Game Development Community

Vehicle not moving

by Randy Hearn - Magnum · in Torque Game Engine · 01/10/2006 (7:57 pm) · 8 replies

OK,

I have set my FPS game up to have a buggy included and my player can mount it with the "E".. Used most of the resources and I can drive the buggy just fine once I mount it.

Si, I went to milkshape and exported a Dodge Ram pickup I had. Of course I had mount0 as well as hub0,hub1,hub2,hub3 defined.

But, when i use the dts from the truck. It will not move. I have place the truck and it does not appear to be stuck. Although it's size is large compared to the original buggy - not sure that matters.

Anything I am missing? I figured a new model would at least move as long as it had wheels. May not have animation ect...

About the author

Technical Product Designer (Mechanical Design) for Boeing for over 25 years working with CAD and PLM systems. I have a Associates Degree in Business and a partial B.S. in Game and Simulation, just couldn't see paying the costs for some of the classes.


#1
01/11/2006 (9:30 am)
Perhaps you haven't set the control object to the car? I have the following code which activates control of the car in my current prototype:

function GameConnection::createCar(%this, %spawnPoint)
{
    .
    .
    .
    %this.setControlObject(%car);
    .
    .
    .
}
#2
01/11/2006 (4:11 pm)
@Ben thanks....

I think the car has control, as the only thing I am doing is swapping DTS files.

My guess is I have something not right in the model. I am assuming I set the coordinates correctly.


I am thinking this is a DTS model setup problem and either a missing mount point or something.
#3
01/11/2006 (6:34 pm)
I did find this in the console, This is from a resource so if I don't get a response here I will try the resource link.

function Armor::onMount(%this,%obj,%vehicle,%node)
{
if (%node == 0) {
%obj.setTransform("0 0 0 0 0 1 0");
%obj.setActionThread(%vehicle.getDatablock().mountPose[%node],true,true);
%obj.lastWeapon = %obj.getMountedImage($WeaponSlot);

%obj.unmountImage($WeaponSlot);
%obj.setControlObject(%vehicle);
%obj.client.setObjectActiveImage(%vehicle, 2);
}
}


I get the error setObjectActiveImage unknown command..

However, I do get this with both models, so it may be unrelated, but this is the only error in the console.
#4
01/11/2006 (6:49 pm)
Make sure the wheels are not intersecting the collision mesh for the car (i.e the wheels touching the wheel arches).
#5
01/12/2006 (4:13 am)
@Westy

I will check that tonight. I actually have moved the wheels way behind the body of the vehicle. Almost comical to no effect, I figured it might have something to do with the wheels as well.

Thanks
#6
01/12/2006 (4:14 pm)
OK figured it out. exported vehicle with a visible collisoin box and found out the box was actually touching the ground under the model. That is what it was hangining on. I simply moved the hub? mounts down some and it started moving.

Oh well, sometimes it's the simple things...
#7
01/13/2006 (6:15 am)
Glad you got it sorted!
#8
01/13/2006 (3:48 pm)
Yea.. Now to figure out why it doesn't turn :)