubbertire"
		}
		"suspension"
		{
			"springConstant"		"40"
			"springDamping"			"0.7"
			"stabilizerConstant"		"10"
			"springDampingCompression"	"9"
			"maxBodyForce"			"9"
		}
		"torquefactor"	"0.7"
		"brakefactor"	"0.6"
	}
}

"vehicle_sounds"
{
	// List gears in order from lowest speed to highest speed

	"gear"
	{
		"max_speed"		"0.27"
		"speed_approach_factor" "1.0"
	}

	"gear"
	{
		"max_speed"		"0.5"
		"speed_approach_factor" "0.05"
	}
	"gear"
	{
		"max_speed"		"0.75"
		"speed_approach_factor" "0.052"
	}
	"gear"
	{
		"max_speed"		"0.95"
		"speed_approach_factor" "0.034"
	}
	"gear"
	{
		"max_speed"		"1.5"
		"speed_approach_factor" "0.033"
	}
	"gear"
	{
		"max_speed"		"2.0"
		"speed_approach_factor" "0.03"
	}
	"state"
	{
		"name"		"SS_START_WATER"
		"sound"		"ATV_start_in_water"
	}

	"state"
	{
		"name"		"SS_START_IDLE"
		"sound"		"ATV_engine_start"
		"min_time"	"4.0"
	}
	"state"
	{
		"name"		"SS_SHUTDOWN_WATER"
		"sound"		"ATV_stall_in_water"
	}
	"state"
	{
		"name"		"SS_IDLE"
		"sound"		"ATV_engine_idle"
	}
	"state"
	{
		"name"		"SS_REVERSE"
		"sound"		"ATV_reverse"
		"min_time"	"0.5"
	}
	"state"
	{
		"name"		"SS_GEAR_0"
		"sound"		"ATV_rev"
		"min_time"	"0.5"
	}
	"state"
	{
		"name"		"SS_GEAR_0_RESUME"
		"sound"		"ATV_engine_idle"
		"min_time"	"0.75"
	}
	"state"
	{
		"name"		"SS_GEAR_1"
		"sound"		"ATV_firstgear"
		"min_time"	"0.5"
	}
	"state"
	{
		"name"		"SS_GEAR_1_RESUME"
		"sound"		"ATV_firstgear_noshift"
		"min_time"	"0.5"
	}
	"state"
	{
		"name"		"SS_GEAR_2"
		"sound"		"ATV_secondgear"
		"min_time"	"0.5"
	}
	"state"
	{
		"name"		"SS_GEAR_2_RESUME"
		"sound"		"ATV_secondgear_noshift"
		"min_time"	"0.5"
	}
	"state"
	{
		"name"		"SS_GEAR_3"
		"sound"		"ATV_thirdgear"
		"min_time"	"0.5"
	}
	"state"
	{
		"name"		"SS_GEAR_3_RESUME"
		"sound"		"ATV_thirdgear_noshift"
		"min_time"	"0.5"
	}
	"state"
	{
		"name"		"SS_GEAR_4"
		"sound"		"ATV_fourthgear"
		"min_time"	"0.5"
	}
	"state"
	{
		"name"		"SS_GEAR_4_RESUME"
		"sound"		"ATV_fourthgear_noshift"
		"min_time"	"0.5"
	}
	"state"
	{
		"name"		"SS_SLOWDOWN_HIGHSPEED"
		"sound"		"ATV_throttleoff_fastspeed"
		"min_time"	"2.0"
	}
	"state"
	{
		"name"		"SS_SLOWDOWN"
		"sound"		"ATV_throttleoff_slowspeed"
		"min_time"	"2.0"
	}
	"state"
	{
		"name"		"SS_TURBO"
		"sound"		"ATV_turbo_on"
		"min_time"	"2.5"
	}
	"state"
	{
		"name"		"SS_SHUTDOWN"
		"sound"		"ATV_engine_stop"
	}
	"crashsound"
	{
		"min_speed"			"350"
		"min_speed_change"	"250"
		"sound"				"ATV_impact_medium"
		"gear_limit"		"1"
	}
	"crashsound"
	{
		"min_speed"			"450"
		"min_speed_change"	"350"
		"sound"				"ATV_impact_heavy"
	}

	
	"skid_lowfriction"		"ATV_skid_lowfriction"
	"skid_normalfriction"		"ATV_skid_normalfriction"
	"skid_highfriction"		"ATV_skid_highfriction"
}



I dont know which animations the given vehicle will use though, but it would be nice to see a mech again, decompile the combine mech addon, and look if it got an vehicle script, which you can base of.