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Hover vehicle probs

by RedCore · in Torque Game Engine · 09/07/2003 (1:49 pm) · 3 replies

My hover vehicle is not showing up in the mission editor..

Heres the code..

datablock DebrisData( StaticShapeDebris )
{
explodeOnMaxBounce = false;

elasticity = 0.20;
friction = 0.5;

lifetime = 17.0;
lifetimeVariance = 0.0;

minSpinSpeed = 60;
maxSpinSpeed = 600;

numBounces = 10;
bounceVariance = 0;

staticOnMaxBounce = true;

useRadiusMass = true;
baseRadius = 0.4;

velocity = 9.0;
velocityVariance = 4.5;
};


datablock HoverVehicleData(HoverBike)
{
spawnOffset = "0 0 1";

floatingGravMag = 50.5;

catagory = "Vehicles";
shapeFile = "~/data/shapes/vehicles/Hover-Board.dts";
emap = true;

debrisShapeName = "~/data/shapes/vehicles/Hover-Board.dts";
debris = ShapeDebris;
renderWhenDestroyed = false;

drag = 0.0;
density = 0.3;

mountPose[0] = sitting;
numMountPoints = 1;
cameraMaxDist = 15.0;
cameraOffset = 5.7;
cameraLag = 5.5;
isProtectedMountPoint[0] = true;
explosion = AssaultTankExplosion;
explosionDamage = 0.5;
explosionRadius = 5.0;

lightOnly = 1;

maxDamage = 120;
destroyedLevel = 120;

isShielded = true;
rechargeRate = 0.7;
energyPerDamagePoint = 75;
maxEnergy = 150;
minJetEnergy = 15;
jetEnergyDrain = 1.3;

// Rigid Body
mass = 5;
bodyFriction = 0;
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 = 1.9;
// dragForce = 25 / 45.0;
vertFactor = 0.5;
floatingThrustFactor = 0.35;

mainThrustForce = 100;
reverseThrustForce = 70;
strafeThrustForce = 70;
turboFactor = 1.5;

brakingForce = 30;
brakingActivationSpeed = 30;

stabLenMin = 6.50;
stabLenMax = 7.25;
stabSpringConstant = 20;
stabDampingConstant = 20;

gyroDrag = 36; // 16
// gyroForce = 50
normalForce = 10;
restorativeForce = 100;
steeringForce = 90;
rollForce = 7;
pitchForce = 10;

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] = AssaultTankEmitter;
damageEmitter[1] = AssaultTankEmitter;
damageEmitter[2] = AssaultTankEmitter;
damageEmitterOffset[0] = "0.0 -1.5 0.5 ";
damageLevelTolerance[0] = 0.3;
damageLevelTolerance[1] = 0.7;
numDmgEmitterAreas = 2;

splashEmitter[0] = VehicleFoamDropletsEmitter;
splashEmitter[1] = VehicleFoamEmitter;

max[chaingunAmmo] = 1000;

forwardJetEmitter = ContrailEmitter;//WildcatJetEmitter;

//cmdCategory = Tactical;
//cmdIcon = CMDHoverScoutIcon;
//cmdMiniIconName = "commander/MiniIcons/com_landscout_grey";
//targetNameTag = 'WildCat';
//targetTypeTag = 'Grav Cycle';
//sensorData = VehiclePulseSensor;

checkRadius = 1.7785;
observeParameters = "1 10 10";

//runningLight[0] = WildcatLight1;
//runningLight[1] = WildcatLight2;
//runningLight[2] = WildcatLight3;

shieldEffectScale = "0.9375 1.125 0.6";
};




function HoverVehicleData::create(%block)
{
%obj = new HoverVehicle() {
dataBlock = %block;
};
%obj.mountable = true;

return(%obj);
}



disregard some of the debris.. i can get that to work either..

#1
09/09/2003 (5:52 am)
What do you mean dont show up !
can you see the model in the showtool ?
#2
09/09/2003 (9:59 pm)
In the vehicles dataBlock "catagory" should be named "category". It should show up in the mission editor now.
#3
09/10/2003 (6:19 am)
Oops, da typo :)