Game Development Community

Problem setting up flying vehicle

by __._ · in Torque Game Engine · 04/12/2007 (3:54 am) · 1 replies

Good day,

I am trying to set up a flying vehicle, wich I made using 3D Max. I already made a test with a flying object using the model of the racing buggy. This worked fine, the model was flying great. Now that I'trying to use my own model, Torque crashes as soon as I try to load the mission.

In 3D Studio Max I'm using the vehicle preset for nodes, so I have cam, eye etc. I made a screenshot of the schematic view: http://ehv-srvhost-fe.fontys.nl/imd/tmp/flyingve.JPG

What am I doing wrong?

Thanks in advance.


Some code, you can see the "old" buggy-model commented out. Restore that line and everything's fine:

[code]
//-----------------------------------------------------------------------------
// Flying Vehicle Shape File
//-----------------------------------------------------------------------------

datablock FlyingVehicleData(UitvindersToestel)
{
spawnOffset = "0 0 2";
emap = true;
category = "Player";
//shapeFile = "~/data/shapes/buggy/buggy.dts"; // Shape File
shapeFile = "~/data/shapes/vliegtuig/vliegtuig.dts"; // Shape File
multipassenger = false;
computeCRC = true;

//debrisShapeName = "~/data/shapes/vehicles/tkfighter_debris.dts";
//debris = FighterShapeDebris;
//renderWhenDestroyed = false;

drag = 0.25;
density = 1.0;

#1
04/12/2007 (3:54 am)
// Mounting Details
numMountPoints = 1;
maxMountSpeed = 0.1;
mountDelay = 8;
dismountDelay = 1;
stationaryThreshold = 0.5;
maxDismountSpeed = 0.1;
mountPose[0] = "Sitting";
mountPointTransform[0] = "0 0 0 0 0 1 0";
isProtectedMountPoint[0] = false;
minMountDist = 2;

// Camera Settings
cameraOffset = 1.5; // Vertical offset from camera mount point
cameraMaxDist = 16;
cameraOffset = 3.65;
cameraLag = 0.1;
cameraRoll = false; // Roll the camera with the vehicle

// Explosions = FighterVehicleExplosion; // Particle Data?
explosionDamage = 10.5;
explosionRadius = 15.0;

maxDamage = 50.40;
destroyedLevel = 50.40;

// Afterburner and any energy weapon pool
energyPerDamagePoint = 160;
maxEnergy = 280;
rechargeRate = 0.8;

minDrag = 40; // Linear Drag (eventually slows you down when not thrusting...constant drag)
rotationalDrag = 20; // Anguler Drag (dampens the drift after you stop moving the mouse...also tumble drag)

maxAutoSpeed = 10; // Autostabilizer kicks in when less than this speed. (meters/second)
autoAngularForce = 400; // Angular stabilizer force (this force levels you out when autostabilizer kicks in)
autoLinearForce = 300; // Linear stabilzer force (this slows you down when autostabilizer kicks in)
autoInputDamping = 0.55; // Dampen control input so you don't' whack out at very slow speeds

// Maneuvering
maxSteeringAngle = 2; // Max radiens you can rotate the wheel. Smaller number is more maneuverable.
horizontalSurfaceForce = 20; // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)

verticalSurfaceForce = 20; // Vertical center "wing" (controls side slip. lower numbers make MORE slide.)
maneuveringForce = 6400; // Horizontal jets (W,S,D,A key thrust)
steeringForce = 500; // Steering jets (force applied when you move the mouse)
steeringRollForce = 200; // Steering jets (how much you heel over when you turn)
rollForce = 10; // Auto-roll (self-correction to right you after you roll/invert)
hoverHeight = 0.5; // Height off the ground at rest
createHoverHeight = 0.5; // Height off the ground when created
maxForwardSpeed = 30; // speed in which forward thrust force is no longer applied (meters/second)

// Turbo Jet
jetForce = 3000; // Afterburner thrust (this is in addition to normal thrust)
minJetEnergy = 28; // Afterburner can't be used if below this threshhold.
jetEnergyDrain = 2.8; // Energy use of the afterburners (low number is less drain...can be fractional)
vertThrustMultiple = 3.0; // Auto stabilize speed

// Rigid body
mass = 100; // Mass of the vehicle
integration = 3; // Physics integration: TickSec/Rate
collisionTol = 0.6; // Collision distance tolerance
contactTol = 0.4; // Contact velocity tolerance

bodyFriction = 0; // Don't mess with this.
bodyRestitution = 0.8; // When you hit the ground, how much you rebound. (between 0 and 1)
minRollSpeed = 2000; // Don't mess with this.
softImpactSpeed = 3; // Sound hooks. This is the soft hit.
hardImpactSpeed = 15;// Sound hooks. This is the hard hit.

// Ground Impact Damage (uses DamageType::Ground)
minImpactSpeed = 10; // If hit ground at speed above this then it's an impact. Meters/second
speedDamageScale = 0.06;

// Object Impact Damage (uses DamageType::Impact)
collDamageThresholdVel = 23.0;
collDamageMultiplier = 0.02;

// Contrails
minTrailSpeed = 15; // The speed your contrail shows up at.
trailEmitter = FighterContrailEmitter;
forwardJetEmitter = FighterFJetEmitter;
downJetEmitter = FighterDJetEmitter;

//Sounds
jetSound = FighterThrustSound;
engineSound = FighterEngineSound;
//softImpactSound = FighterSoftImpactSound;
//hardImpactSound = FighterHardImpactSound;

//softSplashSoundVelocity = 10.0;
//mediumSplashSoundVelocity = 15.0;
//hardSplashSoundVelocity = 20.0;
//exitSplashSoundVelocity = 10.0;

//exitingWater = FighterExitWaterMediumSound;
//impactWaterEasy = FighterImpactWaterSoftSound;
//impactWaterMedium = FighterImpactWaterMediumSound;
//impactWaterHard = FighterImpactWaterMediumSound;
//waterWakeSound = FighterWakeMediumSplashSound;

// dustEmitter = FighterLiftoffDustEmitter;

triggerDustHeight = 4.0;
dustHeight = 1.0;

// damageEmitter[0] = LightDamageSmoke;
// damageEmitter[1] = HeavyDamageSmoke;
// damageEmitter[2] = MediumDamageSmoke;

damageEmitterOffset[0] = "0.0 -3.0 0.0 ";
damageLevelTolerance[0] = 0.3;
damageLevelTolerance[1] = 0.7;
numDmgEmitterAreas = 3;

// Weapons and Ammo
//max[RocketAmmo] = 1000;

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

//shieldImpact = VehicleShieldImpact;

//cmdCategory = "Tactical";
//cmdIcon = CMDFlyingScoutIcon;
//cmdMiniIconName = "commander/MiniIcons/com_scout_grey";
//targetNameTag = 'Fighter';
//targetTypeTag = 'FlyingVehicle';
//sensorData = AWACPulseSensor;
//sensorRadius = AWACPulseSensor.detectRadius;
//sensorColor = "255 194 9";

checkRadius = 5.5;
observeParameters = "0 0 1";
shieldEffectScale = "0.937 1.125 0.60";
};

//----------------------------------------------------------------------------------------
// Game Functions
//----------------------------------------------------------------------------------------

function UitvindersToestel::onDamage(%this, %obj, %delta)
{
Parent::onDamage(%this, %obj);
%currentDamage = %obj.getDamageLevel();
if(%currentDamage > %obj.destroyedLevel)
{
if(%obj.getDamageState() !$= "Destroyed")
{
if(%obj.respawnTime !$= "")
%obj.marker.schedule = %obj.marker.data.schedule(%obj.respawnTime, "respawn", %obj.marker);
%obj.setDamageState(Destroyed);
}
}
else
{
if(%obj.getDamageState() !$= "Enabled")
%obj.setDamageState(Enabled);
}
}

function FlyingVehicleData::create(%block)
{
%obj = new FlyingVehicleData() {
dataBlock = %block;
};
return(%obj);
}
[/code]