Jet Bikes
by vincent Garduno · in Game Design and Creative Issues · 03/27/2011 (4:51 pm) · 3 replies
Whats the best way for me to integrate a jetbike into torque 3D? i was thinking that i might be able to use the already existing code for the buggy that comes with the engine and modify it so i could strafe, or go side to side and how would i code that?. Should i do that or write a code from scratch?
Thank you,
Vincent
Thank you,
Vincent
#2
www.garagegames.com/community/forums/viewthread/4007
03/27/2011 (7:22 pm)
Take a look at the hover vehicle type. Honestly not sure if it's still in T3D, but I don't see why not.www.garagegames.com/community/forums/viewthread/4007
#3
You'll need to adjust the code to fit your models, emitters, sounds, and the Object Inheritance operator, belongs inside the Declaration. I pretty much just cut/pasted the code from my tribes 2 directory here, minus the target information (stuff not in TGE)
03/27/2011 (8:24 pm)
I'd recommend looking at the hover vehicle type as well, more specifically the Tribes 2's Grav Cycle Code:You'll need to adjust the code to fit your models, emitters, sounds, and the Object Inheritance operator, belongs inside the Declaration. I pretty much just cut/pasted the code from my tribes 2 directory here, minus the target information (stuff not in TGE)
datablock HoverVehicleData(ScoutVehicle) : WildcatDamageProfile {
spawnOffset = "0 0 1";
canControl = true;
floatingGravMag = 3.5;
catagory = "Vehicles";
shapeFile = "vehicle_grav_scout.dts";
computeCRC = true;
debrisShapeName = "vehicle_grav_scout_debris.dts";
debris = ShapeDebris;
renderWhenDestroyed = false;
drag = 0.0;
density = 0.9;
mountPose[0] = scoutRoot;
cameraMaxDist = 5.0;
cameraOffset = 0.7;
cameraLag = 0.5;
numMountPoints = 1;
isProtectedMountPoint[0] = true;
explosion = VehicleExplosion;
explosionDamage = 0.5;
explosionRadius = 5.0;
lightOnly = 1;
maxDamage = 0.60;
destroyedLevel = 0.60;
isShielded = true;
rechargeRate = 0.7;
energyPerDamagePoint = 75;
maxEnergy = 150;
minJetEnergy = 15;
jetEnergyDrain = 1.3;
// Rigid Body
mass = 400;
bodyFriction = 0.1;
bodyRestitution = 0.5;
softImpactSpeed = 20; // Play SoftImpact Sound
hardImpactSpeed = 28; // Play HardImpact Sound
// Ground Impact Damage (uses DamageType::Ground)
minImpactSpeed = 29;
speedDamageScale = 0.010;
// Object Impact Damage (uses DamageType::Impact)
collDamageThresholdVel = 23;
collDamageMultiplier = 0.030;
dragForce = 25 / 45.0;
vertFactor = 0.0;
floatingThrustFactor = 0.35;
mainThrustForce = 30;
reverseThrustForce = 10;
strafeThrustForce = 8;
turboFactor = 1.5;
brakingForce = 25;
brakingActivationSpeed = 4;
stabLenMin = 2.25;
stabLenMax = 3.75;
stabSpringConstant = 30;
stabDampingConstant = 16;
gyroDrag = 16;
normalForce = 30;
restorativeForce = 20;
steeringForce = 30;
rollForce = 15;
pitchForce = 7;
dustEmitter = VehicleLiftoffDustEmitter;
triggerDustHeight = 2.5;
dustHeight = 1.0;
dustTrailEmitter = TireEmitter;
dustTrailOffset = "0.0 -1.0 0.5";
triggerTrailHeight = 3.6;
dustTrailFreqMod = 15.0;
jetSound = ScoutSqueelSound;
engineSound = ScoutEngineSound;
floatSound = ScoutThrustSound;
softImpactSound = GravSoftImpactSound;
hardImpactSound = HardImpactSound;
//wheelImpactSound = WheelImpactSound;
//
softSplashSoundVelocity = 10.0;
mediumSplashSoundVelocity = 20.0;
hardSplashSoundVelocity = 30.0;
exitSplashSoundVelocity = 10.0;
exitingWater = VehicleExitWaterSoftSound;
impactWaterEasy = VehicleImpactWaterSoftSound;
impactWaterMedium = VehicleImpactWaterSoftSound;
impactWaterHard = VehicleImpactWaterMediumSound;
waterWakeSound = VehicleWakeSoftSplashSound;
minMountDist = 4;
damageEmitter[0] = SmallLightDamageSmoke;
damageEmitter[1] = SmallHeavyDamageSmoke;
damageEmitter[2] = DamageBubbles;
damageEmitterOffset[0] = "0.0 -1.5 0.5 ";
damageLevelTolerance[0] = 0.3;
damageLevelTolerance[1] = 0.7;
numDmgEmitterAreas = 1;
splashEmitter[0] = VehicleFoamDropletsEmitter;
splashEmitter[1] = VehicleFoamEmitter;
shieldImpact = VehicleShieldImpact;
forwardJetEmitter = WildcatJetEmitter;
checkRadius = 1.7785;
observeParameters = "1 10 10";
shieldEffectScale = "0.9375 1.125 0.6";
};
Torque 3D Owner Matt Huston
Atomic Banzai Games