Flying vehicle
by Zod · in Torque Game Engine · 10/15/2004 (8:21 am) · 7 replies
So, I am messing with the demo app I downloaded off this site v1.2 and created a flying vehicle. Is it just me or do the following parameters do absolutely nothing?
hoverHeight = 5;
createHoverHeight = 4;
No matter what these are set to, it seems the vehicle always sticks where it was placed on the map or wherever it was when you hop out of it. It doesn't "float" down or up off the terrain.
hoverHeight = 5;
createHoverHeight = 4;
No matter what these are set to, it seems the vehicle always sticks where it was placed on the map or wherever it was when you hop out of it. It doesn't "float" down or up off the terrain.
About the author
#2
Ralph, those parameters do work. Did you add a jetForce parameter so that the parameters have something to work with?
10/15/2004 (9:44 am)
Actualy Stefan, hoverHeight and createHoverHeight are only for flyingVehicles. (hoverVehicles use stab parameters to figure out what height to hover at)Ralph, those parameters do work. Did you add a jetForce parameter so that the parameters have something to work with?
#3
It is odd, as if it is not being affected by gravity.
10/15/2004 (11:26 am)
Yes, here is a copy of my datablock..datablock FlyingVehicleData(DefaultFlyer)
{
category = "Vehicles";
shapeFile = "~/shapes/vehicles/vehicle_air_tPOC.dts";
computeCRC = true;
emap = true;
// 3rd person camera settings
cameraMaxDist = 15;
cameraMinDist = 1;
cameraDefaultFov = 90;
cameraMinFov = 5;
cameraMaxFov = 120;
cameraRoll = true;
cameraLag = 0.1;
cameraDecay = 0.75;
cameraOffset = 2.5;
firstPersonOnly = false;
useEyePoint = false;
observeThroughObject = false;
// Rigid body
mass = 500;
massCenter = "0 -2 0";
//massBox = "0 0 0";
bodyFriction = 0;
bodyRestitution = 0.5;
minRollSpeed = 0;
minImpactSpeed = 10;
softImpactSpeed = 14;
hardImpactSpeed = 25;
drag = 0.15;
density = 0.4;
minDrag = 30;
maxDrag = 60;
rotationalDrag = 15;
multipassenger = false;
mountPose[0] = sitting;
numMountPoints = 1;
cantAbandon = 0;
cantTeamSwitch = 0;
explosion = VehicleExplosion;
underwaterExplosion = VehicleExplosion;
debrisShapeName = "~/shapes/vehicles/vehicle_air_tPOC_debris.dts";
debris = VehicleDebris;
renderWhenDestroyed = false;
collDamageThresholdVel = 23.0;
collDamageMultiplier = 0.02;
maxAutoSpeed = 15;
autoAngularForce = 400;
autoLinearForce = 300;
autoInputDamping = 0.95;
maxSteeringAngle = 3;
horizontalSurfaceForce = 750;
verticalSurfaceForce = 1000;
maneuveringForce = 3000;
steeringForce = 800;
steeringRollForce = 400;
rollForce = 4;
hoverHeight = 5;
createHoverHeight = 4;
maxForwardSpeed = 85;
jetForce = 2000;
minJetEnergy = 28;
jetEnergyDrain = 2.8;
vertThrustMultiple = 3.0;
inheritEnergyFromMount = false;
maxEnergy = 280;
rechargeRate = 0.8;
isInvincible = false;
maxDamage = 20;
disabledLevel = 20;
destroyedLevel = 20;
repairRate = 0.33;
aiAvoidThis = true;
integration = 40;
collisionTol = 0.1;
contactTol = 0.1;
triggerDustHeight = 3;
dustHeight = 1;
TrailEmitter = ContrailEmitter;
minTrailSpeed = 15;
damageEmitter[0] = LightDamageSmoke;
damageEmitter[1] = HeavyDamageSmoke;
damageEmitter[2] = DamageBubbles;
damageEmitterOffset[0] = "0.0 +0.5 -1.5";
damageLevelTolerance[0] = 0.3;
damageLevelTolerance[1] = 0.7;
numDmgEmitterAreas = 1;
splashEmitter[0] = VehicleSplashDropletsEmitter;
splashEmitter[1] = VehicleSplashEmitter;
splashFreqMod = 300;
splashVelEpsilon = 0.5;
exitSplashSoundVelocity = 15;
softSplashSoundVelocity = 5;
mediumSplashSoundVelocity = 15;
hardSplashSoundVelocity = 25;
exitingWater = VehicleExitWaterSound;
impactWaterEasy = VehicleImpactWaterSoftSound;
impactWaterMedium = VehicleImpactWaterMediumSound;
impactWaterHard = VehicleImpactWaterHardSound;
waterWakeSound = VehicleWaterWakeSound;
softImpactSound = VehicleSoftImpactSound;
hardImpactSound = VehicleHardImpactSound;
observeParameters = "0.0 8.0 5.0";
nameTag = 'Flyer';
};It is odd, as if it is not being affected by gravity.
#4
10/15/2004 (11:44 am)
Its seems that the hoverHight is broken in the new releases. I ported my old flyer into 1.3, and it doesn't hover anymore(it used to hover just fine).
#5
10/16/2004 (7:07 am)
You should pass some collision mask into the getHeight() function in FlyingVehicle, currently it's zero.
#6
11/12/2004 (3:56 pm)
Well, I had someone pass the collision mask to getHeight for me and it made no difference. If someone has a working FlayingVehicle could they please post it for me so I can compare it to mine? Thanks in advance.
Torque Owner Stefan Lundmark