Flying vehicles
by Bryce · in General Discussion · 07/23/2006 (5:51 pm) · 16 replies
Hey im really sorry i know the first person here is going to tell me to search it but i have so many times and cant find what i want.
What's the datablock for the flying vehicle? I see wheeled vehicle scripts but no flying vehicle scripts. Also im wondering if there's a getAngle or getRotation torque script call, something to find the angle of an object at different axis. Help is greatly appreciated.
What's the datablock for the flying vehicle? I see wheeled vehicle scripts but no flying vehicle scripts. Also im wondering if there's a getAngle or getRotation torque script call, something to find the angle of an object at different axis. Help is greatly appreciated.
#2
07/23/2006 (6:30 pm)
Isnt letting me in. I need to have bought one of the tge products.
#3
07/23/2006 (7:45 pm)
Well, atleast you know you can do it...
#4
{
spawnOffset = "0 0 2";
emap = true;
category = "Vehicles";
shapeFile = "~/data/shapes/vehicles/fighter.dts";
multipassenger = false;
computeCRC = true;
//debrisShapeName = "~/data/shapes/vehicles/fighter_debris.dts";
//debris = FighterShapeDebris;
//renderWhenDestroyed = false;
drag = 0.25;
density = 1.0;
// Mounting Details
numMountPoints = 1; // How many mount points you want.
multipassenger = true; // Depends on # of mountpoints.
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;
mountPose[0] = sitting; // This is the possition linked to the animation sequence name
mountPose[1] = root;
mountPose[2] = root;
mountPose[3] = root;
mountPose[4] = root;
mountPose[5] = root;
mountPose[6] = root;
mountPose[7] = root;
mountPose[8] = root;
// mountPose[9] = gun;
// mountPose[10] = bomb bay;
// Camera Settings
cameraOffset = 1.5; // Vertical offset from camera mount point
cameraMaxDist = 16;
cameraOffset = 3.65;
cameraLag = 0.1;
cameraRoll = true; // 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 = 3; // 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 = 90; // 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) // Auto stabilize speed
vertThrustMultiple = 3.0;
// 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";
};
07/24/2006 (5:56 am)
Datablock FlyingVehicleData(Fighter){
spawnOffset = "0 0 2";
emap = true;
category = "Vehicles";
shapeFile = "~/data/shapes/vehicles/fighter.dts";
multipassenger = false;
computeCRC = true;
//debrisShapeName = "~/data/shapes/vehicles/fighter_debris.dts";
//debris = FighterShapeDebris;
//renderWhenDestroyed = false;
drag = 0.25;
density = 1.0;
// Mounting Details
numMountPoints = 1; // How many mount points you want.
multipassenger = true; // Depends on # of mountpoints.
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;
mountPose[0] = sitting; // This is the possition linked to the animation sequence name
mountPose[1] = root;
mountPose[2] = root;
mountPose[3] = root;
mountPose[4] = root;
mountPose[5] = root;
mountPose[6] = root;
mountPose[7] = root;
mountPose[8] = root;
// mountPose[9] = gun;
// mountPose[10] = bomb bay;
// Camera Settings
cameraOffset = 1.5; // Vertical offset from camera mount point
cameraMaxDist = 16;
cameraOffset = 3.65;
cameraLag = 0.1;
cameraRoll = true; // 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 = 3; // 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 = 90; // 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) // Auto stabilize speed
vertThrustMultiple = 3.0;
// 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";
};
#5
// Particle Details
//----------------------------------------------------------------------------------------
//FighterShapeDebris
//FighterVehicleExplosion;
//FighterLiftoffDustEmitter;
//LightDamageSmoke;
//HeavyDamageSmoke;
//MediumDamageSmoke;
// Contrail
datablock ParticleData(FighterContrailParticle)
{
dragCoefficient = 1.5;
gravityCoefficient = 0;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 3000;
lifetimeVarianceMS = 0;
textureName = "~/data/particles/trailParticle";
colors[0] = "0.6 0.6 0.6 0.5";
colors[1] = "0.2 0.2 0.2 0";
sizes[0] = 0.6;
sizes[1] = 5;
};
datablock ParticleEmitterData(FighterContrailEmitter)
{
ejectionPeriodMS = 50;
periodVarianceMS = 0;
ejectionVelocity = 1;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 180;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "FighterContrailParticle";
};
// forward
datablock ParticleData(FighterFJetParticle)
{
dragCoefficient = 1.5;
gravityCoefficient = 0;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 3000;
lifetimeVarianceMS = 0;
textureName = "~/data/particles/forwardParticle";
colors[0] = "0.6 0.6 0.6 0.5";
colors[1] = "0.2 0.2 0.2 0";
sizes[0] = 0.6;
sizes[1] = 5;
};
datablock ParticleEmitterData(FighterFJetEmitter)
{
ejectionPeriodMS = 50;
periodVarianceMS = 0;
ejectionVelocity = 1;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 180;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "FighterFJetParticle";
};
// Backward
datablock ParticleData(FighterBackParticle)
{
dragCoefficient = 1.5;
gravityCoefficient = 0;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 3000;
lifetimeVarianceMS = 0;
textureName = "~/data/particles/backwardParticle";
colors[0] = "0.6 0.6 0.6 0.5";
colors[1] = "0.2 0.2 0.2 0";
sizes[0] = 0.6;
sizes[1] = 5;
};
datablock ParticleEmitterData(FighterBackEmitter)
{
ejectionPeriodMS = 50;
periodVarianceMS = 0;
ejectionVelocity = 1;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 180;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "FighterBackParticle";
};
//Upwards
datablock ParticleData(FighterUJetParticle)
{
dragCoefficient = 1.5;
gravityCoefficient = 0;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 3000;
lifetimeVarianceMS = 0;
textureName = "~/data/particles/upParticle";
colors[0] = "0.6 0.6 0.6 0.5";
colors[1] = "0.2 0.2 0.2 0";
sizes[0] = 0.6;
sizes[1] = 5;
};
datablock ParticleEmitterData(FighterUJetEmitter)
{
ejectionPeriodMS = 50;
periodVarianceMS = 0;
ejectionVelocity = 1;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 180;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "FighterUJetParticle";
};
//Downward
datablock ParticleData(FighterDJetParticle)
{
dragCoefficient = 1.5;
gravityCoefficient = 0;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 3000;
lifetimeVarianceMS = 0;
textureName = "~/data/particles/downParticle";
colors[0] = "0.6 0.6 0.6 0.5";
colors[1] = "0.2 0.2 0.2 0";
sizes[0] = 0.6;
sizes[1] = 5;
};
datablock ParticleEmitterData(FighterDJetEmitter)
{
ejectionPeriodMS = 50;
periodVarianceMS = 0;
ejectionVelocity = 1;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 180;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "FighterDJetParticle";
};
07/24/2006 (6:01 am)
//----------------------------------------------------------------------------------------// Particle Details
//----------------------------------------------------------------------------------------
//FighterShapeDebris
//FighterVehicleExplosion;
//FighterLiftoffDustEmitter;
//LightDamageSmoke;
//HeavyDamageSmoke;
//MediumDamageSmoke;
// Contrail
datablock ParticleData(FighterContrailParticle)
{
dragCoefficient = 1.5;
gravityCoefficient = 0;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 3000;
lifetimeVarianceMS = 0;
textureName = "~/data/particles/trailParticle";
colors[0] = "0.6 0.6 0.6 0.5";
colors[1] = "0.2 0.2 0.2 0";
sizes[0] = 0.6;
sizes[1] = 5;
};
datablock ParticleEmitterData(FighterContrailEmitter)
{
ejectionPeriodMS = 50;
periodVarianceMS = 0;
ejectionVelocity = 1;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 180;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "FighterContrailParticle";
};
// forward
datablock ParticleData(FighterFJetParticle)
{
dragCoefficient = 1.5;
gravityCoefficient = 0;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 3000;
lifetimeVarianceMS = 0;
textureName = "~/data/particles/forwardParticle";
colors[0] = "0.6 0.6 0.6 0.5";
colors[1] = "0.2 0.2 0.2 0";
sizes[0] = 0.6;
sizes[1] = 5;
};
datablock ParticleEmitterData(FighterFJetEmitter)
{
ejectionPeriodMS = 50;
periodVarianceMS = 0;
ejectionVelocity = 1;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 180;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "FighterFJetParticle";
};
// Backward
datablock ParticleData(FighterBackParticle)
{
dragCoefficient = 1.5;
gravityCoefficient = 0;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 3000;
lifetimeVarianceMS = 0;
textureName = "~/data/particles/backwardParticle";
colors[0] = "0.6 0.6 0.6 0.5";
colors[1] = "0.2 0.2 0.2 0";
sizes[0] = 0.6;
sizes[1] = 5;
};
datablock ParticleEmitterData(FighterBackEmitter)
{
ejectionPeriodMS = 50;
periodVarianceMS = 0;
ejectionVelocity = 1;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 180;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "FighterBackParticle";
};
//Upwards
datablock ParticleData(FighterUJetParticle)
{
dragCoefficient = 1.5;
gravityCoefficient = 0;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 3000;
lifetimeVarianceMS = 0;
textureName = "~/data/particles/upParticle";
colors[0] = "0.6 0.6 0.6 0.5";
colors[1] = "0.2 0.2 0.2 0";
sizes[0] = 0.6;
sizes[1] = 5;
};
datablock ParticleEmitterData(FighterUJetEmitter)
{
ejectionPeriodMS = 50;
periodVarianceMS = 0;
ejectionVelocity = 1;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 180;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "FighterUJetParticle";
};
//Downward
datablock ParticleData(FighterDJetParticle)
{
dragCoefficient = 1.5;
gravityCoefficient = 0;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 3000;
lifetimeVarianceMS = 0;
textureName = "~/data/particles/downParticle";
colors[0] = "0.6 0.6 0.6 0.5";
colors[1] = "0.2 0.2 0.2 0";
sizes[0] = 0.6;
sizes[1] = 5;
};
datablock ParticleEmitterData(FighterDJetEmitter)
{
ejectionPeriodMS = 50;
periodVarianceMS = 0;
ejectionVelocity = 1;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 180;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "FighterDJetParticle";
};
#6
// Sound Details
//----------------------------------------------------------------------------------------
FighterThrustSound;
FighterEngineSound;
FighterSoftImpactSound;
FighterHardImpactSound;
FighterExitWaterMediumSound;
FighterImpactWaterSoftSound;
FighterImpactWaterMediumSound;
FighterImpactWaterMediumSound;
FighterWakeMediumSplashSound;
//----------------------------------------------------------------------------------------
// Game Functions
//----------------------------------------------------------------------------------------
function Flyer::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() !$= "Enabled")
%obj.setDamageState(Enabled);
}
}
07/24/2006 (6:01 am)
//----------------------------------------------------------------------------------------// Sound Details
//----------------------------------------------------------------------------------------
FighterThrustSound;
FighterEngineSound;
FighterSoftImpactSound;
FighterHardImpactSound;
FighterExitWaterMediumSound;
FighterImpactWaterSoftSound;
FighterImpactWaterMediumSound;
FighterImpactWaterMediumSound;
FighterWakeMediumSplashSound;
//----------------------------------------------------------------------------------------
// Game Functions
//----------------------------------------------------------------------------------------
function Flyer::onDamage(%this, %obj, %delta)
{
Parent::onDamage(%this, %obj);
%currentDamage = %obj.getDamageLevel();
if(%currentDamage > %obj.destroyedLevel)
{
if(%obj.getDamageState() !$= "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);
}
}
#7
btw ive really abandoned the weapon pack idea. too much for me to handle and i forgot to stay organized. the reason id like the flying vehicle scripts is i am making a flight simulator with torque where you can choose US and russian jets, the f18, f22, mig29, and su-47. People can dogfight over an internet connection. Im not charging anything for it becuase we need to bring people together and shoot down their planes :-)
07/24/2006 (6:01 am)
Thank you i will debug it if neccesarry and put it to use.btw ive really abandoned the weapon pack idea. too much for me to handle and i forgot to stay organized. the reason id like the flying vehicle scripts is i am making a flight simulator with torque where you can choose US and russian jets, the f18, f22, mig29, and su-47. People can dogfight over an internet connection. Im not charging anything for it becuase we need to bring people together and shoot down their planes :-)
#8
also is there any way to incorporate G force? if you can answer these questions without engine modifications that would be great. thanks.
edit: if we run out of fuel will it plummet to the ground?
07/24/2006 (6:20 am)
More questions. how do i insert a throttle control, for example low throttle is good for taxiing at the runway, medium is good for takeoff, and high is good for a getaway in your dogfight? in other word control how much the engine is working to push the plane?also is there any way to incorporate G force? if you can answer these questions without engine modifications that would be great. thanks.
edit: if we run out of fuel will it plummet to the ground?
#10
07/24/2006 (7:02 am)
Looks good! try squeesing those wing tips flat though.
#11
just finished the mig 29. going to texture it now.
07/24/2006 (7:16 am)
Thank you i will do that.just finished the mig 29. going to texture it now.
#15
07/25/2006 (10:30 am)
Wow, thats looking pretty cool man. Nice work.
#16
is there any way to give the pilot throttle control?
and
if i run out of fuel or gt destroyed will i fall to the ground or hang up in the sky?
07/25/2006 (11:32 am)
Any answers on my questions?is there any way to give the pilot throttle control?
and
if i run out of fuel or gt destroyed will i fall to the ground or hang up in the sky?



Torque Owner Shawn Simas
Bigfoot Studios
TDN also has an example datablock for wheeled, hover, and flying vehicles.
TDN Link